RPG-7 Performance

General discussion of the Project Reality: BF2 modification.
Human_001
Posts: 357
Joined: 2008-08-02 10:26

RPG-7 Performance

Post by Human_001 »

Do you guys agree that RPG-7 in this version is too weak?

I tested this on LAN server and found that 1 RPG-7 hit to engine compartment of Humvee did not result in disabling the vehicle. Or in case of this game blowing up or catch on fire.

Now I'm not entirely sure If its the RPG-7 being too weak or Humvee being too strong, but its hard to imagine anti-tank weapon fails to disable light armored utility vehicle when hit squarely in engine compartment.

It does stop Rover used in British faction.

What's more weird is heli vs RPG-7. But I think this is something to do with Heli modelling.

I don't have good knowledge about these weapons or vehicles. If you know reliable source please let me know.

So, was RPG-7 watered down to enhance the game playability / game experience? Or is this realistic and is based on real life experience or reliable source?
Anderson29
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Joined: 2005-12-19 04:44

Re: RPG-7 Performance

Post by Anderson29 »

i know of little birds having their tales shot off by rpg and still able to land semi safely. and i agree with you that 1 rpg should at least disable the vehicle...even if the crew inside survives....it should not be something you just drive away from.
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SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: RPG-7 Performance

Post by SocketMan »

Human_001 wrote:
So, was RPG-7 watered down to enhance the game playability / game experience? Or is this realistic and is based on real life experience or reliable source?

"game play reasons" :(
Incomplete Spork
Posts: 436
Joined: 2008-12-30 03:26

Re: RPG-7 Performance

Post by Incomplete Spork »

1 RPG shot should disable a humvee
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nick20404
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Re: RPG-7 Performance

Post by nick20404 »

Rpgs should critically wound anyone hit in the close blast, You would not be standing up walking if a rpg hit the wall next to you. They should also kill or wound people inside the vehicles, I am assuming since the rounds do little damage to infantry that they are meant to be AP rounds so they should penetrate the hull of a vehicle and hurt/kill people inside not blow it up like it does.
Rafik_63
Posts: 19
Joined: 2008-06-06 18:08

Re: RPG-7 Performance

Post by Rafik_63 »

Just my two pence on this,

I have fired numerous rpg rounds at humvee's AND wimicks only to have them drive on unscathed in anyway. I understand you don't want the RPG to be overpowered, but in all fairness its a damned fine weapon. Firing an RPG at the tracks of a MBT would almost certainly disable its ability to move (something i've tried in game to no avail). I am very happy indeed to see challengers sit in the desert and soak up rpg rounds, however i am not so happy to see scimitars carrying on its 900km/h dash across basrah after being hit with !2! RPG rounds in the rear.

As a priority though i reckon dealing with their effect on light vehicles would be a start and then move up.

ta very much

Rafik
DankE_SPB
Retired PR Developer
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Re: RPG-7 Performance

Post by DankE_SPB »

problem is you cant realistically simulate different zones of vehicles, they still have some kind of lifebar and random effects of turret blocking, engine failure etc.
Jaymz
Retired PR Developer
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Re: RPG-7 Performance

Post by Jaymz »

Realistic RPG damage is coming back in the next update. It's feasible to bring it back because Insurgent/Taliban RPG's will be getting realistic deviation as well (hits outside 200m will be pure luck).
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Kenny
Posts: 261
Joined: 2006-11-18 03:30

Re: RPG-7 Performance

Post by Kenny »

I'm hoping that wont effect the russian forces HAT place models or the Chenchean either un less were expecting them in the next release
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StuTika
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Joined: 2008-11-30 16:36

Re: RPG-7 Performance

Post by StuTika »

Now that's more like it! Thanks Jaymz.
Incomplete Spork
Posts: 436
Joined: 2008-12-30 03:26

Re: RPG-7 Performance

Post by Incomplete Spork »

Will we blow up if we dont aim the RPG? I haven't ever shot one but it seems like an easy weapon to take a quick shot with decent accuracy in the general are you aim it in
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Jaymz
Retired PR Developer
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Re: RPG-7 Performance

Post by Jaymz »

Kenny wrote:I'm hoping that wont effect the russian forces HAT place models or the Chenchean either un less were expecting them in the next release
No, only Insurgents/Taliban.

http://www.dtic.mil/cgi-bin/GetTRDoc?AD ... tTRDoc.pdf

(bottom of page 12 and onwards)
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: RPG-7 Performance

Post by McBumLuv »

[R-DEV]Jaymz wrote:Realistic RPG damage is coming back in the next update. It's feasible to bring it back because Insurgent/Taliban RPG's will be getting realistic deviation as well (hits outside 200m will be pure luck).
That should of been done in the first place :p I bet if you shaved the few days you must've spent taunting and laughing at us with the changelogs, we could've had fastropes in, as well :D

Just kidding ;)

Good news, Jaymz, I'm looking forward to it. though, if RPGs will be getting this, I guess all the AT weapons will get their respective distances?
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Eagle345
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Joined: 2008-08-03 15:01

Re: RPG-7 Performance

Post by Eagle345 »

I'm glad to hear we are having real RPG's! No more homing rounds that go across the map and nail a tank.
"Though I fly through the valley of death,
I shall not fear for I am 45,000ft and climbing."
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Kenny
Posts: 261
Joined: 2006-11-18 03:30

Re: RPG-7 Performance

Post by Kenny »

Jaymz thats a very interesting document and it's good to know that it will only be insurgents and taliban
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nick20404
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Re: RPG-7 Performance

Post by nick20404 »

[R-DEV]Jaymz wrote:Realistic RPG damage is coming back in the next update. It's feasible to bring it back because Insurgent/Taliban RPG's will be getting realistic deviation as well (hits outside 200m will be pure luck).
Are you saying no more straight fire downward arch firing?
Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: RPG-7 Performance

Post by Human_001 »

[R-DEV]Jaymz wrote:Realistic RPG damage is coming back in the next update. It's feasible to bring it back because Insurgent/Taliban RPG's will be getting realistic deviation as well (hits outside 200m will be pure luck).
RPG-7 - Wikipedia, the free encyclopedia

Please take a look at hit probability. 50% at 200m. And that target is moving 9mph and size is 7.5x17ft. Thats about size of midsize sedan from side view.


If I may ask I have few questions.

-Can new RPG-7 hit a midsize sedan size target at 200m if 2 careful shots are taken?
-Would other factions LAT accuracy will be lowered accordingly?
TopeH
Posts: 82
Joined: 2008-08-05 14:44

Re: RPG-7 Performance

Post by TopeH »

Offtopic

The Russians should have a scope on their Rpg, just like they do in real life.
Alex6714
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Re: RPG-7 Performance

Post by Alex6714 »

[R-DEV]Jaymz wrote:Realistic RPG damage is coming back in the next update. It's feasible to bring it back because Insurgent/Taliban RPG's will be getting realistic deviation as well (hits outside 200m will be pure luck).
Sounds good. :grin:
"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"
.:iGi:.NinjaJedi
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Re: RPG-7 Performance

Post by .:iGi:.NinjaJedi »

A US Army evaluation of the weapon gave the hit probabilities on a 7.5 x 15 foot panel crossing at 9 miles per hour. [1]

Range Percent
50 m 100%
100 m 96 %
200 m 51 %
hmmm.... bearing in mind that was on a test range, not in the middle of afghanistan! IMO shooting an RPG at anything over 100 meters is a bit of a waste unless its a building sized target.
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