The bouncy nade....

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Rhino
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The bouncy nade....

Post by Rhino »

I mean just WTF? is this really realistic?

What is the GL (aka Noob tube) used for in real life? Taking out large groups of men, taking out "Technicals" (cars with 50.Cals on the back) and other prime targets. Now with the GL if you try and take out a car which has a guy manning a 50.cal on it, you would think this would be prime time to use your noob tube right? I mean you would think your GL would take it down with 1 hit, or would kill the guy inside.... But NO! you nade just bounces off the car if you fire directly at it and then lands somewhere else away from the car. It could be at your own feet even killing or damage your sleuth.

I see this as a even bigger reason for ppl to just use these GLs on only 1 person. Just point the thing at the ground and fire at there feet. dose any 1 agree with me here?

I would like to see you guys take out this "bouncy nade" and put in 1 that will donate on impact. It is really just ridicules.

Also as we are on the topic of nades. I ain't tried this with Build 4 of 0.25 but with Build 3 if not build 4 as well when a GL was fired, you could see the GL explode if you where the guy firing it. But other players around you could not see the explosion. Sorry this just popped into my head and thought i would post it at the same time :-D

But ye do you Devs think its possible to remove the "bouncy nade" and put back in the old nade so we can take out targets like these? :mrgreen:
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Campez
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Post by Campez »

Then maybe all the noob tube guys will come back :( and ruin the game for everybody else...maybe you could program so it only explode when it hits a hard think like a Humwee or a APC...and all the other stuff??
Rhino
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Post by Rhino »

the noob tubers where not in PRMM before... when i say nob tuber i dont mean a guy who uses a GL once in a while on certian targets that are appropite. A noob tuber is a guy running arround every corner with his GL out wating for somone to shoot. As soon as he see a guy he WILL use the GL on him. Probaly also will be bunny hopping arround if he could still fire and shoot at the same time. Now that is a noob tuber.

And as we all know. the noob tube is rubbish if you move on this mod, so you have to crouch very still to use it accruatly and aim for the target. Also as the noob tuber can be taken down with 1 to 4 bulliets in this mod he will probaly not want to use it any ways as bulliets are powerful enouth as they are. On vBF2 it takes 1/4 of a mag to kill a guy in the chest, where only 1 noob tube will kill a guy so they pick a noob tube as its easy to kill somone. In PRMM its the other way round so noob tubers will be at a disacvantage ;-)

You see my point?
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[T]Terranova7
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Post by [T]Terranova7 »

Would it be appropiate to actually have Iron Sights for the grenade launchers? I know DC back on BF1942 had it like that, and to me it felt like you needed to put in alot more timing and accuracy into it. Why not something like that here?
Rhino
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Post by Rhino »

Terranova wrote:Would it be appropiate to actually have Iron Sights for the grenade launchers? I know DC back on BF1942 had it like that, and to me it felt like you needed to put in alot more timing and accuracy into it. Why not something like that here?
I think they will be putting the iron sights on them evently.

and also solodude, the arming time is not going to be less than 1 sec i would have thougt. probaly 1/4 of a sec. and when shooting a jeep thats afew meters away you are not going to have it bounce off it....
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KingofCamelot
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Post by KingofCamelot »

Rhino, heres some stats you may find interesting.
http://www.globalsecurity.org/military/ ... d/m203.htm

Some highlights from there:
The M386, M397, M397A1, M406, and M433 rounds arm within 14 to 27 meters (46 to 89 ft). The M361 and M441 rounds arm within 2.4 to 3 meters (8 to 10 ft).
So, some rounds can arm within 3 meters, but:
Safe-weapon practices for firing the M203 grenade launcher require a minimum safe distance of 130 meters for high explosive rounds, and 165 meters for HEDP. Range regulations stipulate that all targets have to be more than 200 meters away.
And:
Maximum effective range:
Area target: 1148.35 feet (350 meters)
Point target: 492.15 feet (150 meters)
Maximum range: 1312.4 feet (400 meters)

Minimum safe range:
Training: 426.53 feet (130 meters)
Combat: 101.71 feet (31 meters)
So, you may be able to use rounds that arm within 3 meters, but from the sounds of it you sure as hell aren't going to want to be anywhere near that close to a target. Especially when shooting at a vehicle where flying debris could pose a serious problem.
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Rhino
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Post by Rhino »

im no expert, but on black hawk down (the movie) you do see this 1 time where a guy is using his M203 on a car with a HMG on the back. He is fireing at it under 15m maby 20m tops. This is what i would like to see in this mod. At the moemnt if you try and fire your M203 at a car, 20m away, it will bounce right off it and come back to you. This is what i want removed. do you see my point?
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KingofCamelot
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Post by KingofCamelot »

Well, I know it can be hard to judge distances in PR at times, but I just tested this. I parked an APC right next to a flag pole, then walked away from it, using the 3D map to tell me distance from the flag. I fired a grenade from the M203 at 10m, and it bounced off the APC. I backed up to 15m, fired, and it exploded on impact. I took some steps forward, fired again, and found that 13m is the closest distance that the grenade launcher will detonate on impact at. Thats about the same as real life stats, so I see no probelm with that.
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Rhino
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Post by Rhino »

'[R-DEV wrote:KingofCamelot']Well, I know it can be hard to judge distances in PR at times, but I just tested this. I parked an APC right next to a flag pole, then walked away from it, using the 3D map to tell me distance from the flag. I fired a grenade from the M203 at 10m, and it bounced off the APC. I backed up to 15m, fired, and it exploded on impact. I took some steps forward, fired again, and found that 13m is the closest distance that the grenade launcher will detonate on impact at. Thats about the same as real life stats, so I see no probelm with that.
ok ill test this then. Hope you are right.
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Rhino
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Post by Rhino »

ok ive now tested the noob tube abit more, and i do see why it was now bounceing and how to use it the right way. You can use the bounce featur to your acvantage too :mrgreen:

What i thought before was that it bounced of ceritan materials, and i didnt know it had a arm time on it. Thxs for the info :-D
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Zepheris Casull
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Post by Zepheris Casull »

This just made me realize something, the blast from the vehicles in general are quite small in BF2, haven't extensively tested this but is it improved in PRMM? I mean, if a van just blew up to pieces 5 m away from me i'd imagine a serious shock and shrapnel flying in my direction, whereas in vanilla BF2 i could be almost next to it and it does not hurt me much. (and funny enough, if u take one more step from that point u die instantly from the blast)
Deuce6
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Post by Deuce6 »

Correct about the M203 stats. I used to be a grenadier in my squad.
Deuce6
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Post by Deuce6 »

And the only thing about that, the max effect range is 400 m. Same as max range, but I can hit targets accurately out to 400 m.
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