[Official] Weapons Feedback

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ryan d ale
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Re: [Official] Weapons Feedback

Post by ryan d ale »

Slightly increase RPG velocitiy. Currently the animations and deviations are possibly the most realistic I've seen depicted in a game but I'm sure the velocity is a little faster also.
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saamohod
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Re: [Official] Weapons Feedback

Post by saamohod »

ryan d ale wrote:Slightly increase RPG velocitiy. Currently the animations and deviations are possibly the most realistic I've seen depicted in a game but I'm sure the velocity is a little faster also.
You're right, but I think this is for gameplay reasons.
Rudd
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Re: [Official] Weapons Feedback

Post by Rudd »

ryan d ale wrote:Slightly increase RPG velocitiy. Currently the animations and deviations are possibly the most realistic I've seen depicted in a game but I'm sure the velocity is a little faster also.
afaik the way it works is that velocity increases over distance
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ComradeHX
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Re: [Official] Weapons Feedback

Post by ComradeHX »

Heavy Death wrote:Deviation and bullet damage is all contextual. Energy, with proper rifling actually decreases deviation, like seen in sniper rifles as they are pretty accurate. AK-47 is loosely built, therefore deviation will be bigger. According to wiki, 5.45x39 has substantially lower free recoil than compared to 5.56x45 and 7.62x39, which are surprisingly quite close. This is because its the smallest of the charges and thus includes less powder because if there was more, the muzzle brake would have to be the one from the barret .50 cal, otherwise gas pressure would effect the bullet trajectory upon exiting the barrel.

In short, deviation is a factor of bullet speed, rifling, lenght of the barrel and build quality.
Recoil, however is again various things, but primarily its just how strong is the bullet, where in this case, AK74 is the lowest, thus apparently the least recoiling and G3 being the most recoiling due to its triple capacity charge compared to the 74. Again, fhysics come into play... rifles weight distribution, lever forces, exit point, gas vectoring.

About the damage... same thing again; different bullets act differently and the one from AK74 is supposedly as lethal as a 5.56x45m due to its characteristics upon impact.

See, how many things our poor DEVs have to consider and take into account? :D
It is simple; full length AK-74 variants get lowest recoil in-game due to muzzle brake.
Predator.v2
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Re: [Official] Weapons Feedback

Post by Predator.v2 »

dtacs wrote:For some reason I've found that instaproning is actually more effective than it should be compared to the previous versions. Can anyone shed light on this?
MiscDev (Misc Deviation = Jump/Prone) has been reduced from 20 to 12 in PR1.0. Prone deviation settle time has been increased from 4.4s to 5s. I can't really remember, why this has been implemented in the first place. Probably to counter changes at zoom modifiers and stance modifiers, which (i think) have been partially revoked later.
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ryan d ale
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Re: [Official] Weapons Feedback

Post by ryan d ale »

[R-DEV]Rudd wrote:afaik the way it works is that velocity increases over distance
If my memory serves me well RPG7 increases velocity after 40m (I found it in some kind of manual a very long time ago). So, as you said :)
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007.SirBond
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Re: [Official] Weapons Feedback

Post by 007.SirBond »

Are you guys sure the AT4 is proper with the sights? I swear the rocket always fires above the ranges I dial into the sight. I fired 2 times at a BTR and both times the rocket flew slighty over the top and I am pretty certain the ranges were matching.
spawncaptain
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Re: [Official] Weapons Feedback

Post by spawncaptain »

Having had similar problems with the AT-4 (I'm fine with the other LATs), I am going to test it in SP now.
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Redamare
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Re: [Official] Weapons Feedback

Post by Redamare »

[1.0.36] Mine IED Only being able to be triggered by a remote device

This simply doesn't makes sense whats the point in it being a Mine if the mine its self wont blow up if a vehicle runs over it?? If its going to be trigger able only by remote decive Just get rid of the model mine as a whole and bring back the Burried Artillery shell or figure out a different model to use. This change is only going to confuse and annoy people.

-Red
spawncaptain
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Re: [Official] Weapons Feedback

Post by spawncaptain »

007.SirBond wrote:Are you guys sure the AT4 is proper with the sights? I swear the rocket always fires above the ranges I dial into the sight. I fired 2 times at a BTR and both times the rocket flew slighty over the top and I am pretty certain the ranges were matching.
Just checked in SP. Zeroing on the AT4 and LAW works just fine. You just have to account for the 100 m minimum zero range, especially if you are higher than the target and it's rather small (such as an MTLB).
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Stealth Clobber
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Re: [Official] Weapons Feedback

Post by Stealth Clobber »

G3/SG1 seems to be a bit more accurate. Marksman rifles got borked as people have pointed out, but I think at least the G3SG1 might be better now (despite being no change in the changelog :P )
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tankninja1
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Re: [Official] Weapons Feedback

Post by tankninja1 »

Don't get the set up for the FN MAG type guns (L7 M240 and so on). They get 4 50 rounds mags for a total of 200 rounds. Other MGs (PKP PKM and MG3) get the same thing but with 100 round mags for a total of 400 rounds. Now my question is that how come many of the FN MAGs less ammo and no scope (except for the M240s which have a scope)? It seems a little unfair to give the ironsights FN MAGs less ammo than thier scoped MG counterparts (PKP PKM and MG3). If the ammo count won't be changed can they at least be given some binocs to help balance?
Chuc
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Re: [Official] Weapons Feedback

Post by Chuc »

The FN MAG series pouches hold 100 rounds.
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tankninja1
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Re: [Official] Weapons Feedback

Post by tankninja1 »

Oh my bad. They looked so small I thought that there was no way they held 100 rounds.
spawncaptain
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Re: [Official] Weapons Feedback

Post by spawncaptain »

Also note that the scoped SAW has a 100 round cloth bag while the unscoped SAW features a 200 round box.
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40mmrain
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Re: [Official] Weapons Feedback

Post by 40mmrain »

spawncaptain wrote:Also note that the scoped SAW has a 100 round cloth bag while the unscoped SAW features a 200 round box.
I adore this. The short barreled mega box m249 makes my **** rock hard at close quarters. Easily the most devastating weapon.
Hunt3r
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Re: [Official] Weapons Feedback

Post by Hunt3r »

Deviation is finally what it should be. Good for close range and still pretty damned hard for long range. The recoil helps to make sure that long range is not easy.
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K4on
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Re: [Official] Weapons Feedback

Post by K4on »

Hunt3r wrote:Deviation is finally what it should be. Good for close range and still pretty damned hard for long range. The recoil helps to make sure that long range is not easy.
nice to hear good feeback. our team spend alot time testing it and much more time tweaking it.
metal
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Re: [Official] Weapons Feedback

Post by metal »

ChallengerCC wrote:(This post is truly situation and map depending, but in most cases i see this situation like this)

I like the new feeling of the weapons its really nice done! The new assets, sounds features and factions are awesome.
But to increase the accuracy after movement to 1 second from 0%to100% is in my opinion more then wrong (centering).




Why?
There is only one advantage left for players who stay in position and play in formation/tactic: The advantage of disinformation of your position.

But this information only hold so long until you let one shot out, you are spotted, or you accidentally was found .

So what means this with the new deviation? First you shoot the first bullet and we say you hit the target(infantry). In 80% the target dont die with the first bullet. So you need a second one. But with the new deviation the recoil is so big, the running speed so high and the Z movement is possible (because there is no mass in this game), that you hit the target only by 20%-40% after he jumped up and run away, when you fired the first shot. (This dont includes deployed weapons, who are now more overpowered then before)
Also its not possible to get an infantry man savely to 80% down that runs straight through your position over a 20m street or so. You cant really kill him and thats sad. This situation was for me the reason why i searched for a realistic version of Battlefield2 Vanilla, but now we have the same situation back.

What does this situation now means for the player who stayed in position?
He has definitely no advantage any more. His position is compromised and he has no better accuracy then any body who is running around. But the attacker has the advantage of: information (position over his enemy), surprise (where he will pop up), lag hitboxshield/speed of running and no accuracy disadvantage after movement (weapon sway).

So what does this means ?
In short: Who not stay in constant movement, is probably after the first shot dead.

Ok why is that a problem?
For me personal every shooter game out there has this shooting and moving behavior/stile. Who stays to "long" (30sec and longer) is probably dead.
In my personal knowledge of "real" warfare is that who is constantly running around is dead and the camper gets the kill.
So to stay alive you need to move carefully with tactic formation and support to get the enemy killed without to big losses.

What does this mean for the gameplay and PR?
PR is for me know not a well balanced game anymore between tactic and action.
Its a normaly 99% action shooter with a nice teamplay but no tactic.
And teamwork != tactic, its not the same!

I dont wanna say with this post, that holding a position up to 30min is a good idea in a game. But dont even to stay up to 2min in a position after you let 1 shot out, is for me action and tactic is not possible because of the fast gameplay.

Short: PRs gameplay is to FAST! Real warfare is in most cases slow and static.
Simple: Who runs like a wild chicken survives and and get the kills. Welcome back in vanilla gameplay.

I dont wanna say that PR is BF3 or COD but it is not any more a tactic game. Its a realistic sound, visual and asset game with a high teamwork gameplay aspect and tiny tactic.


A nother big thing that aims against tactic in 1.0 is:
The value of life is so low, the spawn availability is way to high and now with 100 players there are even more boots on the ground. So the action factor is tripled.
I pointed this out multiple times, so i dont go any more in detail.

https://www.realitymod.com/forum/f252-p ... dback.html

Its the same shit from the beta with a big red cherry on top, so that the shit looks a bit better.
https://www.realitymod.com/forum/f252-p ... llies.html



In Conclusion:
So with the new deviation centering of weapons, rally system and low value of life:
You have no static firefights any more. You are constantly getting charged by wild chickens running around or sniped by MGs, snipers, marksmen and grenade launchers.


(to prevent someon says: then play arma. I dont like it its to slow, PR had the best balance between action and tactic but for now the balance is disturbed)
Good Posting !!! ++++++++++++++++++++

I hope we?re gonna go back to the old good times on 64 Server with Nametags where are good fights. I tried yesterday after a break PR again... Fuckin nadespam like BF3, chicken run like BF3 , teamkills without end .... weapon fire bad... my saw hit 2 guys in 5meter before me and they still alive , i become 1 shot from the enemy and dead, really sad the whole thing :evil:

The Maps are to small for 100 Player...on map like arma 3 you can play with 100... not here...

i come later again to play and look for changings , but i think it would nothing change...PR gets real arcade game now :evil:
Predator.v2
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Re: [Official] Weapons Feedback

Post by Predator.v2 »

About Challengers Post.

I think a big part of his post is about the "Speed Deviation", which controls how long you have to wait after moving until you reach minimum deviation. I don't really understand "But to increase the accuracy after movement to 1 second from 0%to100% is in my opinion more then wrong (centering).", but i assume he thinks that the movement settle time is 1 second. That is wrong.

PR 0.9x:
Assault rifles
Movement settle time: 5s
Maximum movement deviation: 3

ObjectTemplate.deviation.setSpeedDev 3 .02 .02 .02

PR 1.0:
Assault rifles
Movement settle time: 3,7s
Maximum movement deviation: 2,3

ObjectTemplate.deviation.setSpeedDev 2.3 0.01912 0.01532 0.02072

Movement Settletime = 2.3 [maximum speed dev] / ( 30 [server fps] * 0.02072 [fourth number is the "reduced speed dev per server frame] )

I don't have much problems controlling the recoil, so when i am in the settled prone/crouch position, it usually only takes 2-4 controlled bullets to hit a moving target.

About rallies and value of life, i gotta agree with him.
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