More RPGs?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
aperson444
Posts: 276
Joined: 2008-06-17 19:28

More RPGs?

Post by aperson444 »

I think that Insurgents should get more RPG rounds/ Person. I have seen people with 4-5 of them.

Maybe that might be good? It actually depends on the warhead, but I don't know what this kind is, so i'm assuming it's the normal type.
mp5punk
Posts: 1219
Joined: 2008-07-03 22:18

Re: More RPGs?

Post by mp5punk »

yea 4 or 5 can really mean a difference.
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R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: More RPGs?

Post by R.J.Travis »

Nope not a good idea they would be too over powered unless you drop the dmg another 20%
Twisted Helix: Yep you were the one tester that was of ultimate value.
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: More RPGs?

Post by rampo »

i myself think RPG should be in the spawn menu, for example in the battle of fallujah the iraqi insurgents were mainly armed whit ak-47s and RPGs, RPGs are very cheap to make and incredibly common whitin insurgency
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: More RPGs?

Post by gazzthompson »

then we might as well just remove the APCs from INS maps....... they'd just get wtfinstapwn anyways.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: More RPGs?

Post by Rudd »

want a class with portable ammo for insurgents, that would increase TW and give a class another use.

This would mean more RPGs and RKGs which means happy times for insurgents.
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Thermis
Retired PR Developer
Posts: 1537
Joined: 2008-01-27 15:05

Re: More RPGs?

Post by Thermis »

I'm in favor of making the RPG more common either through adding it to the spawn menu or giving the kit more ammo. But lowering the damage even more against vehicles but making it more of a anti infantry frag weapon. Maybe also adding a Anti Tank RPG with a heavier warhead but have like one or two like a HAT.
0rpheus
Posts: 74
Joined: 2007-01-06 15:44

Re: More RPGs?

Post by 0rpheus »

I imagine those warheads would be quite heavy and 4-5 of them would make the carrier move really slow
Dunehunter
Retired PR Developer
Posts: 12110
Joined: 2006-12-17 14:42

Re: More RPGs?

Post by Dunehunter »

RPGs were a spawnable class a couple of versions ago, which just led to uberwtfownage squads with 6 rpgs. You already get one more than you used to, up from 2 to 3.

[R-MOD]Jigsaw] I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce. :|
Thermis
Retired PR Developer
Posts: 1537
Joined: 2008-01-27 15:05

Re: More RPGs?

Post by Thermis »

What you could do is increase the scope in time a little for the RPGs and give one or two more so that you don't have squads with 6 RPGs but you could find yourself ambushed by 2-3 would be more common and it would also allow for better teamwork now that the damage is reduced making RPG have to work together to kill APCs. Adding more would make it easier for squads to have the option to have a RPG team more readily available. Without imo making it to spamy.
sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Re: More RPGs?

Post by sakils2 »

Why was the RPG-7 damage lowered? I assume it uses the Fragmentation round in-game or something. OR was it reduced for gameplay reasons?
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: More RPGs?

Post by R.J.Travis »

it was used vs INf and not armor now the rpg will only make INF bleed unless it lands on him + it was lowered because you got landmine + mortar ied you have to give up something to get all that or its just OP

if you ask me landmine as a spawn kit was OP ): but if your a ins you think its not
Twisted Helix: Yep you were the one tester that was of ultimate value.
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: More RPGs?

Post by charliegrs »

honestly i think its about right the way it is right now. i know alot of people dont agree, but i do remember the crazy rpg spam from earlier versions. and they have tried everythng, deviation, more round, less round i think they got it about right this version.
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gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: More RPGs?

Post by gclark03 »

RPGs are meant to be a cheap and widely available anti-everything launcher.

Some RPG changes (for example, being taken off the spawn menu) were necessary, but the most recent RPG updates (and Insurgency updates) are becoming arbitrary in nature.

How can anyone argue that weaker RPGs help gameplay? The only people the current RPGs help are the Coalition veterans in their locked squads, giving their five medics more squaddies to heal and more chances to kill.

So, they need to be a bit more available and realistically powerful. I just don't like the idea of tweaking the numbers to favor the Coalition players who call it 'unfair'; it is fair, just like grenade spam and mortars. No need nerfing it just because it happens to be powerful.
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: More RPGs?

Post by R.J.Travis »

@gclark03 "available and realistically powerful."

that is what they are atm.

You want a more powerful rpg7?

Ask the [Dev]'s to give you only one but have it kill a Apc in two hits so your vet buddy can help you kill a apc in one sec.

the RPG should never have 80% or better deviation it is well known to go way off path and totally miss its target and there also hard to aim.
Twisted Helix: Yep you were the one tester that was of ultimate value.
Caboosehatesbabies
Posts: 335
Joined: 2008-08-25 19:01

Re: More RPGs?

Post by Caboosehatesbabies »

This comes down to basically infantry vs. Vehicular combat. People like R.J. Travis want combined arms where APC's aren't forced to sit outside of cities. While this is well and good, the current RPG set up, especially on fallujah, means that any decent crew WILL keep the thing alive. On fallujah, if I recall correctly, there is only 4 RPG's possible. 3 from caches, 1 at the main. Combine that with kits that get grabbed by NillaNubs and lost, and that number drops to 1 or 2 at a time. In my opinion, this is not enough, especially when it takes 2 rounds to blow up even a humvee, 3 to MAYBE destroy an APC. What I would like to see is 1 more RPG to spawn at a cache, increasing the # that are available at one time to 6+mains. Again, if I recall correctly, that would mean there are 7 at a time on fallujah, 8 on AL-basrah and Ramiel, and 10 on Karballa. That way volley fire is a more viable option, and the RPG's commonality is represented. For fallujah specifically, one more bomb car would also be nice, I believe we should get 2 on a 10 minute spawn. the Dome of Death around the US main should also be increased, so that we stop these squads who plant IED's right at the entrance all game.

10 RPG's on Karballa might seem like alot, that is 1/3 of a full team, but again, people die and lose kits, reducing the active number, AND karballa is a more "Vanilla" type map with 2 APC's, 2 trucks, 4 .50cal humvees, 3 transport humvees, 2 LB's, and an apache along with 4 bomb cars, a big red, and 5 technicals.
Last edited by Caboosehatesbabies on 2009-02-18 19:19, edited 1 time in total.
Everyone wants to easily kill their opponent but nobody wants to be the one easily killed. That line of thinking escalates weaponry to the point where practically every soldier has a shoulder-mounted nuke launcher that when fired, automatically displays the text "pwnt".- [R-CON]Wolfe

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The_Blitzcraig
Posts: 86
Joined: 2007-03-17 23:41

Re: More RPGs?

Post by The_Blitzcraig »

I think the RPG warheads should do slightly more damage then they currently do to vehicles. Humvees should be heavily damaged by one shot if not on fire and crippled, afterall RPGs are designed to take out tanks, a light vehicle like a Humvee shouldnt be able to take more then 1 RPG maybe 2 if it was lucky. 2 RPGs should cripple APCs and possibly ignite them. To balance the increased damage of the RPG the deviation of the rocket could be increased (currently infantry are able to be picked off at ranges of 420m by a single RPG round) as they are ingame its too easy to hit things with pinpoint accuracy, all you need to do is adjust for drop over distance and it flies straight everytime. the RPG deviation in .5 was challenging and was slightly overboard. deviation thats a little more accurate then the .5 deviation would be just right IMO.
Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: More RPGs?

Post by Cassius »

Just toss a second rpg unto the cache, that should do it. 4 rockets are enough. Reload is nearby.
charliegrs wrote:honestly i think its about right the way it is right now. i know alot of people dont agree, but i do remember the crazy rpg spam from earlier versions. and they have tried everythng, deviation, more round, less round i think they got it about right this version.
Wherever Coalition forces go they get spammed with RPGs. Its as if its effin candy to them. However insurgent RPGs are not that powerfull, like a hit on a chinook damages it but does not shred it. One should investigate what damage the kind of rpgs insurgents get their hands on inflict irl against modern apcs.
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Caboosehatesbabies
Posts: 335
Joined: 2008-08-25 19:01

Re: More RPGs?

Post by Caboosehatesbabies »

Cassius wrote:Just toss a second rpg unto the cache, that should do it. 4 rockets are enough. Reload is nearby.



Wherever Coalition forces go they get spammed with RPGs. Its as if its effin candy to them. However insurgent RPGs are not that powerfull, like a hit on a chinook damages it but does not shred it. One should investigate what damage the kind of rpgs insurgents get their hands on inflict irl against modern apcs.
I like it cause I suggested it to! :grin:
Everyone wants to easily kill their opponent but nobody wants to be the one easily killed. That line of thinking escalates weaponry to the point where practically every soldier has a shoulder-mounted nuke launcher that when fired, automatically displays the text "pwnt".- [R-CON]Wolfe

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abbadon101
Posts: 87
Joined: 2008-12-30 13:17

Re: More RPGs?

Post by abbadon101 »

The_Blitzcraig wrote:I think the RPG warheads should do slightly more damage then they currently do to vehicles. Humvees should be heavily damaged by one shot if not on fire and crippled, afterall RPGs are designed to take out tanks, a light vehicle like a Humvee shouldnt be able to take more then 1 RPG maybe 2 if it was lucky. 2 RPGs should cripple APCs and possibly ignite them. To balance the increased damage of the RPG the deviation of the rocket could be increased (currently infantry are able to be picked off at ranges of 420m by a single RPG round) as they are ingame its too easy to hit things with pinpoint accuracy, all you need to do is adjust for drop over distance and it flies straight everytime. the RPG deviation in .5 was challenging and was slightly overboard. deviation thats a little more accurate then the .5 deviation would be just right IMO.
The RPG-7 was designed during WW2 it is as old as the AK-47. The power balance is about right ATM, there have been several cases of APC's (no not Main Battle Tanks) taking Multiple RPG hits and still limping on back to base (namely Pvt. Johnson Beharry and his Warrior). I agree with the increase in deviation as Insurgents are not know for there marksmanship, but making it so it takes 2 rpgs to take out a APC is unrealistic.
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