PR:BF2 v1.2.0.0 Changelog

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ComradeHX
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Re: PR:BF2 v1.2.0.0 Changelog

Post by ComradeHX »

Dr_Death wrote:There, that's all you had to say, i get it now, my mind has been opened and i understand, but it doesn't remove the fact that you cant compare deviation to real life when having all guns have no deviation its actually more realistic (implying we are talking about a range before bullet drop and that the recoil is still there, and removing AR from the equation, because you are right, no game really simulates the weight of a gun, and having no deviation would make the AR/MG OP).
It's a toss up between looking realistic on shooter's end or behave realistic on both ends(relatively).

Deviation is fine right now; shots go close enough to where you aim in close range as long as you aim down sight(don't have to within 5 meters, unlike before when shots hit ceiling and floor when not aimed), and long range you don't have to wait too long for it to become problem; shots do not have to be 100% accurate either, suppressive fire is accurate enough to make a difference.
Roque_THE_GAMER
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Re: PR:BF2 v1.2.0.0 Changelog

Post by Roque_THE_GAMER »

Rain08 wrote:Projectiles will always come from the center of the screen for the handheld weapons. The shaking in FH2 doesn't affect the accuracy of your weapon, but it's trying to make the weapon harder to aim. Put a mark in the center of your screen, shoot something while moving (preferably something near so the bullet doesn't deviate much). Or in PR: Go in a prone position, prep a grenade and throw it while the soldier is standing. You'll see that the grenade will come from the center of the screen. Or have a gun and shoot at a wall while the soldier is getting to prone position. You'll see the gun is moving around but the projectiles will hit what's in front of you.
the point is if the mouse it self move from the animation (not the gun) we could use that if you walk sideways wile aiming if you go to stand to crouch or prone, that's can substitute the deviation because we actually have a screen feedback.
You are using BF3 as an argument? dude..... that's just pointless.
i use the BF3 as a show of my aim skills as a normal FPS, i don't have Arma video.
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Mats391
PR:BF2 Lead Developer
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Re: PR:BF2 v1.2.0.0 Changelog

Post by Mats391 »

Roque_THE_GAMER wrote:so the animation it self will not effect the mouse? in FH2 if you go to prone with a deployed MG42 the aim shake heavy and it seems to move the mouse as well.

the drop for the normal assault rifles seems real small, you still can hit a target really far for rifles like the M16 the drop start at 130 meters.
Like others said already projecties will come from center of your default camera. So even if you move your camera to the side it will still come from the center of your original camera position. E.g. this is of the grenadiers work.

Bullet drop is only really implemented for coax MGs currently. We are working on bringing it to more weapons, but do not expect huge drop with calibrated scopes anytime soon. This is just a too huge task currently :(
Inspektura43
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Re: PR:BF2 v1.2.0.0 Changelog

Post by Inspektura43 »

Will you make attack helicopters faster/more manouverable, and when can we expect those changes ?
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Roque_THE_GAMER
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Re: PR:BF2 v1.2.0.0 Changelog

Post by Roque_THE_GAMER »

[R-CON]Mats391 wrote:Like others said already projecties will come from center of your default camera. So even if you move your camera to the side it will still come from the center of your original camera position. E.g. this is of the grenadiers work.

Bullet drop is only really implemented for coax MGs currently. We are working on bringing it to more weapons, but do not expect huge drop with calibrated scopes anytime soon. This is just a too huge task currently :(
at least it could be a good change and can become more difficult to aim maybe add the deviation in between those movements together whit the aim shake animation is a good trade to the actual deviation.
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Rudd
Retired PR Developer
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Re: PR:BF2 v1.2.0.0 Changelog

Post by Rudd »

Inspektura43 wrote:Will you make attack helicopters faster/more manouverable, and when can we expect those changes ?
Could you expound more upon what you mean in the suggestion section please? There are no plans afaik to increase speed or change the physics,
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Inspektura43
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Re: PR:BF2 v1.2.0.0 Changelog

Post by Inspektura43 »

[R-DEV]Rudd wrote:Could you expound more upon what you mean in the suggestion section please? There are no plans afaik to increase speed or change the physics,


Hopefully you will find time .
EDIT: Why I asked for it is because when in a helicopter dogfight the crew in disadvantage must have a chance of survival using some kind of tactics to survive.And without speed and manouverability this is not possible.Just that,
thank you for your time.
Last edited by Inspektura43 on 2014-06-02 14:26, edited 2 times in total.
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ComradeHX
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Re: PR:BF2 v1.2.0.0 Changelog

Post by ComradeHX »

Roque_THE_GAMER wrote:at least it could be a good change and can become more difficult to aim maybe add the deviation in between those movements together whit the aim shake animation is a good trade to the actual deviation.
You are suggesting something that has been repeated a few too many times before.

Even if that's implemented; someone (probably you too) will be complaining about how the sight does not line up with where bullets go. It does same thing as what people complain about deviation: make bullet go somewhere that isn't where sight is aimed.
Roque_THE_GAMER
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Re: PR:BF2 v1.2.0.0 Changelog

Post by Roque_THE_GAMER »

ComradeHX wrote:You are suggesting something that has been repeated a few too many times before.

Even if that's implemented; someone (probably you too) will be complaining about how the sight does not line up with where bullets go. It does same thing as what people complain about deviation: make bullet go somewhere that isn't where sight is aimed.
have a better idea than my or you just go bitching all my posts? no seriously, be more constructive.
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ComradeHX
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Re: PR:BF2 v1.2.0.0 Changelog

Post by ComradeHX »

Roque_THE_GAMER wrote:have a better idea than my or you just go bitching all my posts? no seriously, be more constructive.
Have better idea than what has been rejected many times for many patches?

Best idea about deviation:
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You clearly have not played with older deviation which resets after every tiny movement.
Last edited by ComradeHX on 2014-06-02 17:06, edited 1 time in total.
Roque_THE_GAMER
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Re: PR:BF2 v1.2.0.0 Changelog

Post by Roque_THE_GAMER »

ComradeHX wrote:Have better idea than what has been rejected many times for many patches?

Best idea about deviation:
Image

You clearly have not played with older deviation which resets after every tiny movement.
here a idea if you are fine whit that:

remove you self
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if you have noting to add to just get out.
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ComradeHX
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Re: PR:BF2 v1.2.0.0 Changelog

Post by ComradeHX »

Roque_THE_GAMER wrote:here a idea if you are fine whit that:

remove you self
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if you have noting to add to just get out.
You are just here to get butthurt.

You added nothing of value. As I told you; you are suggesting things(and this isn't a suggestion thread) that have been considered a LONG time ago.

Horse is dead; stop beating it.

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Roque_THE_GAMER
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Re: PR:BF2 v1.2.0.0 Changelog

Post by Roque_THE_GAMER »

ComradeHX wrote:You are just here to get butthurt.

You added nothing of value. As I told you; you are suggesting things(and this isn't a suggestion thread) that have been considered a LONG time ago.

Horse is dead; stop beating it.

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are you a dev or something? if not im sorry but you still worthless, don't say things which devs never say(at least to me) and let we try to do some progress here.
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Rudd
Retired PR Developer
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Re: PR:BF2 v1.2.0.0 Changelog

Post by Rudd »

Both of you stop posting immediately, your lasts posts have added nothing and were really sniping attempts at eachother.

Consider this an official warning, any more and you'll get infractions with options for vacations from these forums.
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ComradeHX
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Re: PR:BF2 v1.2.0.0 Changelog

Post by ComradeHX »

Dr_Death wrote:SHOTS FIRED!!



well, with every FPS the skill changes, in BF3 everyone is running around with guns trying to shot, wich makes sniping impossible (actually, BF its not that different from COD, isn't it?)


True, but i have seen myself on medium range cases where i found the enemy out of nowhere and we were trying to shoot each other, wich was hard because even if i waited uo to 1 second the fire would still be unnaccurate (mostly i think because of the suppression, does suppression even resets the deviation? it would be nice). Suppression fire from my side was pointless because we were not moving, we were 2 prone guys trying to aim, and it was kinda ridiculous to be unable to kill the guy.
If you went prone, you have extra big deviation.

It's to stop vbf2 prone diving.

IIRC bf2 suppression effect can't increase deviation.
I would appreciate a little screen shake when shots hit, though.
Roque_THE_GAMER wrote:are you a dev or something? if not im sorry but you still worthless, don't say things which devs never say(at least to me) and let we try to do some progress here.
Devs did talk about this. I have been around for a lot longer than you have; and I have read just about every old deviation thread.

You would know if you actually read through old deviation threads.

I don't agree with every change, as obvious as that sounds.
But even I agree with devs on the current deviation. It's acceptable; only minor tweaking needed to make it just perfect, as far as bf2 engine allows.
In fact, deviation of today is, clearly, best we ever had as balance between realism and gameplay.
Last edited by ComradeHX on 2014-06-02 19:14, edited 2 times in total.
Kalegris
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Joined: 2014-06-05 09:09

Re: PR:BF2 v1.2.0.0 Changelog

Post by Kalegris »

Awesome update! Keep it up PR dev team :)
Viral_Krieger
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Re: PR:BF2 v1.2.0.0 Changelog

Post by Viral_Krieger »

Thanks for the update devs!
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