Idea for RKG-3

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AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Idea for RKG-3

Post by AquaticPenguin »

I think the RKG's are a very useful weapon, but in game they don't seem to be used to their full potential. I think they are an opportunity to make the insurgency a bit more varied and dynamic.

Basically my idea is thus. Make all of the insurgents which carry RKGs and the civilians have a similar appearance (an alternative is to add a new class with just the RKG-3). Then change the 3p idle animation for holding the RKG to hold it behind the insurgents back but still in a quite casual pose. This way when using the weapon the blufor wouldn't be able to differentiate between the civilians and the armed insurgents apart from a slight visual clue from their stance and the weapon behind their back. This would add a more realistic use of the weapon and keep blufor on edge, whilst also improving the use of the weapon.

Because the weapon has to be thrown from behind the back the moving vehicle has time to evade if they are aware and it also means that the insurgents are less accurate when timing the throw, this was from my other suggestion thread but I think it needed more attention.

~Ed
SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: Idea for RKG-3

Post by SkaterCrush »

Sorry but I really don't like this idea. Civilians have a hard enough time as it is, regular soldiers don't care about who they shoot and this won't help civilians.
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Dude388
Posts: 404
Joined: 2008-07-21 21:15

Re: Idea for RKG-3

Post by Dude388 »

SkaterCrush wrote:Sorry but I really don't like this idea. Civilians have a hard enough time as it is, regular soldiers don't care about who they shoot and this won't help civilians.
Pretty much sums up my opinions too

Though points for thinking outside the box.
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mosinmatt
Posts: 223
Joined: 2009-03-02 03:10

Re: Idea for RKG-3

Post by mosinmatt »

I would like to see the radius of the RKG3 increased. It blew up, like a foot away from a guy and it didnt hurt him at all. Same with various vehicals. It bounces off, or barely misses, and does no damage.
Do they even do anything against the APCs?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Idea for RKG-3

Post by Rudd »

mosinmatt wrote:I would like to see the radius of the RKG3 increased. It blew up, like a foot away from a guy and it didnt hurt him at all. Same with various vehicals. It bounces off, or barely misses, and does no damage.
Do they even do anything against the APCs?
they are very effective, but afaik they do have deviation like any weapon.

when I use them, I like to hold down right click so I have it ready, then run round the corner and toss it.
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AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Idea for RKG-3

Post by AquaticPenguin »

Good points, I understand it could make it very difficult for civilians. Maybe it would work combined with harsher penalties for civi-killers
SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: Idea for RKG-3

Post by SkaterCrush »

So an insurgent is holding a grenade and about to throw it and your NOT going to shoot him?
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AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Idea for RKG-3

Post by AquaticPenguin »

The idea is that it's difficult to see the rkg and therefore difficult to differentiate from civilians and insurgents until close up.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Idea for RKG-3

Post by gclark03 »

The RKG isn't as powerful as it used to be...
Taliban-IED
Posts: 190
Joined: 2008-03-17 18:54

Re: Idea for RKG-3

Post by Taliban-IED »

mosinmatt wrote:I would like to see the radius of the RKG3 increased. It blew up, like a foot away from a guy and it didnt hurt him at all. Same with various vehicals. It bounces off, or barely misses, and does no damage.
Do they even do anything against the APCs?
I just tested RKG ...they do almost no dmg to APC´s.(stoped counting after 20 rkgs lol)

Here are some funny facts... 2 rpg round´s take out APC same as Humvee/Truck

2RKG´s take out Humvees/Trucks.....but no damage to APC

RKG can penetrate any armor up to 125-165 mm + 20meters fragmentation radius....

Make those RKG kit look same like civilian...without covered face/rag
E-Terrorist fan boys are not welcome on the forums.
Darkkas
Posts: 83
Joined: 2009-06-26 20:42

Re: Idea for RKG-3

Post by Darkkas »

Dont like new rpg damage too.. it taked 3 rocket hits to kill soldier
Taliban-IED
Posts: 190
Joined: 2008-03-17 18:54

Re: Idea for RKG-3

Post by Taliban-IED »

E-Terrorist fan boys are not welcome on the forums.
burghUK
Posts: 2376
Joined: 2007-10-18 13:33

Re: Idea for RKG-3

Post by burghUK »

I find that RKG-3s and other grenades travel far too slowly. Its extremely difficult to hit a moving vehicle 5m from you because the grenade moves unrealistically slow
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