When you hold down the Q button, something will appear on the lower right of your screen. It will take some time before it gives you the estimated amount left. There will be 3 bars for full, 2 for half-ish, and 1 for almost empty.Marinko-YU wrote:Excuse me for my ignorance but what "q" ammo check function?
I this something I am not aware of? There was discussions about the ammo check function but as far as I know it never got implemented. If you could fill me in on this one it would be much appreciated![]()
PR Statistics / Useless Information
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Rain08
- Posts: 22
- Joined: 2014-05-15 04:40
Re: PR Statistics / Useless Information
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adrenalinetooth
- Posts: 21
- Joined: 2014-04-15 17:03
Re: PR Statistics / Useless Information
When you place an attack marker, it follows the same trajectory as the weapon you are currently holding.
For example, if you are using a static SPG-9:
- if you aim at 50m and point the + mark (which is zeroed to 50m) at the target and place an attack marker, the marker will be dead on.
-If you aim the SPG-9 at a target 400m out and try to place an attack marker with the + sign, you will not properly place the marker. You need to point the proper 400m sight marker at the target and THEN place the attack marker if you want a ~dead on~ attack marker.
if you are aiming down the sights of an ak-47:
crosshair directly at 100m and place an attack marker = dead on
crosshair directly at 200m and place an attack marker = dead on
crosshair directly at 300m and place an attack marker = 1-2 inches short of the area you are trying to place an attack marker
using Binoculars to place an attack marker: The most efficient way, since it's not a gun with bullet drop. the "crosshair" is halfway between the vertical 2 and 3, use this to mark accurate targets. This may not be true, but the binoculars also seem to have some "bullet drop" when marking with the attack marker, but it is not very much.
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ALL guns that are not able to be zeroed, have their sights zeroed at 0m. The only time the bullet drops is when the bullet loses velocity. assault rifles like the m-16 and ak-47 start having bullet drop around 250-300m. sniper rifles and marksman rifles like the M24 SWS and G3SG-1 start having bullet drop at 600m.
For example, if you are using a static SPG-9:
- if you aim at 50m and point the + mark (which is zeroed to 50m) at the target and place an attack marker, the marker will be dead on.
-If you aim the SPG-9 at a target 400m out and try to place an attack marker with the + sign, you will not properly place the marker. You need to point the proper 400m sight marker at the target and THEN place the attack marker if you want a ~dead on~ attack marker.
if you are aiming down the sights of an ak-47:
crosshair directly at 100m and place an attack marker = dead on
crosshair directly at 200m and place an attack marker = dead on
crosshair directly at 300m and place an attack marker = 1-2 inches short of the area you are trying to place an attack marker
using Binoculars to place an attack marker: The most efficient way, since it's not a gun with bullet drop. the "crosshair" is halfway between the vertical 2 and 3, use this to mark accurate targets. This may not be true, but the binoculars also seem to have some "bullet drop" when marking with the attack marker, but it is not very much.
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ALL guns that are not able to be zeroed, have their sights zeroed at 0m. The only time the bullet drops is when the bullet loses velocity. assault rifles like the m-16 and ak-47 start having bullet drop around 250-300m. sniper rifles and marksman rifles like the M24 SWS and G3SG-1 start having bullet drop at 600m.
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adrenalinetooth
- Posts: 21
- Joined: 2014-04-15 17:03
Re: PR Statistics / Useless Information
Did you know, that after you die and become wounded (need a medic for revival) you actually have a "second health bar"?
this second health bar is only damaged by splash damage (apart from mechanics that set it automatically to 0, like dying in a car).
An example for this is to kill a player, and then chuck grenades at the dead body. 1-3 grenades will usually kill the player permanently (Sorry I can't give a solid statistic, I don't have any friends to do an actual test with)
~This comes in handy when you are dealing with veteran players that have medics that will revive them after you leave.~
Another example would be 40mm grenades from an AAVP firing upon a dead body. A few grenades directly on the body will permantly kill the player.
~this is very useful for when you are playing as an AAVP gunner on maps like muttrah, you can secure the kill and leave, and not worry about a medic reviving and stealing your kill~
You can also use multiple sticks from c4 to secure a kill or multiple RPG shots to secure a kill and avoid that enemy medic from stealing your kill.
this second health bar is only damaged by splash damage (apart from mechanics that set it automatically to 0, like dying in a car).
An example for this is to kill a player, and then chuck grenades at the dead body. 1-3 grenades will usually kill the player permanently (Sorry I can't give a solid statistic, I don't have any friends to do an actual test with)
~This comes in handy when you are dealing with veteran players that have medics that will revive them after you leave.~
Another example would be 40mm grenades from an AAVP firing upon a dead body. A few grenades directly on the body will permantly kill the player.
~this is very useful for when you are playing as an AAVP gunner on maps like muttrah, you can secure the kill and leave, and not worry about a medic reviving and stealing your kill~
You can also use multiple sticks from c4 to secure a kill or multiple RPG shots to secure a kill and avoid that enemy medic from stealing your kill.
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Spook
- Posts: 2458
- Joined: 2011-07-12 14:08
Re: PR Statistics / Useless Information
Every Vehicle with HE round can make someone dead-dead by shooting 2 or 3 rounds at the body.
Same goes with Attack Choppers. If you hit close to someone alive with a hellfire he goes dead-dead instantly. Thats why its preferred to use hellfires against Inf.
Any 50cal or higher calibers, make someone dead-dead instantly when hitting the head. Same goes to the knife. Knifing someone in the head makes him dead-dead.
Same goes with Attack Choppers. If you hit close to someone alive with a hellfire he goes dead-dead instantly. Thats why its preferred to use hellfires against Inf.
Any 50cal or higher calibers, make someone dead-dead instantly when hitting the head. Same goes to the knife. Knifing someone in the head makes him dead-dead.
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RAWSwampFox
- Posts: 531
- Joined: 2014-01-05 17:28
Re: PR Statistics / Useless Information
Good Evening,
Since the latest or the one before it, you can now be wounded and still assist in capturing a flag or slowing down the enemy cap. Stay wounded as long as you can - another benefit to staying wounded and waiting for medic instead of just always giving up.
One tactic I do to keep veteran players from reviving is to check all the kits of the bodies. When I find the medic kit, I usually hide it.
Always check all kits if you have a moment to do so. Useful stuff can be gleaned from the kits. Not just ammo bags, patches or other things but valuable intelligence. Always use this to your advantage when in the middle of the battlefield.
- SwampFox
Since the latest or the one before it, you can now be wounded and still assist in capturing a flag or slowing down the enemy cap. Stay wounded as long as you can - another benefit to staying wounded and waiting for medic instead of just always giving up.
One tactic I do to keep veteran players from reviving is to check all the kits of the bodies. When I find the medic kit, I usually hide it.
Always check all kits if you have a moment to do so. Useful stuff can be gleaned from the kits. Not just ammo bags, patches or other things but valuable intelligence. Always use this to your advantage when in the middle of the battlefield.
- SwampFox
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adrenalinetooth
- Posts: 21
- Joined: 2014-04-15 17:03
Re: PR Statistics / Useless Information
Yeah, this is all true.Spook wrote:Every Vehicle with HE round can make someone dead-dead by shooting 2 or 3 rounds at the body.
Same goes with Attack Choppers. If you hit close to someone alive with a hellfire he goes dead-dead instantly. Thats why its preferred to use hellfires against Inf.
Any 50cal or higher calibers, make someone dead-dead instantly when hitting the head. Same goes to the knife. Knifing someone in the head makes him dead-dead.
I'd like to add that there is different types of body armor in the game.
there is type 1 body armor, which is used by well funded factions like US, Russia, and Britain.
There is type 2 body armor, that is used by militia and resistance forces like Taliban, USA Vietnam and the Chechen Militia.
Type 1 body armor is the best armor. It takes 3 shots in the chest from a 5.56mm caliber bullet to kill the player. It takes 2 shots in the chest from a 7.62 caliber bullet to kill the player.
Type 2 body armor is not as good as type 1 body armor. It takes 2 shots of 5.56mm to the chest to kill the player. It takes 1 shot from a 7.62mm gun to make the player bleed very heavily (10% health remaining).
Last edited by adrenalinetooth on 2014-09-29 01:03, edited 4 times in total.
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Spook
- Posts: 2458
- Joined: 2011-07-12 14:08
Re: PR Statistics / Useless Information
Taliban, Insurgents, hamas etc. don't use any body armor afaik. Kind of body armor type 3 according to your list.
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Brisk187
- Posts: 103
- Joined: 2013-09-15 23:07
Re: PR Statistics / Useless Information
Speaking of PR Statistics, do the devs have a public database of server statistics? I would like to see a list of most played maps if it's available.
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nozzzle
- Posts: 25
- Joined: 2011-08-27 21:54
Re: PR Statistics / Useless Information
On Saaremaa at the lighthouse flag there is a fishing boat on the shore. If you swim out to its tip and then swim straight into it holding down W you can sorta go underneath it and be completely protected from bullets. I was hiding under it yesterday with 3 people and a mg dumping their clips into the water and would have survived if I hadn't already been bleeding.
Last edited by nozzzle on 2014-09-02 11:07, edited 1 time in total.
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PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: PR Statistics / Useless Information
You can do that as well on the boats on Muttrah
In-game: Cobra-PR
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Spook
- Posts: 2458
- Joined: 2011-07-12 14:08
Re: PR Statistics / Useless Information
Thats obviously glitching isn't it?nozzzle wrote:On Saaremaa at the lighthouse flag there is a fishing boat on the shore. If you swim out to its tip and then swim straight into it holding down W you can sorta go underneath it and be completely protected from bullets. I was hiding under it yesterday with 3 people and a mg dumping their clips into the water and would have survived if I hadn't already been bleeding.
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nozzzle
- Posts: 25
- Joined: 2011-08-27 21:54
Re: PR Statistics / Useless Information
Maybe? I wasn't going into the boats model or anything, I think it just was pushing my head under the water. It was completely accidental and seemed sorta useless because you are essentially just trapping yourself next to the beach in the water ready to be shot dead dead the second you swim out. I might have been dieing to the bullets if they were just missing lots, I couldn't really tell at the time.Spook wrote:Thats obviously glitching isn't it?
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Mikemonster
- Posts: 1384
- Joined: 2011-03-21 17:43
Re: PR Statistics / Useless Information
I always wonder how small the hitbox is if you are swimming. It takes forever to shoot people in the water.
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Spook
- Posts: 2458
- Joined: 2011-07-12 14:08
Re: PR Statistics / Useless Information
nvm i thought that you went with a RHIB inside the model of a boat and could not get shot inside it, but probably could shoot out of it with the MG... x)
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RAWSwampFox
- Posts: 531
- Joined: 2014-01-05 17:28
Re: PR Statistics / Useless Information
Good Evening,
It has been alluded to throughout this thread about the RPG taking down FOBS. Yes, it only takes 2 well placed RPG's to take down a FOB. I have found the best way is to get a downward angle and fire down into the middle of the FOB.
Regarding mortars and the range, I always use this method. Since PR always rounds the range number to the nearest keypad, I have found this to be no good for me. I set the marker where I want to fire and then walk it off. While walking it off, I have my "capslock" (for lack of better terminology) screen open watching the range number. When it changes to the next keypad distance, I back up just a bit so I'm right on the money on range. I set a marker at that point and then go back to the guns. When I get back to the guns, I look at the marker, not on the "capslock" screen but physically look at the marker and add the number it is telling me to the total range. I have found this to be extremely accurate.
On another note, while I usually love to run 24/7 mortars in complete synchronization, I have given some thought to changing up the rhythm a little to throw off the enemies timing. When synchronized, it is possible that the enemy can time the shots and run around without fear during the lull in fire. While I have someone constantly feeding ammo bags to all my guns, it is still possible to get your timing right.
In my humble opinion, if the enemy is not complaining about or assaulting your mortars, you are not doing your job.
-SwampFox
It has been alluded to throughout this thread about the RPG taking down FOBS. Yes, it only takes 2 well placed RPG's to take down a FOB. I have found the best way is to get a downward angle and fire down into the middle of the FOB.
Regarding mortars and the range, I always use this method. Since PR always rounds the range number to the nearest keypad, I have found this to be no good for me. I set the marker where I want to fire and then walk it off. While walking it off, I have my "capslock" (for lack of better terminology) screen open watching the range number. When it changes to the next keypad distance, I back up just a bit so I'm right on the money on range. I set a marker at that point and then go back to the guns. When I get back to the guns, I look at the marker, not on the "capslock" screen but physically look at the marker and add the number it is telling me to the total range. I have found this to be extremely accurate.
On another note, while I usually love to run 24/7 mortars in complete synchronization, I have given some thought to changing up the rhythm a little to throw off the enemies timing. When synchronized, it is possible that the enemy can time the shots and run around without fear during the lull in fire. While I have someone constantly feeding ammo bags to all my guns, it is still possible to get your timing right.
In my humble opinion, if the enemy is not complaining about or assaulting your mortars, you are not doing your job.
-SwampFox
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tiki
- Posts: 7
- Joined: 2014-09-14 22:57
Re: PR Statistics / Useless Information
People are aware this exists, but I put it in a video for the uninformed. Probably the most useless of all the useless information, these sound clips are hidden in the mod's files and unused(I hope). That is all.
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Fir3w411
- Posts: 341
- Joined: 2014-03-01 17:56
Re: PR Statistics / Useless Information
What was that even for?tiki wrote:People are aware this exists, but I put it in a video for the uninformed. Probably the most useless of all the useless information, these sound clips are hidden in the mod's files and unused(I hope). That is all.

"Sometimes you just gotta use torture tactics."
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matty1053
- Posts: 2007
- Joined: 2013-07-03 00:17
Re: PR Statistics / Useless Information
It is glitching.... I think you can get banned for exploiting glitches on serversnozzzle wrote:Maybe? I wasn't going into the boats model or anything, I think it just was pushing my head under the water. It was completely accidental and seemed sorta useless because you are essentially just trapping yourself next to the beach in the water ready to be shot dead dead the second you swim out. I might have been dieing to the bullets if they were just missing lots, I couldn't really tell at the time.
DETROIT TIGERS


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tiki
- Posts: 7
- Joined: 2014-09-14 22:57
Re: PR Statistics / Useless Information
A series of inside jokes in the bf2 community/pr dev team, basically.Fir3w411 wrote:What was that even for?
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RAWSwampFox
- Posts: 531
- Joined: 2014-01-05 17:28
Re: PR Statistics / Useless Information
Good Afternoon,
Ok, I was fiddle farting around on Asad Kahl today and noticed something. The DShKM(? - the one with no side doors) techie gun fires a little to the right of the center sight. Has anyone seen this or confirm this?
-SwampFox
Ok, I was fiddle farting around on Asad Kahl today and noticed something. The DShKM(? - the one with no side doors) techie gun fires a little to the right of the center sight. Has anyone seen this or confirm this?
-SwampFox

