PR: BF2 v0.97 Features List

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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: PR: BF2 v0.97 Features List

Post by ComradeHX »

Fractal wrote:Decreased RPG7 damage to APCs?! What that for?
RPGs are very effective against APCs.

RPG optics has real good zoom. I actually liked it more then SVD standard optics one.
Not to mention 500 line aim. I/d love to see it fixed :) And RPGs are very noisy when shut, at least Frag ones. I have never shot AT one :(

Thanks for all this nice work u do people
I just need to know how many shots to a APC it will take to kill it; and bring the appropriate number of people to fire upon the APC.
Phenixtri
Posts: 10
Joined: 2010-01-14 23:55

Re: PR: BF2 v0.97 Features List

Post by Phenixtri »

Awesome patch guys keep up the great work.

Also on another side note can anyone please tell me why I cant post my own threads in the forums? I have some suggestions for improving the visual realism id like to share.
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: PR: BF2 v0.97 Features List

Post by AFsoccer »

Phenixtri wrote:Also on another side note can anyone please tell me why I cant post my own threads in the forums?
For a few weeks after each release, the suggestion forum is usually locked. This is so players have a chance to get used to changes before offering reactions. It should be opened again soon. :)
Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: PR: BF2 v0.97 Features List

Post by Jolly »

Insurgent:Hard time come.
AT operator:Never shoot cache


Me:Good!!
Last edited by Jolly on 2011-08-22 02:45, edited 1 time in total.
JCorona
Posts: 2
Joined: 2009-05-04 01:46

Re: PR: BF2 v0.97 Features List

Post by JCorona »

Everyone still playing in .96? Oo
Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Re: PR: BF2 v0.97 Features List

Post by Jaymz »

ComradeHX wrote:I just need to know how many shots to a APC it will take to kill it; and bring the appropriate number of people to fire upon the APC.
The acceleration changes to them were reverted, so they don't dip as ridiculously as they do in 0.96 anymore.

The damage changes against modern APC's/IFV's are like so (excludes things like the M113 and BTR-60),

0.96 and previous versions

1 x PG-7 round = Heavily damaged, possibly tracked or turret disabled
2 x PG-7 rounds = Destroyed

0.97

1 x PG-7 round = Damaged, still combat effective. Unlikely to be tracked or have turret disabled.
2 x PG-7 rounds = Heavily Damaged, possibly tracked or turret disabled
3 x PG-7 rounds = Destroyed

This applies only to the standard PG-7 projectile. The tandem warhead is unaffected.

Though still not quite realistic (certain ones can take lots of hits without sustaining any significant damage, irl) it's a much better representation than what we have now.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Firepower01
Posts: 92
Joined: 2009-10-17 08:17

Re: PR: BF2 v0.97 Features List

Post by Firepower01 »

How about the SPG-9 rounds? Because I was dieing in one hit to those in the Canadian LAV III the other day on Kokan (granted he did hit my side armor most of the time)
georgysb
Posts: 6
Joined: 2011-08-09 14:12

Re: PR: BF2 v0.97 Features List

Post by georgysb »

Antonyo wrote:I really hope that we see more of these bugfix and balance updates in the future =).

And I think its quite realistic to have the rpg damage decreased since irl u usually need several hits to completely take out an apc or ifv. At least that is what I learned during my time in the Swedish Army =)
right! You just have to change dead crew and still can use this AAV again(if engine is not damaged and ammo didn't detonated)

I find this change RIDICULOUS! The weakest RPG-7 grenade can still pierce 260+mm of steel armour... gosh.. it was designed to take out TANKS! Even RPG-26 can pierce 220mm of steel armour at the angle of 60 degrees...

Is this patch still called as Project REALITY or maybe it is Project AntiInsurgency now? Whose was that idea??
ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: PR: BF2 v0.97 Features List

Post by ShockUnitBlack »

Old-school tanks without reactive armour and cage armour, sure.
"I Want To Spend The Rest Of My Life With You Tonight."
Cadde.se
Posts: 5
Joined: 2009-10-20 07:41

Re: PR: BF2 v0.97 Features List

Post by Cadde.se »

Thank you for the quick fix! :)

My gunners frustration in the Warrior was at a all time high. ;)
sovietorchestra
Posts: 13
Joined: 2011-08-04 10:55

Re: PR: BF2 v0.97 Features List

Post by sovietorchestra »

Do the Russian and German HAT/LAT sights work or still unusable?
karambaitos
Posts: 3788
Joined: 2008-08-02 14:14

Re: PR: BF2 v0.97 Features List

Post by karambaitos »

sovietorchestra wrote:Do the Russian and German HAT/LAT sights work or still unusable?
the russian optic is broken like in 95 again *sigh*
but on the other hand at least you can destroy stuff with the hat

what i dont understand why not just lower the entire sight picture down to where its zeroed in by default on the russian RPG-7, that would fix the problems with the sight
Last edited by karambaitos on 2011-08-22 10:01, edited 1 time in total.
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.

40k is deep like that.
moj
Posts: 198
Joined: 2008-04-01 06:46

Re: PR: BF2 v0.97 Features List

Post by moj »

fillsson wrote:"Reverted unguided AT weapon muzzle velocities back to pre 0.96 settings"

So does this mean that RPG 7 is back in action? :grin:
I wonder why they put "unguided AT weapon" instead of just "RPG-7", since the other LAT kits didn't appear to have been altered anyway.

Regardless, if this means the RPG-7 drop is as it used to be, then I'm a very happy bunny.
Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Re: PR: BF2 v0.97 Features List

Post by Jaymz »

georgysb wrote: it was designed to take out TANKS!
From the 60's. The fact stands that modern IFV's can and have taken multiple RPG-7 hits while remaining combat effective.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Fractal
Posts: 75
Joined: 2008-12-28 08:28

Re: PR: BF2 v0.97 Features List

Post by Fractal »

[R-DEV]Jaymz wrote:From the 60's. The fact stands that modern IFV's can and have taken multiple RPG-7 hits while remaining combat effective.
Maybe frag ones have been shot to them ?! instead of AT ones.

And it would be great if RPGs could be correctable on distance like SBLs are of grenadiers.
Should be easy as this is already done for grenadiers and RPG optics zoom must be peace of cake.
A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: PR: BF2 v0.97 Features List

Post by A.Finest »

Kain888 wrote:Anyway really nice to have fast, small patch, way better and more refreshing than waiting almost a year for a patch.
True on that :)
Rudd
Retired PR Developer
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Re: PR: BF2 v0.97 Features List

Post by Rudd »

Should be easy...
never a good idea to start a sentance like that :)

almost as good as

"I'm not a coder but..."
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Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Re: PR: BF2 v0.97 Features List

Post by Jaymz »

Fractal wrote: Should be easy as this is already done for grenadiers and RPG optics zoom must be peace of cake.
Harder, the RPG-7 has a rear sight with a moveable piece that needs to be physically moved to adjust, which would need animating in-game.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: PR: BF2 v0.97 Features List

Post by Nebsif »

<3 Jaymz for posting useful info! :P

Now trans helos wont be as armored as actual APCs!
BTW, will the feedback and suggestion sections remain locked for another 2 weeks? xD
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