Rounds per minute

General discussion of the Project Reality: BF2 modification.
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boilerrat
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Rounds per minute

Post by boilerrat »

A question for the DEVs...

How do you guys figure the rounds per minute for a gun? Is there an actual "roundsPerMinute" function type thing or do you have a crazy BF2 unit that you have to convert to real life numbers?

PR related, because I want to know if the fire rates are realistic or hollywood.
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Jigsaw
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Re: Rounds per minute

Post by Jigsaw »

boilerrat wrote:PR related, because I want to know if the fire rates are realistic or hollywood.
Surely that's obvious, this is PR afterall ;)
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Spec
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Re: Rounds per minute

Post by Spec »

I heared that RPM can only be done in steps of 300. So a gun that'd normally have 800 PRM would have to be set to 900 RPM or 600 RPM. I suspect that some guns, for balancing and engine limitation reasons, have been set to a number not exactly reflecting the actual rate of fire, but I don't know that for sure.
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boilerrat
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Re: Rounds per minute

Post by boilerrat »

If that is the case of balancing, how many of the gun's fire rates are unrealistic?

It would be nice to have everything real despite the balancing issues.
Last edited by boilerrat on 2010-08-14 20:17, edited 1 time in total.
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gazzthompson
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Re: Rounds per minute

Post by gazzthompson »

Just to back up what spec op said, i do believe there are limitations of ROF and the devs cant just set it to any number they want.
Grim1316
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Re: Rounds per minute

Post by Grim1316 »

indeed I believe it tops out at 1200 Rounds Per Minute, e.g. the a-10 in game actually fires 4 projectiles for every one round displayed on the ammo counter.
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Jigsaw
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Re: Rounds per minute

Post by Jigsaw »

boilerrat wrote:It would be nice to have everything real despite the balancing issues.
Balance > ultimate realism.


Imho.
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"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Spinkyone
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Re: Rounds per minute

Post by Spinkyone »

Grim1316 wrote:indeed I believe it tops out at 1200 Rounds Per Minute, e.g. the a-10 in game actually fires 4 projectiles for every one round displayed on the ammo counter.
Maximum featured in game is 1800 rounds per minute as far as I know. Biggest discrepancies are for the miniguns / aircraft cannons and that's about it (but lower end of actual is around 1800 anyway). I think the dual / quad guns are limited in fire rate for the vehicle not per gun such as the Tunguska although not certain about that. The main issue beyond that is hit detection, lag and sound most likely.

I'm sure if it was possible accurate RPM figures would be there and for hand-held weapons it's probably correct. In other games you use to set fire rate to 600 for convenience since it would mean the fire loop sample would be exactly 0.1 seconds (so easy to sync as not recurring) but I think BF2 works around that.
Last edited by Spinkyone on 2010-08-14 21:24, edited 1 time in total.
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Ts4EVER
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Re: Rounds per minute

Post by Ts4EVER »

Yeah, you can only have certain rpms. In Fh2 the MG42 has to fire 2 projectiles at once at 600rpm to get to 1200.
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nedlands1
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Re: Rounds per minute

Post by nedlands1 »

ObjectTemplate.fire.roundsPerMinute X, where X is the cyclic firing rate in rounds per minute.
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goguapsy
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Re: Rounds per minute

Post by goguapsy »

boilerrat wrote:If that is the case of balancing, how many of the gun's fire rates are unrealistic?

It would be nice to have everything real despite the balancing issues.
Yes, but as Jigsaw said, this is Project Gameplay, not Project Reality (in some points).
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boilerrat
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Re: Rounds per minute

Post by boilerrat »

If all of the rates were realistic, let's take insurgents for example.

If their guns started turning less effective than blufor, they would start using IEDs more and run and gun stuff.. compared to toe-to-toe

It could change the play style a lot.
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goguapsy
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Re: Rounds per minute

Post by goguapsy »

boilerrat wrote: If their guns started turning less effective than blufor,
What do you mean by less effective? According to Sebastian Junger's "WAR" (very good book about the soldiers in Korengal Vally btw, very good reading), some firefights with cyclic firing resulted in lots of jams in US-made guns due to the internal recoil-absorber they have.

The AK-47s, on the other hand, have a HUGE recoil but don't have much inside to be jammed, because it is so simple.

(I'm supposing we are talking about RPM on small-arms, right?)


EDIT:
Oh and if I recall correctly, Junger said that the insurgents (Taliban) resorted to roadside bombs due to the huge firepower advantage the US had over them (talking about jets and choppers). As that difference isn't THAT big in-game, I believe that the game is somewhat balanced at the moment, I'd say it actually favors the insurgent side, meaning that a while a well-coordinated BLUFOR team can simply rape the insurgents, a disorganized BLUFOR can get crippled by a lone insurgent in a Gary... Or an RPG, or a techie, or an IED, or a marksman, or a RPK gunner...
Last edited by goguapsy on 2010-08-15 04:52, edited 1 time in total.
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Turner
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Re: Rounds per minute

Post by Turner »

I was playing around on the bf2 editor and made a Jackhammer have 900RPM and no recoil, with 900 rounds of ammo lmao
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Jaymz
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Re: Rounds per minute

Post by Jaymz »

BF2 enforces firing rates divisible by 1200.

Every single cyclic firing rate in PR is made as close to reality as possible. If you find one that isn't, please report it in the appropriate section with sources to show the RoF in reality.
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