Ask the [Dev]s a (?)

General discussion of the Project Reality: BF2 modification.
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carmikaze
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Re: Ask the [Dev]s a (?)

Post by carmikaze »

Hopefully, it's been a month since the latest update :)
Phoenixo_Idaho
Posts: 380
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Re: Ask the [Dev]s a (?)

Post by Phoenixo_Idaho »

carmikaze wrote:Hopefully, it's been a month since the latest update :)
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Ah ! See Devcasts and die ! ;)
Phoenixo_Idaho ; Medic & Mortars Specialist
IWI-GALIL.556FA
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Re: Ask the [Dev]s a (?)

Post by IWI-GALIL.556FA »

During my training, I was able to come to a dead stop from a sprint, go to a knee, pull up my m4, and instantly shoot whatever my eotech was aimed at with no deviation. Why is this not possible in PR? I have shot and still shoot many of the guns used in this game, and let me tell ya, you've got it all wrong. When I point at a target and pull the trigger i hit it, quickly. I don't shoot 3 times and miss all around the target like in PR. Just wondering. I have played PR for a while and it seemed like back in the day the deviation was better. Or maybe I'm just starting to suck :razz:

thanks
carmikaze
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Re: Ask the [Dev]s a (?)

Post by carmikaze »

frydad5656 wrote:During my training, I was able to come to a dead stop from a sprint, go to a knee, pull up my m4, and instantly shoot whatever my eotech was aimed at with no deviation. Why is this not possible in PR? I have shot and still shoot many of the guns used in this game, and let me tell ya, you've got it all wrong. When I point at a target and pull the trigger i hit it, quickly. I don't shoot 3 times and miss all around the target like in PR. Just wondering. I have played PR for a while and it seemed like back in the day the deviation was better. Or maybe I'm just starting to suck :razz:

thanks
Because gameplay would quickly change to CoD/Battlefield 3 style. It also has several other reasons, which should be quite obvious... :)

No-Go.
IWI-GALIL.556FA
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Re: Ask the [Dev]s a (?)

Post by IWI-GALIL.556FA »

carmikaze wrote:Because gameplay would quickly change to CoD/Battlefield 3 style. It also has several other reasons, which should be quite obvious... :)

No-Go.
So then I guess it's not too real. People would have to learn to not go rambo style. It just seems like everything is nerfed way too much.
carmikaze
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Joined: 2013-01-25 15:36

Re: Ask the [Dev]s a (?)

Post by carmikaze »

frydad5656 wrote:So then I guess it's not too real
No, not everything in PR is real. If some things would be "real" it would affect the gameplay so much that it wouldn't be fun to play anymore.

But i agree with you, the current deviation sucks hard and is simply frustrating. It'll be much better in PR 1.0 (no laser accuracy though).
40mmrain
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Joined: 2011-08-17 05:23

Re: Ask the [Dev]s a (?)

Post by 40mmrain »

O_turista_portugues wrote:In present version Insurgents can Babysit a blufor's HAT kit and if they're luck can kill Heavy armor with it. The Dev team considers that as an exploit or a good mechanic?
if you lose a HAT kit, or any kit for that matter, 20(?) minutes later if the other one is still in the field, dropped, or on an enemy, you can request a new one, actually. This is how people got 2 HAT kits on their side with Dbmod

Also I hope the black out time is shortened considerably for enemy kit pickups, because with the quicker loading HATs like the russian on it is really possible for the enemy to use it like you described.
frydad5656 wrote:So then I guess it's not too real. People would have to learn to not go rambo style. It just seems like everything is nerfed way too much.
next patch deviation will be considerably smaller
IWI-GALIL.556FA
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Re: Ask the [Dev]s a (?)

Post by IWI-GALIL.556FA »

carmikaze wrote:No, not everything in PR is real. If some things would be "real" it would affect the gameplay so much that it wouldn't be fun to play anymore.

But i agree with you, the current deviation sucks hard and is simply frustrating. It'll be much better in PR 1.0.
I hope so. I did hear that on the DEV video, that would be awesome.
Stealthgato
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Re: Ask the [Dev]s a (?)

Post by Stealthgato »

Are you decreasing the agility of Hellfires/helicopter ATGMs? They're ridiculously agile atm.
Quobble
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Re: Ask the [Dev]s a (?)

Post by Quobble »

why would they decrease the movement of the hellfires? they work perfectly realistic atm

http://www.youtube.com/watch?v=6r8jgPGdzO0

http://www.youtube.com/watch?v=aU1ukWWOFqg
ComradeHX
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Re: Ask the [Dev]s a (?)

Post by ComradeHX »

frydad5656 wrote:During my training, I was able to come to a dead stop from a sprint, go to a knee, pull up my m4, and instantly shoot whatever my eotech was aimed at with no deviation. Why is this not possible in PR? I have shot and still shoot many of the guns used in this game, and let me tell ya, you've got it all wrong. When I point at a target and pull the trigger i hit it, quickly. I don't shoot 3 times and miss all around the target like in PR. Just wondering. I have played PR for a while and it seemed like back in the day the deviation was better. Or maybe I'm just starting to suck :razz:

thanks

Current PR deviation is a little off; that is why it will be fixed in 1.0v(as you can already see in Falklands mod).

It is not all wrong. Because you were training and not fighting for your life(and not for long).
Quobble wrote:why would they decrease the movement of the hellfires? they work perfectly realistic atm

http://www.youtube.com/watch?v=6r8jgPGdzO0

http://www.youtube.com/watch?v=aU1ukWWOFqg
He was talking about agility(turning).
Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: Ask the [Dev]s a (?)

Post by Stealthgato »

Quobble wrote:why would they decrease the movement of the hellfires? they work perfectly realistic atm

Kornet ATGM - YouTube

hellfire missile - YouTube
Really? I don't see any ATGMs doing 90 degree turns on a dime.
PricelineNegotiator
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Joined: 2009-08-30 04:32

Re: Ask the [Dev]s a (?)

Post by PricelineNegotiator »

You know what guys, I could settle this. I know the guy who wrote the specifications for the Hellfire missile. I've flown with him in his seaplane (a kit plane which he built himself) many a times and he's pretty candid about all of this. He's getting into his late 60's now, maybe I'll be able to ask him next time I go up with him.
Rhino
Retired PR Developer
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Re: Ask the [Dev]s a (?)

Post by Rhino »

frydad5656 wrote:During my training, I was able to come to a dead stop from a sprint, go to a knee, pull up my m4, and instantly shoot whatever my eotech was aimed at with no deviation. Why is this not possible in PR? I have shot and still shoot many of the guns used in this game, and let me tell ya, you've got it all wrong. When I point at a target and pull the trigger i hit it, quickly. I don't shoot 3 times and miss all around the target like in PR. Just wondering. I have played PR for a while and it seemed like back in the day the deviation was better. Or maybe I'm just starting to suck :razz:

thanks
Yes generally in r/l, rifle bullets go where the weapon is pointing. Our use of deviation ingame isn't so much to simulate how much the bullet will veer off slightly in a random direction at long ranges (although this is what "minimum weapon deviation" is for after you've stood still for some time), we mainly use it to represent the time it takes for a solider to train their weapon on a target, and since we can't do anything more realistic like weapon sway etc to more realistically represent this process, we are left with devation as our only tool.

Granted as others have said, our deviation is quite a bit too much right now even for representing this and we hope we have improved it in the next version (you can check out some of WIP improvements in PR:F which is part of PR v0.98 ) but without something else to represent this process of training your weapon onto a target, having nothing would just mean overly quick and accurate pin-point targeting after doing a full 180 spin and getting the weapon on target in a split seconds and as such this game would turn more into a twitch shooting game like Quake more than a game about realistic gameplay, tactics etc.
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Quobble
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Re: Ask the [Dev]s a (?)

Post by Quobble »

Stealthgato wrote:Really? I don't see any ATGMs doing 90 degree turns on a dime.
I think you dont really get the sense of ATGMs and Hellfires.
They are supposed to make sharp turns.
Give us a reason, why a wire guided ATGM cant turn 90 degrees. As long as the wire doesnt cut, and the gunner aims at the target and the maximum distance isnt reached, the missile can work properly.

https://www.youtube.com/watch?v=a2goq_pr25E
stop at 0:23 and look at the smoke tail the Spike Missile made.
Fired from the ground -> airborne -> diving down to target.

And about your hellfires. Watch some videos on liveleak, apache helicopters hovering or circling above a target. You see the missile being fired and seconds later it hits the target on the top.

And actually I dont see and reason why you NEED to do 90 degrees turns with the Kornet f.e.
You aim at a tank, fire, follow the tanks movement and you hit it.

Your arguments are invalid.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Ask the [Dev]s a (?)

Post by ComradeHX »

Quobble wrote: https://www.youtube.com/watch?v=a2goq_pr25E
stop at 0:23 and look at the smoke tail the Spike Missile made.
Fired from the ground -> airborne -> diving down to target.
That was CG.
Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: Ask the [Dev]s a (?)

Post by Stealthgato »

Quobble wrote:I think you dont really get the sense of ATGMs and Hellfires.
They are supposed to make sharp turns.
Give us a reason, why a wire guided ATGM cant turn 90 degrees. As long as the wire doesnt cut, and the gunner aims at the target and the maximum distance isnt reached, the missile can work properly.
Well, the Hellfires are laser guided, meaning the seeker head needs to see the target to guide the missile towards it. In PR you can make the missile engage a target that's behind the missile with no problem - first the missile wouldn't even be able to see it and second it could never turn so sharp so quickly (that's my understanding of it, someone expert on the matter correct me if I'm wrong).
Quobble wrote:https://www.youtube.com/watch?v=a2goq_pr25E
stop at 0:23 and look at the smoke tail the Spike Missile made.
Fired from the ground -> airborne -> diving down to target.
Yeah, that's a turn done over hundreds of meters, not instantly like in PR (helicopter ATGMs only, others are fine).

There's no need to be upset.
DoRn
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Re: Ask the [Dev]s a (?)

Post by DoRn »

Physics forbid 90degree turns Nothing in motion can make 90degree turn when its get powered from behind (Newton and stuff..) Im no weapons expert, but stealth is right.
Pronck
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Re: Ask the [Dev]s a (?)

Post by Pronck »

Will the next devcast be within a month, week or year?
We are staying up!
baltimore
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Joined: 2012-08-27 09:30

Re: Ask the [Dev]s a (?)

Post by baltimore »

B.Pronk(NL) wrote:Will the next devcast be within a month, week or year?
or milenium? AHHHHHH
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