Dutch Breacher

AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Dutch Breacher

Post by AfterDune »

Truism wrote:But in your previous post, you explained that the kit was to model special forces from Afghanistan. If the kit is not SF, why does it have a silencer? Silencers aren't issued to your line troops.

I think you're trying to have your cake and eat it, arguing it's realistic because Dutch SF used silencers in Afghanistan, and arguing it fits into the general PR design philosophy because it's not SF. Those two arguments don't work together.
My posts were regarding the HK416 rifle, not the silencers. I haven't said anything about the silencers other than that we're going to take a look at it.

That means, disregard the effing silencers for now and look at the rest of the kit. Does that spell SF? No, not at all.
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Truism
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Re: Dutch Breacher

Post by Truism »

My apologies, I look forward to the result of you reviewing both.
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Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: Dutch Breacher

Post by Human_001 »

I wouldn't mind the supressor at all if the sound was realistic.

Current sound is more like silencer than supressor. In another words it is either psst sound or click sound, which is very unrealistic. As far as I know from information on TV and Internet Supressed rifle and handgun still makes quite a firing sound.

I believe such quiet shots can happen if the gun is firing sub-sonic ammunition. But in that case it will not be realistic unless the damage is reduced significantly.

To give you a rough idea, 5.56 NATO firing at subsonic speed means that bullet is of 5.56mm or .22 caliber, travels at less than 300 meters in one second, and has mass of about 3.5 gram. That is equivalent to somewhere between .22LR to .32APC energy wise. In PR, Militia Crewman Skorpion fires .32ACP.
Riflewizard
Posts: 117
Joined: 2008-10-03 22:10

Re: Dutch Breacher

Post by Riflewizard »

A silencer? The silenced marksman rifle was ridiculous enough. Why doesn't every faction get cool toys? Add some variety and not make certain factions OP over others.
ComradeHX
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Re: Dutch Breacher

Post by ComradeHX »

[R-DEV]AfterDune wrote:
That means, disregard the effing silencers for now and look at the rest of the kit. Does that spell SF? No, not at all.
It does not spell SF.

It spells vBF2 SF. lol

It's got a regular rifle with optics - check.

It's got c4 - check.

It's got rope - check.

It's got grenades - check.

Also has a shotgun. It's more SF than vbf2 sf.
X-Alt
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Re: Dutch Breacher

Post by X-Alt »

ComradeHX wrote:It does not spell SF.

It spells vBF2 SF. lol

It's got a regular rifle with optics - check.

It's got c4 - check.

It's got rope - check.

It's got grenades - check.

Also has a shotgun. It's more SF than vbf2 sf.
"Optics" being a 1x Magnifaction M68 Aimpoint lol, unlike every other conventional breacher (by default). Still, move the suppressed C8 to the spotter kit and give the std breacher a scoped C8 and the alt the same 416.
Truism
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Re: Dutch Breacher

Post by Truism »

The suppressed kit isn't realistic on any Dutch kit. Spotters model JTACs, FOs and MFCs. They don't normally carry suppressed weapons. Even if you believe the kit models the spotter in a sniper pair, they don't use suppressed weapons either.

Suppressors are not commonplace in regular units outside of South Korea afaik.
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Daxt2
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Re: Dutch Breacher

Post by Daxt2 »

I have never played as a Dutch Breacher lol, I definitely have to.
ComradeHX
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Re: Dutch Breacher

Post by ComradeHX »

X-Alt wrote:"Optics" being a 1x Magnifaction M68 Aimpoint lol, unlike every other conventional breacher (by default). Still, move the suppressed C8 to the spotter kit and give the std breacher a scoped C8 and the alt the same 416.
Remember vbf2 special forces m4.
Brooklyn-Tech
Posts: 127
Joined: 2012-08-22 23:00

Re: Dutch Breacher

Post by Brooklyn-Tech »

[R-DEV]Rudd wrote:I'd ask for understanding on this point, PR has had hundreds of people working on it, there are thousands of assets ingame that all need maintaining, there are alot of factions that not all of us know that much about, and the factions we do know about are constantly evolving IRL. We've actioned upon innaccurate information before, we've actioned for reasons other than realism on occasion for gameplay...but if we thought we were all knowing all powerful military experts then we'd just close threads like this instead of encouraging discussion.

So please, worry less about the motivations of the DEV team and more on the gameplay and if you have any reliable information, we're watching and reviewing what's being said and any information that is being revealed.
How are changes implemented?

is there like a panel of DEVs that vote on whether or not to implement something? if there some sort of non-Dev community representative? Do Devs just create changes and send them off to the guy responsible of putting them in the updater?

how does this work?

more of a question for the "ask the Devs" thread, but still...
AfterDune
Retired PR Developer
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Re: Dutch Breacher

Post by AfterDune »

We have a repository where all our changes are stored. The updater uses this repository to figure out what files got changed/added/removed so it knows what to put in a next patch.

Large changes are usually discussed in the team forums for quite a while. When we're happy with the idea, it gets implemented into the repository and we're all able to check it out. The team tests these changes and when we like it enough, it stays.

When we create a new testbuild, that's when the test team gets involved (they are often already involved in the discussions though, so it's not like they do nothing in the mean time), as they are then able to test out all the changes we made over the last period (from last patch until *now*). They get a (usually big) list of things to test and in a bunch of test sessions go through all of them, as much as possible.

When we think we're ready, we create the patch and you guys are able to download and play, then complain ( ;) ), and then we go back to work :D .

That's how it works, in a nutshell ;) .
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ComradeHX
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Re: Dutch Breacher

Post by ComradeHX »

Hey guys I have photo of Russian regular troops with suppressed weapon(VSS). Regular troops because of 6sh112 and 6b(2?)7 helmet. Bottom photo shows soldiers even more underequipped than regular infantry(6sh92) with what looks like 6b28 helmet(for VDV).

Can we give Russian breacher VSS now?(with x4 scope...etc.)
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K4on
Retired PR Developer
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Re: Dutch Breacher

Post by K4on »

In the first place, my team checked the game for functionality.
We noticed the suppressors and stuff indeed, but as usually the creators of the content are checking the RL integrity on their own and take care for MA advise, we have not further investigated it. As mentioned, we discussed this though but at that time there was no chance to talk to dutch developers. In fact, my team had less than a week of time to get major bugs reported and so the developers had even less time to fix the reported bugs. (2/3 of them were still open during release). So yeah, the time pressure was quite big as also mentioned in the release post.
And why couldn't we just release the GameSpy fix? Fair point, but at that moment we had soo much content in the repo already, release media was done etc., and the biggest factor was the personal time of the invidual PR devs. As you know we are also just people and do not work on PR only but have jobs etc. As the next release would have taken quite long, we decided to release the content as it was more or less release ready(far from a perfect release though) but we didn't want t to hold the new content back another few months while the team doesn't have the time to work soonish on.
Rudd
Retired PR Developer
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Re: Dutch Breacher

Post by Rudd »

ComradeHX wrote:Hey guys I have photo of Russian regular troops with suppressed weapon(VSS). Regular troops because of 6sh112 and 6b(2?)7 helmet. Bottom photo shows soldiers even more underequipped than regular infantry(6sh92) with what looks like 6b28 helmet(for VDV).
Get a modlin' mate...we can only do so much in a day
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Brooklyn-Tech
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Joined: 2012-08-22 23:00

Re: Dutch Breacher

Post by Brooklyn-Tech »

thanks for the reply.

Always nice to see how this stuff works "behind the scenes".

Unfortunately I can only take part in the "download and complain" part as I have no modding/coding/modeling knowledge.

If you are ever going to model new bridges or other structures for PR, let me know as Civil Engineering is my major ;)

BTW. the bridges currently in PR are extremely unrealistic ;)
ComradeHX
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Re: Dutch Breacher

Post by ComradeHX »

[R-DEV]Rudd wrote:Get a modlin' mate...we can only do so much in a day
If I get a 100% assurance that it will be added if I get a model.

Then sure I'll make it.
Rudd
Retired PR Developer
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Re: Dutch Breacher

Post by Rudd »

PM R-DEV nosforatu or other credible Russian military source, make a proper case for the weapon rather than just 'found picture' and who knows what will happen.
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Cavazos
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Post by Cavazos »

I like it. Just take away the supressor and add a request kit that has a suppressor. He would be the Specialist. His function would be a combination of point man and recon. He'd also have trip flares instead of grenades. He would not have a shotgun and hook.

Is it realistic? No.

Is it fun? Yea.

I would like a little more fun added for sure.

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MaxBooZe
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Re: Dutch Breacher

Post by MaxBooZe »

Truism wrote:The suppressed kit isn't realistic on any Dutch kit. Spotters model JTACs, FOs and MFCs. They don't normally carry suppressed weapons. Even if you believe the kit models the spotter in a sniper pair, they don't use suppressed weapons either.

Suppressors are not commonplace in regular units outside of South Korea afaik.
Actually it's not uncommon for the snipers to have suppressors on their personal weapons as is illustrated by;
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Also there's a lot of things that aren't right with the Dutch loadout. The C8 (used by the Light AT) isn't actually in service with any regular troops other than crewmen, designated drivers and paratroopers. The entire C7 series is already outdated. Currently the Dutch Armed forces has adopted a revised model where they opted to change the Elcan scope for an aimpoint and magnifier system. There are Leopard 2A6s in active service, which we have in storage but are permanently out of service.
'[R-DEV wrote:AncientMan;2007978'] IMPORTANT #2: Due to the urgent need to release a Project Reality build that functions independently of GameSpy pre-shutdown and our wish to provide you with some new content at the same time, you may encounter several bugs and errors. In particular, with our new master server and the new content additions. Rest assured, our developers and testing team are moving swiftly to handle any problems that arise. We appreciate your patience and understanding in the meantime. Relay any bugs or problems that you encounter to us through the [url=PR:BF2 Bugs forum]PR:BF2 Bugs subforum[/url], and be sure to follow the templates provided!
A lot is still work in progress, this includes the kits and their weapons. On the other hand how much does this matter? Regardless of that, it's to add a little flavor. I don't see the problem with 1 kit having a suppressor. It doesn't even make the gun better.
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Truism
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Re: Dutch Breacher

Post by Truism »

It is uncommon outside of SF. The picture you linked is a KCT operator with a protected identity originally poated on militaryphotos.net.

Please, try again.
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