More RPGs?
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
Re: More RPGs?
We just need a lot more RPGs to go around.
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Tannhauser
- Posts: 1210
- Joined: 2007-11-22 03:06
Re: More RPGs?
Very OT but if you just lowered the respawn time on civies, you'd be happier.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.....
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?
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"
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
Re: More RPGs?
Thread cleaned...keep it civil and the suggestions coming. This isn't a place to gain post counts

"apcs, like dogs can't look up" - Dr2B Rudd
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Cassius
- Posts: 3958
- Joined: 2008-04-14 17:37
Re: More RPGs?
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.
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?
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
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.
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ma21212
- Posts: 2551
- Joined: 2007-11-17 01:12
Re: More RPGs?
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?
they don't like to just make things up.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?
Twisted Helix: Yep you were the one tester that was of ultimate value.
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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: More RPGs?
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?
Maybe I'm just blind, but I THINK the only place you can get ammo as an INS is at the caches.McLuv wrote:Personally, I don't find the RPGs unbalanced at all. Several insurgent classes carry ammo, right?
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?
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?
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.
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

RPG-7 at 100 meters.


RPG-7 at 200 meters.


RPG-7 at 300 meters.


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.
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.
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.Alex6714 wrote:I agree with alot more RPGs, but they should be less accurate.
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

RPG-7 at 100 meters.


RPG-7 at 200 meters.


RPG-7 at 300 meters.


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?
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.
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.
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Spartan0189
- Posts: 1277
- Joined: 2008-07-11 21:22
Re: More RPGs?
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.
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?
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.
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?
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.
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SocketMan
- Posts: 1687
- Joined: 2007-03-09 22:03
Re: More RPGs?
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.
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.
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: More RPGs?
100% agree. as i said in this thread a while ago: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.
https://www.realitymod.com/forum/f18-pr ... urate.html
sources ? experience? as long as u sit still for a second or two you can snipe a sniper with a RPG at 300m........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
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Incomplete Spork
- Posts: 436
- Joined: 2008-12-30 03:26
Re: More RPGs?
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.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........

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Jazz
- Posts: 128
- Joined: 2009-04-19 17:45
Re: More RPGs?
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 effectivelyIncomplete 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.
