Tank/APC/50 Cal Bullet Drop

Suggestions from our community members for PR:BF2. Read the stickies before posting.
nedlands1
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Post by nedlands1 »

You are 100% correct when you say, "They are basically automatic sniper rifles right now with no deviation". Both sniper rifles and these weapons have the gravity modifier set at "0.1". "0.67" is a more realistic value as it is ~9.81 m/s^2 which is the acceleration due to gravity on Earth. Even then, the drop wouldn't be enough as it doesn't take into account drag effects. I'd say that there is actually less deviation with the vehicle mounted weapons though. Something really needs to be done with regards to drop...
Last edited by nedlands1 on 2008-03-06 11:12, edited 1 time in total.
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Ragni<RangersPL>
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Post by Ragni<RangersPL> »

SectorNine50 wrote:It really makes it hard to live through a tank or apc finding you when in a chopper cause they either shell you or 50 cal you to a pulp before you can even react.
...Just like IRL ;)

Use your chopper properly :mrgreen:
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Mongolian_dude
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Post by Mongolian_dude »

Ragni<RangersPL> wrote:...Just like IRL ;)

Use your chopper properly :mrgreen:
There are no recorded instances of an MBT successfully engaging a chopper with its main gun. However, in PR, this is quite a common reality.

50cals definitely need some sort of drop, because ATM, they are my fav/guiltiest weapon. It is so damn accurate and unrelenting, its not even funny anymore.
Approx 35% of every engagement against enemy choppers with a 50, the chopper will either explode mid air or fall to it's demise. Would be nice to see it changed.

With the NERFing(effectively) and refining of attack helicopter's guided missiles, perhaps similar changes are due for other assets?

...mongol...
Military lawyers engaged in fierce legal action.

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RCMoonPie
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Post by RCMoonPie »

I think the helos could use a little more direct speed as well.
They arent so "balloon-like" IRL.

edit addition: If speed was increased, turreted vehicles would be less likely to effectively track helos as in IRL.
Last edited by RCMoonPie on 2008-03-06 14:50, edited 1 time in total.
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Ragni<RangersPL>
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Post by Ragni<RangersPL> »

[R-MOD]Mongolian_dude wrote:There are no recorded instances of an MBT successfully engaging a chopper with its main gun.
Yes, you are right, but it is theoretically possible AFAIK.
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:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
Deadfast
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Post by Deadfast »

'[R-MOD wrote:Mongolian_dude;623130']There are no recorded instances of an MBT successfully engaging a chopper with its main gun. However, in PR, this is quite a common reality.
Might be because choppers never fly above hostile tanks ?


If they would, I'm pretty sure they would end up just like in PR. Dead.
Mosquill
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Post by Mosquill »

Irl tanks have a fire control system. That thing automaticly calculates bullet drop, and adjusts the coaxial mg (and main barrel) accordingly, so the gunner don't have to worry about bullet drop.

So that's what the Devs tried to simulate when they reduced tank's bullet drop so much. However IRL gunners will have problems with bullet drop when aiming at air targets. That is because laser range finders will have problems determining range, and without range, ballistics computer can't do it's job. That's afaik of course.
RCMoonPie wrote:I think the helos could use a little more direct speed as well.
They arent so "balloon-like" IRL.

edit addition: If speed was increased, turreted vehicles would be less likely to effectively track helos as in IRL.
Well, ingame apache has a cruising speed of 280km/h (if I remember it correctly), don't know what's the Cobra's speed, but Havoc is
too slow, it's much faster IRL.
Deadfast wrote:Might be because choppers never fly above hostile tanks ?


If they would, I'm pretty sure they would end up just like in PR. Dead.
And that is not true.
Deadfast
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Post by Deadfast »

Hold on a second, I said above. Correct me if I'm wrong, but I don't think that typical engagement range of an attack chopper is like what, 500 meters as it is in the game ?
RCMoonPie
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Post by RCMoonPie »

Mosquill wrote:
Well, ingame apache has a cruising speed of 280km/h (if I remember it correctly), don't know what's the Cobra's speed, but Havoc is
too slow, it's much faster IRL.


And that is not true.
Although I didnt state it.....I was referring to the transport helos.
Way too slow.
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Doedel
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Post by Doedel »

Transport helos are very rarely used in situations where a tank could even take a shot at them.

However, I do agree especially with .50 cals and Dshk's that their deviation is far, far too small. I've seen so many instances of insurgent technicals on Basrah decimating dozens of British soldiers by firing from incredible distances.
BloodBane611
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Post by BloodBane611 »

On Kashan helos of all types are regularly (and successfully) engaged by MBT main cannons. Clearly this is unrealistic, and as the DEVs have stated that view distances will not be increased (not in so many words), it seems unlikely that there will be any change.

I do agree that the .50 cals and their counterparts should have a reasonable gravity modifier.
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Jaymz
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Post by Jaymz »

SectorNine50 wrote: Giving the tanks/APC's bullet drop would also make the range finder finally useful.
In RL, the majority of modern tank gunners just

1. Point at the target

2. Las the target, thus instantly calculating the distance and calibrating the coax accordingly.

3. Shoot


So with regards to tanks, what we have now models how effective coax fire would be in RL. With the exception of the ballistics curve....

Agree with 50's perhaps being zeroed to a certain range.
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snotmaster0
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Post by snotmaster0 »

I think that this is an instance of game play over being realistic. Yes, tanks IRL can simply point and shoot to blow away targets, but in a game that just DOESN'T work. It makes tanks and apcs and jeeps into 1337 super weapons. They should be powerful, but not as powerful as they are now.
nedlands1
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Post by nedlands1 »

[R-DEV]Jaymz wrote:So with regards to tanks, what we have now models how effective coax fire would be in RL. With the exception of the ballistics curve....

Agree with 50's perhaps being zeroed to a certain range.
In that case shouldn't the gravity be set at "0" for both the main gun and coaxial? Having it at "0.1" reflects the computer not having the proper value of acceleration due to gravity and hence not adjusting for it properly. :-?
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Mosquill
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Post by Mosquill »

[R-CON]nedlands1 wrote:In that case shouldn't the gravity be set at "0" for both the main gun and coaxial? Having it at "0.1" reflects the computer not having the proper value of acceleration due to gravity and hence not adjusting for it properly. :-?
Yes but with 0.1 it looks better :D
Seeing bullets that don't fall is too unnatural ;)
zangoo
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Post by zangoo »

if tanks can zero there gun with a computer and we cant do that in pr the next closes thing is removing bullet drop.
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