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Re: [Official] Weapons Feedback

Posted: 2013-07-26 07:13
by DavviZ
The medium range and long range engagements were great. My great aim finally pays off without bullets going off 2meters to the left/right/down in the ground. It added a satisfaction-level higher than any game I've played. The feeling when you get 3 out of 3 shots on a running russian Soldier in the Woods of saareemaa can't be described (Spelling?).

The only thing I kind of dislike is cqb. In 0.98 CQB was pretty chaotic aswell but in 1.0 it has become even more deadly. Honestly CQB has gone COD mode. Hipfire used to be a artform in PR (when should I hipfire? When should I use my sights etc) Now you can simply Point your AK in the direction off the badguys and hold the trigger without using the sights.

Is it possible to give the Hipfire more deviation? Not as much as 0.98 but so ADS'ing players have advatage (except on 0-3m) over hipfiring rushers who rush the american sq on ramiel and insta spawn on their permrally or moske.

Another thing I noticed was the AK74. It got a ton of recoil. It shoots a smaller bullet than the AR platform, it's heavier and if you look at videos/Reviews on the 74, most of them (if not all) are saying that the 74 have very low recoil and easy controllability on fullauto.

Re: [Official] Weapons Feedback

Posted: 2013-08-03 03:25
by Spec
I think it's good in CQB. Yea, it's deadly. And hitting isn't hard. But honestly, I think that's both realistic and fun. Since whoever shoots first usually wins, it makes position and movement more important than aiming skills, and... that seems suitable for close quarters. This is my experience as player, not my opinion as team member.

Re: [Official] Weapons Feedback

Posted: 2013-08-03 04:46
by HeadlessChicken86
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Posted: 2013-08-03 07:16
by L4gi
Deviation=good
Recoil=Not good. Most guns have a very weird recoil pattern.

Re: [Official] Weapons Feedback

Posted: 2013-08-03 09:21
by hiberNative
i'm ok with the recoil, even if it's a bit high sometimes, it's fun to play with.

BUT

the bass on the AK-type guns is WAY TOO HIGH. the aks74u sounds like a breaching shotgun.
where did you draw references to this? can you link me?
i'd prefer something like this.

ak74 type:
AK74 - YouTube

ak47 type:
Manticore Arms Muzzle Devices - YouTube

that metallic " slap" with the heavy bolt carrier under the thin, metal dust cover.

Re: [Official] Weapons Feedback

Posted: 2013-08-03 14:37
by Tarranauha200
All MANPADS fire in a straight line and can be used as AT from close range. I oneshotted a BRDM from close range with QW-2.

Something needs to be done because otherwise people will use these as LATS. Especially with the maginification stinger has its quite effective LAT.

Re: [Official] Weapons Feedback

Posted: 2013-08-04 00:18
by ShaddyDaShadow
Not a fan that the recoil is so different from gun to gun, some bounces left and right, and some have very much vertical recoil and some barely got none at all. which makes it very hard to learn the pattern and also to engage at long range targets and also kinda unfair depending on the team, semi on some guns seem too have too much recoil also so that you need to readjust alot to your target after every shot I think when firing semi there shouldnt be that much recoil at all only if you fire too fast. However I think the deviation is perfect.

Re: [Official] Weapons Feedback

Posted: 2013-08-05 09:26
by DieVoorJe91
ShaddyDaShadow wrote:Not a fan that the recoil is so different from gun to gun, some bounces left and right, and some have very much vertical recoil and some barely got none at all. which makes it very hard to learn the pattern and also to engage at long range targets and also kinda unfair depending on the team, semi on some guns seem too have too much recoil also so that you need to readjust alot to your target after every shot I think when firing semi there shouldnt be that much recoil at all only if you fire too fast. However I think the deviation is perfect.
Recoil is unpredictable. And its different on every weapon. Try shooting multiple kinds of rifles in real life.

Re: [Official] Weapons Feedback

Posted: 2013-08-05 11:01
by ChallengerCC
(This post is truly situation and map depending, but in most cases i see this situation like this)

I like the new feeling of the weapons its really nice done! The new assets, sounds features and factions are awesome.
But to increase the accuracy after movement to 1 second from 0%to100% is in my opinion more then wrong (centering).




Why?
There is only one advantage left for players who stay in position and play in formation/tactic: The advantage of disinformation of your position.

But this information only hold so long until you let one shot out, you are spotted, or you accidentally was found .

So what means this with the new deviation? First you shoot the first bullet and we say you hit the target(infantry). In 80% the target dont die with the first bullet. So you need a second one. But with the new deviation the recoil is so big, the running speed so high and the Z movement is possible (because there is no mass in this game), that you hit the target only by 20%-40% after he jumped up and run away, when you fired the first shot. (This dont includes deployed weapons, who are now more overpowered then before)
Also its not possible to get an infantry man savely to 80% down that runs straight through your position over a 20m street or so. You cant really kill him and thats sad. This situation was for me the reason why i searched for a realistic version of Battlefield2 Vanilla, but now we have the same situation back.

What does this situation now means for the player who stayed in position?
He has definitely no advantage any more. His position is compromised and he has no better accuracy then any body who is running around. But the attacker has the advantage of: information (position over his enemy), surprise (where he will pop up), lag hitboxshield/speed of running and no accuracy disadvantage after movement (weapon sway).

So what does this means ?
In short: Who not stay in constant movement, is probably after the first shot dead.

Ok why is that a problem?
For me personal every shooter game out there has this shooting and moving behavior/stile. Who stays to "long" (30sec and longer) is probably dead.
In my personal knowledge of "real" warfare is that who is constantly running around is dead and the camper gets the kill.
So to stay alive you need to move carefully with tactic formation and support to get the enemy killed without to big losses.

What does this mean for the gameplay and PR?
PR is for me know not a well balanced game anymore between tactic and action.
Its a normaly 99% action shooter with a nice teamplay but no tactic.
And teamwork != tactic, its not the same!

I dont wanna say with this post, that holding a position up to 30min is a good idea in a game. But dont even to stay up to 2min in a position after you let 1 shot out, is for me action and tactic is not possible because of the fast gameplay.

Short: PRs gameplay is to FAST! Real warfare is in most cases slow and static.
Simple: Who runs like a wild chicken survives and and get the kills. Welcome back in vanilla gameplay.

I dont wanna say that PR is BF3 or COD but it is not any more a tactic game. Its a realistic sound, visual and asset game with a high teamwork gameplay aspect and tiny tactic.


A nother big thing that aims against tactic in 1.0 is:
The value of life is so low, the spawn availability is way to high and now with 100 players there are even more boots on the ground. So the action factor is tripled.
I pointed this out multiple times, so i dont go any more in detail.

https://www.realitymod.com/forum/f252-p ... dback.html

Its the same shit from the beta with a big red cherry on top, so that the shit looks a bit better.
https://www.realitymod.com/forum/f252-p ... llies.html



In Conclusion:
So with the new deviation centering of weapons, rally system and low value of life:
You have no static firefights any more. You are constantly getting charged by wild chickens running around or sniped by MGs, snipers, marksmen and grenade launchers.


(to prevent someon says: then play arma. I dont like it its to slow, PR had the best balance between action and tactic but for now the balance is disturbed)

Re: [Official] Weapons Feedback

Posted: 2013-08-05 11:08
by Unhealed
Can we have v1.0 Not Open Beta Official Feedback threads? :)

Posted: 2013-08-05 11:11
by BloodyDeed
No, that's not needed. Just use the existing forum categories and post a thread about what feedback you wanna give.
We did that for the Beta as we wanted to let people know what the focus of the test was.

Re: [Official] Weapons Feedback

Posted: 2013-08-05 11:21
by karambaitos
L4gi wrote:Deviation=good
Recoil=Not good. Most guns have a very weird recoil pattern.
i agree, the ak-74 is the worst, whats with the weirdness, it shoots up then goes left then goes right and continues doing this extremely weird thing, as if the compensator keeps rotating.

Re: [Official] Weapons Feedback

Posted: 2013-08-05 13:34
by camo
Can i ask why the L85a2 sounds so much more powerful than the m16 family? Don't get me wrong i like the new m16 sounds they sound great but the l85a2 sounds like your shooting a 7.62 round now.

Re: [Official] Weapons Feedback

Posted: 2013-08-05 17:18
by fabioxxxx
iraq insurgent AK and other iraq insurgents weapon got a great recoil ... blufor can shot in burst mode while walking and not miss much...

NVA AK vs US M16 ... M16 rate of fire and precision are awesome. while the ak spit a few bullets the m16 guy already emptied his magazine on your face XP

Rusian medic AK recoil seems bigger than the others ... or is just my imagination

Re: [Official] Weapons Feedback

Posted: 2013-08-07 01:32
by saamohod
camo_jnr_jnr wrote:Can i ask why the L85a2 sounds so much more powerful than the m16 family? Don't get me wrong i like the new m16 sounds they sound great but the l85a2 sounds like your shooting a 7.62 round now.
Agreed here. Although I never heard live shot from this rifle, L85 sounds too heavy and impressive. Doesn't seem like 5.56 caliber at all.

Re: [Official] Weapons Feedback

Posted: 2013-08-07 18:22
by Megagoth1702
saamohod wrote:Agreed here. Although I never heard live shot from this rifle, L85 sounds too heavy and impressive. Doesn't seem like 5.56 caliber at all.
I believe the special treatment that M4, M16, and all the popular rifles got is due to their... Popularity in the community and the world. Rather unpopular guns do not sound good at all. G3? No feel of a 7.62 going throug there, hell the M4 sounds more powerful on muttrah so when listening for MECs listen to the weaker gun. The M4 sounds even more powerful than the M240B which is just distorted to the nogo area.

I dislike nearly all the new weapon sounds. I am an audiophile person and having this forced on us instead of having a choice like we used to frustrated me enough to make a video on this. Another one on "what people mean when they say clipping/distortion" is coming.

Gun Sounds - what are they, how to make them "real"? DICE oriented. - YouTube

Re: [Official] Weapons Feedback

Posted: 2013-08-07 18:37
by Kerryburgerking
SA-7 and QW-2 still keeps the beeping signal if you engaged a lock but didn't fire.

Re: [Official] Weapons Feedback

Posted: 2013-08-16 11:47
by Flash.#13
Hello guys, I never wrote here before, but now I cant stay around, in last patch developers is start killing the game. I playing PR from 0.9. Everything was amazing, but now this is suck. Lot of new things come in 1.0, some of them nice, but mostly there lot of snugglebunnies.
Big deviation looking shitty, but this is half of story, how i see recoil changes is not much, american and european weapons is still accurate. But you kill russian weapons, AK47 is looking like twelve caliber gun, RPK seriosly cant fire at all. AK74 is not much better than AK47(in real its 30% more accurate). Somebody can say that AK recoil is nice, but look on other weapons? Recoil on M16 is lower that on AK, even on full auto, now I dislike PR, you kill it, be proud...

Russian weapons like AK is not uses at single fire mode on distances like 200 meters, we use auto mode, more bullets - more hits. RPK in real life has less recoil than AK, (same bullet, but more weight). I dont know why the most world is thinking that russian weapons is snugglebunnies. If you killing russian weapons in game, than please kill other weapons too.

Sorry for language if someting wrong, in school we study english, but mostly not well.

because it's your first post, I've removed the swear words, please feel free to put across your feelings, but do it in a respectful manner. Apologising for the swearing without moderating it isn't respect. -Rudd

Re: [Official] Weapons Feedback

Posted: 2013-08-16 12:56
by Predator.v2
I have got to agree, that the russian automatic riflemans rpk74m has a really strange "left recoil"

Code: Select all

elseIf v_arg1 == "deployed"
        if v_arg2 == "rifle"   
		ObjectTemplate.createComponent SoldierBasedRecoilComp
		ObjectTemplate.recoil.hasRecoilForce 1
		ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/1.7/-1.7/0
		ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-4/40
		ObjectTemplate.recoil.zoomModifier 0.025
		ObjectTemplate.recoil.goBackOnRecoil 1
Was "ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-4/40" set intentionally? The third digit is missing, which creates a really weird recoil pattern.