Did you make 14.5mm ammo weaker after the merge?

General discussion of the Project Reality: BF2 modification.
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dcm
Posts: 357
Joined: 2021-03-09 03:25

Did you make 14.5mm ammo weaker after the merge?

Post by dcm »

I recall that 14.5mm ammo used to have dedicated AP and HE belts. But a long time ago both ammo types were merged into one. Since then it's felt off to me. I dont usually gun, I prefer to drive myself(as I'm super fucking paranoid and ever vigilant for possible threats). But on the rare occasions where I do man the gun. I feel like the 14.5mm is weaker than before. In both anti-armor and anti-personnel uses. I feel like it takes more rounds to kill even thin skinned vehicles and fobs too. So I must ask...

Did you guys nerf the ammo somewhat when you merged it?

Or did you guys do something to the armor system?

Or am I just going insane?
InfantryGamer42
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Joined: 2016-03-16 16:01

Re: Did you make 14.5mm ammo weaker after the merge?

Post by InfantryGamer42 »

Yeah, thanks to merger, 14.5mm got nerfed. That is reason why BTRs got removed from Muttrah, as balance between them and USMC armor after that change went out of window.
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Mats391
PR:BF2 Lead Developer
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Re: Did you make 14.5mm ammo weaker after the merge?

Post by Mats391 »

AP damage is the same as before. Splash is lower than HE.
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dcm
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Re: Did you make 14.5mm ammo weaker after the merge?

Post by dcm »

Mats391 wrote:AP damage is the same as before. Splash is lower than HE.
I see.

What was the reason behind the merge?
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Mats391
PR:BF2 Lead Developer
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Re: Did you make 14.5mm ammo weaker after the merge?

Post by Mats391 »

its how KPV is often used in reality. Mix of AP and HE rounds. In game it gets rid of awkward switching between belts
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dcm
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Re: Did you make 14.5mm ammo weaker after the merge?

Post by dcm »

Mats391 wrote:its how KPV is often used in reality. Mix of AP and HE rounds. In game it gets rid of awkward switching between belts
Eh it never bothered me. Personally I miss the extra splash damage of the he rounds.

I got another question. Will we ever have right click coax back? I miss it. I thought the reason why you got rid of it was to allow manual reloading of belt fed primary cannons with the reload key. But since that's still not a thing, what are your plans for alt-fire in vehicles? Especially ground vehicles?
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Mats391
PR:BF2 Lead Developer
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Re: Did you make 14.5mm ammo weaker after the merge?

Post by Mats391 »

dcm wrote:I got another question. Will we ever have right click coax back? I miss it. I thought the reason why you got rid of it was to allow manual reloading of belt fed primary cannons with the reload key. But since that's still not a thing, what are your plans for alt-fire in vehicles? Especially ground vehicles?
Most vehicles cannot use multiple weapons at once. They have a switch for weapon/ammo and then only single trigger. As such these cannot shoot both weapons at same time in r/l. Another reason to not allow it is for FCS to work properly. You cannot zero the sight for both main gun and coax at same time. It will not be coming back.
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dcm
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Re: Did you make 14.5mm ammo weaker after the merge?

Post by dcm »

I see. I'm just so used to right click being coax that it's hard to retrain my brain. What function if any do you have planned for right click in the future?

I would much prefer it if we got the old 14.5mm HE splash radius back.

I do believe that all auto cannon weapons need the ability to reload their belts manually. Or at least have the ability to reload the clip/mag/belt inside the repair bay. To expedite resupply inside main base.
LowSanityMeter
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Joined: 2013-08-06 18:10

Re: Did you make 14.5mm ammo weaker after the merge?

Post by LowSanityMeter »

Most AFVs have a manual firing mechanisms that allows crewmembers to fire main and coax weaponry outside of the FCS circuit. This is a typical drill should the FCS/solenoids break or cease functioning. That said, it would be an exceptional situation to fire both at the same time. The current gunnery workings in PR are most accurate to life - aside from the delay in switching munitions for dual feed autocannons. They switch the instant you press the button.

Perhaps rightclick could be suitable for zoom/thermals/lazer, lesson the keyboard boneitis, replacing one of those older buttons with a main gun reload function that eould be less used.
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