Broken Turret Stab\Accel

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Armchairman_Mao
Posts: 55
Joined: 2015-07-14 03:32

Re: Broken Turret Stab\Accel

Post by Armchairman_Mao »

Jacksonez__ wrote:Seems like everything is fine as long as "asset whores" can't have fun.

"damn this new traverse thing is b.."
"AAHAAA ASSETWHORE TEARS ARE DELICIOUS!"

For example, BRDM-2 just became so fucking useless and so did BTR-60. As if they were already so damn over-powered.
BRDM-2 is great when the counterpart to it is just a Rover or one of those french apc with exposed gunner.


----------------------

APC does not need such nerfs, the "sliding" aiming mechanism should be for tanks(or anything with guns bigger than HMGs) BTR-60 can be buffed in other ways, such as giving passengers firing ports like IRL.

The least we can have is removing the "sliding" aim from vehicles that have stabilized turrets(such as BTR-80A > pretend to be BTR-82A, most tanks...etc.).
Last edited by Armchairman_Mao on 2015-11-03 03:17, edited 3 times in total.
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Chefmoto1
Posts: 247
Joined: 2006-09-16 04:17

Re: Broken Turret Stab\Accel

Post by Chefmoto1 »

PricelineNegotiator wrote:I'm sure I'm going to catch a lot of flak for this comment. There seems to be an overall slow nerf to each and every aspect of the game that is not infantry, which gets buffed over time. Infantry is of course, a large aspect to Project Reality, that cannot be argued. It is true that there are assets in the game which are present to compliment and oppose infantry, and the other assets. In my eyes, Project Reality is not an infantry vs assets game, it's a melding of infantry, armor, air assets and more in a complex web of this versus that but this overpowers that, etc. game. It is not cut and dry, and this is one of the things that makes Project Reality so enjoyable. Anyways, here is what I have seen recently:

Infantry has become the main focus of PR - all other assets that "overpower" them are being slowly nerfed each update, and I have evidence to back this up. By no means am I calling this a conspiracy (read this as "put on your tinfoil hats"), it's a damned video game for crying out loud, we obviously care about it as we are discussing it on this forum, but I don't think anyone is that bent on changing the game to be "their vision", it's a slow unintended effect that infantry-focused developers are unconsciously changing the core PR mechanics.

Version 1.3

Air
  • Transport helicopters were made incredibly slow and the flare count lowered
  • Jets less flares
  • Air asset initial spawn and respawn made stupidly long
  • AA was made uncharacteristically strong, jets and helicopters are much more susceptible to AA that they are in real life
  • AA can still lock you and fire before you can see it
  • AA is made easier than ever to use
Infantry
  • LATs are now virtually unlimited, a big issue for APCs in urban areas
  • Warrior's rate of fire lowered incredibly (gameplay vs realism sure, but maybe make it fire faster with less damage would be fine)

Version 1.3.5


Armor
  • Almost all tank and APC drivers have their zooming capabilities removed - spotting made almost impossible for long distances, especially to identify friend or foe
  • Multiple tanks lose thermals for drivers and zooming for drivers
  • APC and tank gunners lose control of precise movement of their turrets, making them ineffective in urban areas
  • Spandrel can fire on the move (was already the ultimate anti-tank vehicle before this)
  • Civilian car ROE is extremely easy to exploit by the insurgent team, this is definitely a gameplay vs realism component and gameplay needs to be preserved, it isn't practical to spawn 25 civilians cars on a map and expect APC/tank crews to watch every single car instead of blowing them up...
Air
  • Hellfires can only be fired at an extremely slow rate. Incredibly convenient is that I just had lunch with the guy who wrote the specificiations for the Hellfire today, and he stated that there is no limit to the amount of Hellfires that can be fired at once (seriously incredibly convenient not making this up, his name is Arthur H.)
  • Thermals are removed from several variants of the attack choopers
  • Hellfires less maneuverable.
Infantry
  • New RPGs warheads make it incredibly easy to kill APCs and other soft/hard targets. I raked in 20 kills with a single kit on Kokan yesterday with extreme ease.
  • New dot thingies make it really easy for noobs to whack that pesky APC with an AT4 in record time.
Of course, there is nothing wrong with making infantry the main focus of the game. However, there is something wrong with making infantry the main focus of the game at the expense of the other aspects of Project Reality that make Project Reality so unique. This can't just be swept under the rug because "you feel that it is a pretty good change and don't really wanna go back to how it was before" or "veterans gonna cry because changes no worries, nothing to see here move along" or "inf 4 life get out of here APC whores". There is almost 10+ pages of discussion on this topic in 36 hours, all by bona fide individuals. If that isn't a red flag, than what is?
Yeah you pretty much hit the nail on the head, well said.
blayas
Posts: 135
Joined: 2014-04-01 15:17

Re: Broken Turret Stab\Accel

Post by blayas »

Chefmoto1 wrote:Yeah you pretty much hit the nail on the head, well said.
On some things we can actually agree, as absurd amount of lat's that is breaking the value that the kit should have in recent times .
But I believe the vast majority of other changes mentioned by him are only a search for more fidelity to vehicles and their real homologous , changes these realism and immersiveness that in my view are always welcome , since there seems to be a relationship often right between more realistic mechanical , immersiveness and teamwork , arcade and loss of teamwork and immersiveness .
Warrior's rate of fire lowered incredibly (gameplay vs realism sure, but maybe make it fire faster with less damage would be fine)
making the most faithful vehicle to its real counterpart, shoot faster and produce less damage is not consistent with reality , it would be only an artificial way to create symmetrical boring vehicles.

Code: Select all

Almost all tank and APC drivers have their zooming capabilities removed - spotting made almost impossible for long distances, especially to identify friend or foe
Multiple tanks lose thermals for drivers and zooming for drivers
Spandrel can fire on the move (was already the ultimate anti-tank vehicle before this)
Thermals are removed from several variants of the attack choopers
again making the most faithful vehicle to its real counterpart, what certainly adds depth and good complexity to the game, and also asymmetrical balance.

Code: Select all

New RPGs warheads make it incredibly easy to kill APCs and other soft/hard targets. I raked in 20 kills with a single kit on Kokan yesterday with extreme ease.
If these warheads are present in reality , because we could not have it here ?
Again the problem is only the trivialization of lat kit.
Last edited by blayas on 2015-11-03 04:28, edited 3 times in total.
Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: Broken Turret Stab\Accel

Post by Bluedrake42 »

I actually tried it and I like it. You have to move your turret slowly now, much more realistic in terms of turret traverse. Target acquisition isn't a problem as long as you move your mouse slowly and calmly instead of just spam swiping it across the desk
[F|H]Zackyx
Posts: 297
Joined: 2011-11-18 21:47

Re: Broken Turret Stab\Accel

Post by [F|H]Zackyx »

Bluedrake42 wrote:I actually tried it and I like it. You have to move your turret slowly now, much more realistic in terms of turret traverse. Target acquisition isn't a problem as long as you move your mouse slowly and calmly instead of just spam swiping it across the desk
Says the guy who goes ballistic while driving APCs. @ 34 seconds




and here an other one
Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: Broken Turret Stab\Accel

Post by Bluedrake42 »

...I'm not even the gunner in both those videos?
IlluminatorConfirmed
Posts: 124
Joined: 2015-03-22 12:24

Re: Broken Turret Stab\Accel

Post by IlluminatorConfirmed »



Oh my gawd guys I love new turrets SO MUCH. Like really.

It is the most awesome part of the game! This is how turrets supposed to move, I am enjoying it so much.

Why do I enjoy this?

Because it forces crew to be more careful.

Because with that kind of turret crew have to be aware of the dangers around.

You MUST to be really skilled to be able to kill something.

Because slow turret encourage you to stay with the infantry to get as much cover as you can.

Because with that turret driver become so much more important.

Now gunner and driver MUST communicate in a very firm way a lot in order to be successful.

Yesterday on the Kashan me with my pal wrecked two tanks, TOW, HAT and a lot of infantry with BMP2M, just because we've got as much intel as we could.

This change adds a lot of excitement in game for a crew. Before that it was some kind of a point-n-click adventure.



Go R-Devs.


PS: But Kashan is really broken.
You will not grasp her with your mind or cover with a common label, for Russia is one of a kind - believe in her, if you are able...
[img]http://i.imgur.com/EQz7wtW.png[/img]
UrethralScreaming
Posts: 5
Joined: 2015-11-03 05:22

Re: Broken Turret Stab\Accel

Post by UrethralScreaming »

Ive played this game for 9 + years. 1.3 was solid with the changes especially to light at availability and tow placement. However when everyone I would let into my armor squads voices their opinion that this is a bad change I take that as consensus of the true/skilled community.

Armor has so many counters in this game, you can be a rockstar armor crew yet against a good team you get wrecked. The overall gameplay in project reality is great, that's what keeps people in for multiple rounds. The vehicles are what brings me back to pr when I have so many other good games to choose from. Battlefield 2 controls feel right, that's partially why this mod has had so much success.

I've never once encountered a piece of armor and thought "his turret moves too fast, thats gameplay breaking." He's aiming at you because you were spotted by his team/driver. Change your tactics or work with your team to get the jump on him without being spotted first. That's teamwork not high DPI garbage.

I completely understand why you guys want to change turret speed from the realism perspective, but gameplay is the core of this mod. The new system is painful, laggy, and infuriating. I drive with three gunners who i think are some of the best in the game (Talon2342/Mr_Blox/TheTowtruckMan), they don't use DPI changing mouses. I hear them clacking the mouse trying to turn the turret 180 degrees when i spot a target behind us. There are rounds where our vehicle never dies, and there are other rounds where we die quick as hell. That's the nature of the game, sometimes you take advantage of weaknesses and sometimes the enemies have too strong of a position.

I see a lot of top players posting in this thread. The feedback in this thread has reached 10+ pages in a very short period, that means take note. Deviation was introduced very heavily one release, then beaten back by a subsequent release. I'd say remove this in a hotfix or tone down drastically until you guys have a better system. Gameplay>Realism, don't get out of touch with the thousands of guys who play this game.
IlluminatorConfirmed
Posts: 124
Joined: 2015-03-22 12:24

Re: Broken Turret Stab\Accel

Post by IlluminatorConfirmed »

UrethralScreaming wrote:Ive played this game for 9 + years. 1.3 was solid with the changes especially to light at availability and tow placement. However when everyone I would let into my armor squads voices their opinion that this is a bad change I take that as consensus of the true/skilled community.
"Skilled community getting rekt by newbs". Are they really that skilled? Or maybe they're not? Maybe they're assetwhores who can't play this game right way?
UrethralScreaming wrote: Armor has so many counters in this game, you can be a rockstar armor crew yet against a good team you get wrecked. The overall gameplay in project reality is great, that's what keeps people in for multiple rounds. The vehicles are what brings me back to pr when I have so many other good games to choose from. Battlefield 2 controls feel right, that's partially why this mod has had so much success.
You should choose another good game. Try it, you will comeback. Because PR is what you need. It's like crack once you've tried it you're not going to be able to drop it.
UrethralScreaming wrote: I've never once encountered a piece of armor and thought "his turret moves too fast, thats gameplay breaking." He's aiming at you because you were spotted by his team/driver. Change your tactics or work with your team to get the jump on him without being spotted first. That's teamwork not high DPI garbage.
High DPI garbage is real. I was playin at x30 and was wrecking everything it's game breaking. COMMUNICATION and COOPERATION are the core parts of the game, not making lots of frags sitting in the APC. I can tell since I am an assetwhore. But I will give a ride to every Smurph standing on the side of the road. Instead of milking good position, I would go where commanders wants me to. Your understanding of PR hurting me.
UrethralScreaming wrote: I completely understand why you guys want to change turret speed from the realism perspective, but gameplay is the core of this mod. The new system is painful, laggy, and infuriating. I drive with three gunners who i think are some of the best in the game (Talon2342/Mr_Blox/TheTowtruckMan),
Best in the game? I doubt that. I know at least 20 guys who will wreck them in a blink of an eye, and even they're not the best in the game.
UrethralScreaming wrote: they don't use DPI changing mouses. I hear them clacking the mouse trying to turn the turret 180 degrees when i spot a target behind us. There are rounds where our vehicle never dies, and there are other rounds where we die quick as hell. That's the nature of the game, sometimes you take advantage of weaknesses and sometimes the enemies have too strong of a position.
If you've spotted something behind you've did something utterly wrong in this game. You shouldn't be caught in the situation like this, when something is behind you. If something is behind you and you didn't know it's coming, well shit, you've earned that bitter candy. And by the way, if you spot something you can help your mate to get target... by simply turning your vehicle in a way that will help him to aim.
UrethralScreaming wrote: I see a lot of assetwhores posting in this thread. The feedback in this thread has reached 10+ pages in a very short period, that means take note. Deviation was introduced very heavily one release, then beaten back by a subsequent release. I'd say remove this in a hotfix or tone down drastically until you guys have a better system. Gameplay>Realism, don't get out of touch with the thousands of guys who play this game.
Fixed. But gameplay is fun with that system. It's even more exciting!
You will not grasp her with your mind or cover with a common label, for Russia is one of a kind - believe in her, if you are able...
[img]http://i.imgur.com/EQz7wtW.png[/img]
SprintJack
Posts: 101
Joined: 2008-03-25 19:08

Re: Broken Turret Stab\Accel

Post by SprintJack »

I really like this change. Imho it makes tactical maneuvering even more important than before.
While the slipping is not ideal i don't find it that game braking.

Guys, give it some time. I am sure after some practice you will start overshooting your targets much less. Just keep trying ;)
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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Broken Turret Stab\Accel

Post by Roque_THE_GAMER »

Bluedrake42 wrote:I actually tried it and I like it. You have to move your turret slowly now, much more realistic in terms of turret traverse. Target acquisition isn't a problem as long as you move your mouse slowly and calmly instead of just spam swiping it across the desk
you cant just hit anything accurate because of that little lag thing, if the turret was just slow that would be not a problem, the problems is you cant just hit shit now with that lagy turret, im avoiding use the 7.62 because its just spray every were and you cant get a lead and adjust right and seems impossible to fire on the move and aim at fast move targets.

with out addition to real life FCS and gun stabilization this is just half work and laizy.
[align=center]Sorry i cant into English...
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Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Broken Turret Stab\Accel

Post by Jacksonez__ »

'[F|H wrote:Zackyx;2103706']Says the guy who goes ballistic while driving APCs. @ 34 seconds




and here an other one
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Maybe we can have PR 1.3.5 armor gunning championships now since turreting became 10x harder :roll: I mean, couldn't the turret turn speed be slow but the way how it moves be stiff and more "electronic/hydraulic"? Because now it feels like the gunner is cranking some mechanical levers to turn the turret.
3ti65
Posts: 242
Joined: 2011-02-10 15:11

Re: Broken Turret Stab\Accel

Post by 3ti65 »

Just reverse the change.

End of discussion.
Scubbo
Posts: 264
Joined: 2014-09-06 06:13

Re: Broken Turret Stab\Accel

Post by Scubbo »

3ti65 wrote:Just reverse the change.

End of discussion.
+1 :arrow: :arrow: 8)
solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: Broken Turret Stab\Accel

Post by solidfire93 »

idk what to say since i didn't get in gunner seat in Tank/APC for now

once i come back from work i'll jump into tank/apc squads and see what changed !

infy game play now is better (you know you can kill very easily if you wait anf take your time)
but its not OP still its just a rifle

i have a question how long or how the Dev's going to change it back if every one (most) say its bad !

i'll try out the turrets and come back to give my feed back

P.S i always be the driver in Tank/APC not that i dont know how to use it but i like be a spotter for my gunner !

even before this change no Tank/APC shot down air Vehicle or killed another target on the move and splash damage made it easy to kill infy with frag or heat rounds

idk i still feel like some changes going to hurt PR but that doesn't mean that the Dev are out of touch with the community ! every body make mistake and im sure it will be fixed !

give it more time guys, its not the end of PR

at least im happy that i didn't buy or playing BF4 and i got addicted to this game
instade of EA new Bullshit so called casual games.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Broken Turret Stab\Accel

Post by viirusiiseli »

3ti65 wrote:Just reverse the change.

End of discussion.
+1

Need more letters to make post
IlluminatorConfirmed
Posts: 124
Joined: 2015-03-22 12:24

Re: Broken Turret Stab\Accel

Post by IlluminatorConfirmed »

Image
You will not grasp her with your mind or cover with a common label, for Russia is one of a kind - believe in her, if you are able...
[img]http://i.imgur.com/EQz7wtW.png[/img]
Aijt
Posts: 17
Joined: 2014-12-28 18:19

Re: Broken Turret Stab\Accel

Post by Aijt »

I was excited to play until I jumped into the brdm as gunner. It really kills the mood when you drive around the corner, see a chopper taking off 5 meters infront of you but you can't get the gun on the target, then get latted because it takes forever to change targets to hit the infantry.
fecht_niko
Posts: 347
Joined: 2013-06-29 13:42

Re: Broken Turret Stab\Accel

Post by fecht_niko »

If you cant win a game you change it:
Noobs can now shoot more accurate, assets wont rape anymore and dont worry if you still get rekt, because the server will crash soon...
Some people should not touch or test the game, maybe ask the community before you change stuff!
inb4banned
Posts: 234
Joined: 2015-02-20 10:48

Re: Broken Turret Stab\Accel

Post by inb4banned »

If holding down a button that drastically reduces your DPI really stops the turret then you need to revert this change. This will now give a huge advantage to people with weird mice and it'll still be awkward for everybody else.

If changing DPI on the fly is really what you wanted to fight you've now made it a lot worse. While pretty much anybody could turn fast before, now only few will be able to counter acceleration.
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