Quads are OP

Post your feedback on the current Project Reality release (including SinglePlayer).
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Quads are OP

Post by sweedensniiperr »

Hm, I can't comment on the rpm or on the bullet spread. However why I find them pretty OP is because the ease you have with aiming. This is a problem with basically everything in PR, but that's another topic. Think about it, would a one man crew would be able turn 360degrees in about 2 seconds?If so, I'd like to see that.
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Eddie Baker
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Re: Quads are OP

Post by Eddie Baker »

sweedensniiperr wrote:Hm, I can't comment on the rpm or on the bullet spread. However why I find them pretty OP is because the ease you have with aiming. This is a problem with basically everything in PR, but that's another topic. Think about it, would a one man crew would be able turn 360degrees in about 2 seconds?If so, I'd like to see that.
Traverse is mechanical, and the real-life mount has the ability to traverse 48 degrees in a second. Anti-aircraft mounts have a higher rate of traverse and elevation than most other ground vehicles, for very good reason: what they're designed to shoot at tends to go faster than a tank.
Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: Quads are OP

Post by Truism »

The aiming being mechanical is the real barrier in real life. Engaging a moving target with mechanical aiming is tres hard. The only change the zpu would benefit from in pr is (much) more momentum on traverse to simulate this.
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awesome5
Posts: 2
Joined: 2009-09-03 00:24

Re: Quads are OP

Post by awesome5 »

Professorson wrote:Perhaps the ZSU's fire HE rounds as you see a small explosion when it impacts
ZPU's firing HE (MDZ rounds)...please. They normally fire AP. And if they are indeed magically loaded with MDZ High-explosives, why doesn't the BTR get them? Anyways, AP is more dangerous to a chopper then HE, at least in-game. I think the damage on the ZPU is fine but they need to change the round impact to that of a BTR's. Maybe they mistakenly meant to put the ZPU-23 in-game and left the round impact as that of a 23mm shell?
Inspektura43
Posts: 415
Joined: 2012-06-23 16:00

Re: Quads are OP

Post by Inspektura43 »

Take a look at the quads on Barracuda Vietnam for example.
Not sure how many are they exactly but they are spread all over the map and the LZs...you cant even land on the island, but if you try to hover over the water right next to it you still get killed either by infantry or apc..even sometimes they are waiting for you with boats.
Last edited by Inspektura43 on 2013-04-04 23:03, edited 1 time in total.
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Ca6e
Posts: 231
Joined: 2008-12-08 12:40

Re: Quads are OP

Post by Ca6e »

awesome5 wrote:ZPU's firing HE (MDZ rounds)...please. They normally fire AP. And if they are indeed magically loaded with MDZ High-explosives, why doesn't the BTR get them? Anyways, AP is more dangerous to a chopper then HE, at least in-game. I think the damage on the ZPU is fine but they need to change the round impact to that of a BTR's. Maybe they mistakenly meant to put the ZPU-23 in-game and left the round impact as that of a 23mm shell?
I dont think Anti air weapons use AP rounds! Couse its usless, and u are lucky if u hit th plane or helicopter! Couse with AP rounds u actually need to hit them, with HE approximately round, u need to be only close to damage plane with shrapnels.

And again quads are ok and thats my opinion.
Mikemonster
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Joined: 2011-03-21 17:43

Re: Quads are OP

Post by Mikemonster »

On the other hand they presumably have a flatter trajectory and a faster velocity.. Worth a thought..
izoiva
Posts: 613
Joined: 2012-02-16 12:17

Re: Quads are OP

Post by izoiva »

Ca6e wrote:I dont think Anti air weapons use AP rounds! Couse its usless, and u are lucky if u hit th plane or helicopter! Couse with AP rounds u actually need to hit them, with HE approximately round, u need to be only close to damage plane with shrapnels.

And again quads are ok and thats my opinion.
How НЕ shell will damage the target without hitting it?
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Quads are OP

Post by Pvt.LHeureux »

Shrapnels! Just like the famous 88mm AA guns used by the germans worked in WW2. They had different detonation ranges, so they didn't have to hit the planes dead-on to damage them, just like airbust,
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Eddie Baker
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Joined: 2004-07-26 12:00

Re: Quads are OP

Post by Eddie Baker »

izoiva wrote:How НЕ shell will damage the target without hitting it?
He said "approximately round," but meant "proximity round," or rather proximity fuzed round. It explodes near the target and damages it with shrapnel. There is no such round for the KPV.
Ca6e
Posts: 231
Joined: 2008-12-08 12:40

Re: Quads are OP

Post by Ca6e »

Yeah i mean proximity and I did look intto info of PKV, and u got that right, they arent using fuzzed bullets, but they are using HE-incedary and AP-incidry rounds.
Arab
PR:BF2 Developer
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Re: Quads are OP

Post by Arab »

Whenever I read 'Quads', I picture this arabic young adult at the gym with his other friend.
"Bro I'm working on my Quads bro, come help me lift this fully heavy weight, Yallah bro!"
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Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: Quads are OP

Post by Stealthgato »

Their power is offset by their static mapper-placed nature. The only way they are of use is if anyone is careless enough to get into their field of fire, and since there's no sights if the target is fairly far away it's hard to tell (for me at least) if it's firing over, under, leading too much or too little. Plus, their position is known by everyone and they'll most likely be HAT'd or mortared before they do anything or just simply avoided altogether.
Last edited by Stealthgato on 2013-05-13 15:35, edited 1 time in total.
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Quads are OP

Post by SGT.Ice »

The quads are meant to be OP. Have you seen the size of the rounds recently? They were DESIGNED with the intent of shredding anything in the air.
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Quads are OP

Post by 40mmrain »

Arab wrote:Whenever I read 'Quads', I picture this arabic young adult at the gym with his other friend.
"Bro I'm working on my Quads bro, come help me lift this fully heavy weight, Yallah bro!"
gotta do heavy squats to lug around those ERYXs
Quobble
Posts: 123
Joined: 2012-05-13 09:19

Re: Quads are OP

Post by Quobble »

I think they should remove all of the quads at mec main base in jabal except for one.
tutvys13
Posts: 43
Joined: 2013-03-23 19:42

Re: Quads are OP

Post by tutvys13 »

Yeah I agree with peoples that don't like Quads or that thinks that there is too much Quads on Barracuda.I don't even think that I had normal round In barracuda as USMC because off all choppers dies in first 5 minutes.
chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: Quads are OP

Post by chrisweb89 »

If you are talking about normal PR barracuda then there is one squad, and it only looks up high into the air, above an already elevated position. Vietnam barracuda has more quads and in more effective emplacements, but if the pilots know where they are you can still make it to shore np, just with a limited number of safe routes that can be locked down by BTR or boat.
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: Quads are OP

Post by Murphy »

Or you can be a helpful player and go take them out. The quads in this game are indeed massive rape machines, but they are stationary with (normally) really horrible LOS. Get a LAT/HAT/AR/Marksmen to deal with him, there is no zoom and no crosshair it shouldn't be hard to outshoot the guy on it.

If the USMC gets their priorities straight on PR:V Cuda the AAA on the Airstrip objective should be a non-issue.
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notmyingamename
Posts: 89
Joined: 2010-03-19 05:59

Re: Quads are OP

Post by notmyingamename »

Murphy wrote:Or you can be a helpful player and go take them out. The quads in this game are indeed massive rape machines, but they are stationary with (normally) really horrible LOS. Get a LAT/HAT/AR/Marksmen to deal with him, there is no zoom and no crosshair it shouldn't be hard to outshoot the guy on it.

If the USMC gets their priorities straight on PR:V Cuda the AAA on the Airstrip objective should be a non-issue.
when i'm on cas in viet-barracuda, try to get a door gunner with combat engi and drop him off on the rarely manned sets straight away, drop the timer tnt and ride off. one on docks, one in their main, for example. the others at hilltop, trench network, and terminal are all jobs for infantry, so it's better to keep in the fog until they get overrun for sure.
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