Ask the [Dev]s a (?)
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carmikaze
- Posts: 1038
- Joined: 2013-01-25 15:36
Re: Ask the [Dev]s a (?)
Hopefully, it's been a month since the latest update 
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Phoenixo_Idaho
- Posts: 380
- Joined: 2010-03-02 21:37
Re: Ask the [Dev]s a (?)
carmikaze wrote:Hopefully, it's been a month since the latest update![]()

Ah ! See Devcasts and die !
Phoenixo_Idaho ; Medic & Mortars Specialist
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IWI-GALIL.556FA
- Posts: 511
- Joined: 2013-03-25 20:51
Re: Ask the [Dev]s a (?)
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 
thanks
thanks
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carmikaze
- Posts: 1038
- Joined: 2013-01-25 15:36
Re: Ask the [Dev]s a (?)
Because gameplay would quickly change to CoD/Battlefield 3 style. It also has several other reasons, which should be quite obvious...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
thanks
No-Go.
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IWI-GALIL.556FA
- Posts: 511
- Joined: 2013-03-25 20:51
Re: Ask the [Dev]s a (?)
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 wrote:Because gameplay would quickly change to CoD/Battlefield 3 style. It also has several other reasons, which should be quite obvious...
No-Go.
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carmikaze
- Posts: 1038
- Joined: 2013-01-25 15:36
Re: Ask the [Dev]s a (?)
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.frydad5656 wrote:So then I guess it's not too real
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).
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: Ask the [Dev]s a (?)
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 DbmodO_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?
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.
next patch deviation will be considerably smallerfrydad5656 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.
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IWI-GALIL.556FA
- Posts: 511
- Joined: 2013-03-25 20:51
Re: Ask the [Dev]s a (?)
I hope so. I did hear that on the DEV video, that would be awesome.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.
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Stealthgato
- Posts: 2676
- Joined: 2010-10-22 02:42
Re: Ask the [Dev]s a (?)
Are you decreasing the agility of Hellfires/helicopter ATGMs? They're ridiculously agile atm.
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Quobble
- Posts: 123
- Joined: 2012-05-13 09:19
Re: Ask the [Dev]s a (?)
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
http://www.youtube.com/watch?v=6r8jgPGdzO0
http://www.youtube.com/watch?v=aU1ukWWOFqg
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Ask the [Dev]s a (?)
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
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).
He was talking about agility(turning).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
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Stealthgato
- Posts: 2676
- Joined: 2010-10-22 02:42
Re: Ask the [Dev]s a (?)
Really? I don't see any ATGMs doing 90 degree turns on a dime.Quobble wrote:why would they decrease the movement of the hellfires? they work perfectly realistic atm
Kornet ATGM - YouTube
hellfire missile - YouTube
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PricelineNegotiator
- Posts: 1382
- Joined: 2009-08-30 04:32
Re: Ask the [Dev]s a (?)
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.
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Ask the [Dev]s a (?)
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.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
thanks
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
- Posts: 123
- Joined: 2012-05-13 09:19
Re: Ask the [Dev]s a (?)
I think you dont really get the sense of ATGMs and Hellfires.Stealthgato wrote:Really? I don't see any ATGMs doing 90 degree turns on a dime.
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.
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Ask the [Dev]s a (?)
That was CG.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.
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Stealthgato
- Posts: 2676
- Joined: 2010-10-22 02:42
Re: Ask the [Dev]s a (?)
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: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.
Yeah, that's a turn done over hundreds of meters, not instantly like in PR (helicopter ATGMs only, others are fine).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.
There's no need to be upset.
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DoRn
- Posts: 206
- Joined: 2010-01-18 17:43
Re: Ask the [Dev]s a (?)
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.
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Pronck
- Posts: 1778
- Joined: 2009-09-30 17:07
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baltimore
- Posts: 623
- Joined: 2012-08-27 09:30
Re: Ask the [Dev]s a (?)
or milenium? AHHHHHHB.Pronk(NL) wrote:Will the next devcast be within a month, week or year?

