More RPGs?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: More RPGs?

Post by gclark03 »

We just need a lot more RPGs to go around.
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: More RPGs?

Post by Tannhauser »

TJ-XRL wrote:i think you should put a combat medic for the ins im allways bleeding out and it pisses me off im allways dieing slowly.....
Very OT but if you just lowered the respawn time on civies, you'd be happier.


I agree with adding an RPG kit on every cache, there's not enough now.
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
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Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: More RPGs?

Post by Alex6714 »

I agree with alot more RPGs, but they should be less accurate.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: More RPGs?

Post by CodeRedFox »

Thread cleaned...keep it civil and the suggestions coming. This isn't a place to gain post counts
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"apcs, like dogs can't look up" - Dr2B Rudd
Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: More RPGs?

Post by Cassius »

http://www.youtube.com/watch?v=_wz3lLAc7Q4[/youtube]

Look at all the candy they get thrown at. 2-3 rockit launchers per cache sounds about right to me. I cant recall having seen an apc been taken out by rpg anyway. Usually its apcs getting too cocky and ambushed by IED like irl.

The problem is making the rpgs the way that it takes like 3 hits to take out an apc, maybe even 4, but at the same time making them the way one blows up an humvee, because even insurgent rpgs can do that I think.
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R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: More RPGs?

Post by R.J.Travis »

yes a rpg can take out a stander ed humvee but not the ones useds by to days soldiers the hummers in game are about 2000/2003 hummers with 2007/2009 armor there place holder's. i hope to see in o.9 the glass turret to defend the gunner 360'd (: same like the mec place holder we just have to deal with it.

https://www.realitymod.com/forum/f66-pr ... v-wip.html

this hummer is what your firing them rpgs at
Twisted Helix: Yep you were the one tester that was of ultimate value.
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: More RPGs?

Post by ma21212 »

Why not add more kits the regular RPGs for ins. and make up a new warhead liek a tandem warhead and make that kit less availbe?
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R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: More RPGs?

Post by R.J.Travis »

ma21212 wrote:Why not add more kits the regular RPGs for ins. and make up a new warhead liek a tandem warhead and make that kit less availbe?
they don't like to just make things up.
Twisted Helix: Yep you were the one tester that was of ultimate value.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: More RPGs?

Post by McBumLuv »

Personally, I don't find the RPGs unbalanced at all. Several insurgent classes carry ammo, right? And a well played insurgent team can keep the RPG kit alive and well supplied near any ammo cache. If there is a want for more RPGs, I'd say we should make different Warhead RPGs at the very least, and still limit them. I'm afraid I haven't seen any sources on the commonness of RPGs, more so within insurgent bands IRL. A good Insurgent team can get around one RPG player for every one or two squads, depending on their size.
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Caboosehatesbabies
Posts: 335
Joined: 2008-08-25 19:01

Re: More RPGs?

Post by Caboosehatesbabies »

McLuv wrote:Personally, I don't find the RPGs unbalanced at all. Several insurgent classes carry ammo, right?
Maybe I'm just blind, but I THINK the only place you can get ammo as an INS is at the caches.

Course enemy bags and ammoboxes work too.
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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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: More RPGs?

Post by McBumLuv »

ORLY? You're probably right. I just thought I remember most insurgent kits carrying RPGs on their backs, and I thought they carried ammo, so the RPG model + the ammo symbolized them carrying more ammo for their mates. If not, that could easily be implemented and solve problems, right?
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M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: More RPGs?

Post by M.Warren »

See, the problem here is that it's not so much about the RPG-7's capabilities itself, but instead the teamwork surrounding it's use. Also that the use of the explosive devices available to the Insurgents are situational.

It is a known fact that whenever people play as Insurgents they lose a hefty amount of teamwork and organization. This becomes apparent with players that are generally very teamwork orienated on a map with a conventional army, but as soon as they end up playing as Insurgents they're dead silent on VOIP and somewhat aimlessly walk around the map. I do the same, I'm not going to deny it. But if I really wanted to put things together with coordination and effectively make things happen, it is possible. Just no one wants to do it.

Essentially it becomes a free-for-all and rarely do you actually see players teamworking as Insurgents, in comparison to when the same players end up with a well equipped conventional army.

Now... Due, to the lack of teamwork and organization during a normal round of an Insurgency map, it isn't unusual for people to generally try and beef up the capabilities of weapons available to insurgents in order to compensate for this loss.

I'm usually very harsh on criticizing aspects of gameplay, but truely the abundance of highly explosive resources available to the Insurgents makes up for their loss in overall combat effectiveness. The use of Proximity Mines, I.E.D. Explosives, Suicide Cars, Big Red, RKG-3 Grenade, and RPG-7's are a vital asset to the Insurgency.

I firmly stand beside the old Al-Basrah map for it's particular gameplay.

I say this because the British team has available armored assets and infantry weapons with optical assistance. The British rule the vast open terrain and outside perimeter of Al-Basrah hands-down.

The Insurgents however, have dedicated-hard-spawnpoints inside the city. They cannot be stopped as they're numbers are limitless and they rule the closed-in city center and inside areas of Al-Basrah hands-down.

The way one team wins is based upon thier effectiveness to leverage and lure the enemy into the advantages of open terrain or closed in areas whatever benefits them the most.

The point I'm getting at here is on maps like West Fallujah, the U.S.M.C. base is very close to the center of the city and does not exactly protect them as well if their base was situated in an open area with a large amount of space to operate within. The Insurgents can easily walk up to their main base and by suicide tactics start dropping Proximity I.E.D.'s on their doorstep while vehicles try to roll out.

It all comes down to tactics and efficient use of your resources. The insurgents make up for their loss of organization by highly devastating explosive resources and an endless volley of manpower.
Alex6714 wrote:I agree with alot more RPGs, but they should be less accurate.
I feel the same way. The abuse of players taking out binoculars and then switching to their RPG-7 for engaging enemy units in excess of 250 meters isn't practical. It's simply an exploit on a system that is in need of changing and/or will be changed in the future. This would be mostly solved by adding a sufficient deviation to the RPG-7 as it should be.

Besides, it makes sense. Have you ever tried to engage enemy infantry or armored assets with a RPG-7 using ironsights at 200 meters or beyond? You can barely see the target.

Don't believe me?

Target: British FV107 Scimitar at VCP South Entrance
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RPG-7 at 100 meters.
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RPG-7 at 200 meters.
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RPG-7 at 300 meters.
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With that said, it's clear that there isn't enough deviation in RPG-7's to be honest. Because there are people capable of hitting targets with them up to 300 meters with the combined use of binoculars. I've even heard once that they can reach up to 350-400 meters tops if they're that skilled enough.

Now imagine someone sitting ontop of a cache lobbing RPG's from a rooftop. I see it happen. It doesn't occur all the time but when it does, it's rather annoying.
Take the Blue Pill or take the Red Pill?

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aperson444
Posts: 276
Joined: 2008-06-17 19:28

Re: More RPGs?

Post by aperson444 »

RPG-7 = Less accurate, less range, powerful warhead.

Perhaps we can add a longer reload time?

In reailty, RPGs are used a lot more by insurgents because they were distributed so massively, and were so cheap. It really depends on the TYPE of warhead you are using.
Spartan0189
Posts: 1277
Joined: 2008-07-11 21:22

Re: More RPGs?

Post by Spartan0189 »

I think carrying only ONE extra RPG makes sense :\

Carrying like 6 would bring your movement severely.. And make you an easier target to hit :)

Honestly, A RPG is already alot for the Opposing force on a Insurgency map because their IFVs have different Damage rates, and a RPG Can do alot of chaos.
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Incomplete Spork
Posts: 436
Joined: 2008-12-30 03:26

Re: More RPGs?

Post by Incomplete Spork »

I think the RPG needs less deviation. You can run and easily aim it up and take a quick pop shot and hit very accuratly at a close range. In PR it will just hit a tree

And warren, If an APC or anything stands still for that long with its massive zoom and HE rounds it deserves to take a hit like that.
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R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: More RPGs?

Post by R.J.Travis »

INS should be happy as is there RPG-7 can be used from 400 meters away (: on a 1k map
Twisted Helix: Yep you were the one tester that was of ultimate value.
SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: More RPGs?

Post by SocketMan »

I can do with less RPG's total but add some with tandem warheads.Same as the Russians have.Can have 2
of these ones and 6 "regular" ones per 64p.


edit*
I have to say that you should not need 2 rpg's in RL to stop a Humvee and that's what it takes atm.
Imagine changing the cannon on A10 with a .50 caliber machine gun.
Last edited by SocketMan on 2009-02-27 10:24, edited 1 time in total.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: More RPGs?

Post by gazzthompson »

M.Warren wrote: With that said, it's clear that there isn't enough deviation in RPG-7's to be honest. Because there are people capable of hitting targets with them up to 300 meters with the combined use of binoculars. I've even heard once that they can reach up to 350-400 meters tops if they're that skilled enough.
100% agree. as i said in this thread a while ago:

https://www.realitymod.com/forum/f18-pr ... urate.html
I think the RPG needs less deviation. You can run and easily aim it up and take a quick pop shot and hit very accuratly at a close range. In PR it will just hit a tree
sources ? experience? as long as u sit still for a second or two you can snipe a sniper with a RPG at 300m........
Incomplete Spork
Posts: 436
Joined: 2008-12-30 03:26

Re: More RPGs?

Post by Incomplete Spork »

gazzthompson wrote:


sources ? experience? as long as u sit still for a second or two you can snipe a sniper with a RPG at 300m........
none, I'm just using common sense. It doesn't seem hard to put a single shot explosive weapon in the genral direction of an enemy in a quick mannor. Now a farther distance would need devation.
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Jazz
Posts: 128
Joined: 2009-04-19 17:45

Re: More RPGs?

Post by Jazz »

Incomplete Spork wrote:none, I'm just using common sense. It doesn't seem hard to put a single shot explosive weapon in the genral direction of an enemy in a quick mannor. Now a farther distance would need devation.
The RPG is not a sniper rifle. Nor does it even have stabilizing fins. The accuracy is not the highest. I do understand you are talking about movement deviation though. However it's always going to have deviation no matter how long you aim. The weight of the weapon would also hinder the user's ability to aim effectively
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