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Re: Weapons Feedback
Posted: 2013-06-30 15:13
by Leut.dweed
Cpt.Future wrote:I think that deployed MGs are now less LazorPewPew weapons than in 0.98, because of the recoil.
The deviation feels way more realistic now, well done.
The HMG?s are ok, but the light ones get abused for solo ramboclearing of buildings what is just ridicoulus
Re: Weapons Feedback
Posted: 2013-06-30 16:20
by mazien
the deviation is perfect nice job keep it don't change!!!!!
Re: Weapons Feedback
Posted: 2013-06-30 16:39
by Heavy Death
Deviation 10/10
Recoil 10/10
Visuals 10/10
Sounds 10/10
To all the complains above. Here is a little trick in the change of the gameplay; you might think that removal of binocs +tight deviation now calls for CQB only, but its the opposite! Long range is where its at. Come close and chaos ensues, everybody dying left and right. Setting up a squad atleast 100m from where the enemy is, putting down suppressive fire which is so accurate now that the jack in a box tactics dont work and pretty much every enemy that dares to run out of cover will die.
Mindset adjusting is needed, not the other stuff.
Re: Weapons Feedback
Posted: 2013-06-30 16:41
by Cavazos
Long range fire does feel deadly.
Spook wrote:if you try to move slowly there will be some guy that just suddenly runs around a corner in front of you and probably is able to kill half of your squad before you even realize where it is coming from.
You're exaggerating. If the guy runs around the corner in front of you while you are moving slowly, you will fire first and see him as he is in
FRONT of you. Moving without sprinting let's you bring up your weapon faster than the enemy. If he kills you it is because you are a poor marksman or weren't scanning your sectors.
Re: Weapons Feedback
Posted: 2013-06-30 19:00
by Leut.dweed
MiamiHeat87 wrote:Long range fire does feel deadly.
You're exaggerating. If the guy runs around the corner in front of you while you are moving slowly, you will fire first and see him as he is in FRONT of you. Moving without sprinting let's you bring up your weapon faster than the enemy. If he kills you it is because you are a poor marksman or weren't scanning your sectors.
Mostly they are so fast and close that they are "lagging" around you. Then the guy who is running has the advantage
Re: Weapons Feedback
Posted: 2013-06-30 19:04
by Cavazos
I see what you mean. Then its the lag that must be fixed.
Re: Weapons Feedback
Posted: 2013-06-30 19:08
by Viperelite
Leut.dweed wrote:Mostly they are so fast and close that they are "lagging" around you. Then the guy who is running has the advantage
A lot of this has to do with your ping and their ping. When someone has a crazy high ping like 200+ they seem to almost "teleport" around on my screen and appear in different positions.
This could be fixed with server ping limits but there would need to be more servers so that people from all areas could get access to the servers.
Re: Weapons Feedback
Posted: 2013-06-30 20:05
by Oliie
I like the new sounds but there's one thing bothering me - the indoor shots don't quite sound so much different from the exterior ones. I mean, they should sound different and somewhat louder. And yet they even still have a sort of decay that exterior shots have. Here's
Zippyshare.com - m4.wav a link to show you what I mean. First 3 shots are M4 exterior shots, then next 3 are original interior and next 3 are interior that I modified a bit to sound more interior-ish. Zippy's preview quality is rather low so for better quality downloading is required.
Anyway, hopefully those things can still get tweaked. If not then I might make a mod with those things once PR goes full.
Oh and if PR devs are interested in the method I used to modify it, I can of course share it.
Re: Weapons Feedback
Posted: 2013-06-30 20:38
by simeon5541
[R-MOD]Spec wrote:The RPK not having semi auto, along with all other LMGs, is sadly the only known work-around to mag linking issues. it's like that for all weapons that have a deployed mode; they only get one firemode.
Also: No suggestions in this! (@ sniper silenced SMG stuff)
But why he tries to switch fire mode when you press 3 ?
Nothing happens,but it looks kind a odd.
Re: Weapons Feedback
Posted: 2013-06-30 21:15
by Unhealed
I noticed that there is a slight(like really slight) zoom when you look through the MAT-49s ironsights.
Why is that so? It's kinda useless to have a zoom on smg.
Re: Weapons Feedback
Posted: 2013-06-30 22:15
by {ZW}C-LOKE
Don't know if you guys are already aware of this, and given the GTLD's aren't a "weapon", so to speak, but I've noticed a rendering problem, possibly a materials assignment problem with the GTLD model itself.
Worth noting might be that I'm playing on Russia, Black Gold, and the kit I've got is the spotter kit.
You'll want to watch the highlighted area of the GTLD's for differences between the screenshots... A video would show the problem better, but here we go:
Don't know whether it's a hidden face with z-fighting, an assigned materials problem (possibly this panel being assigned the same material accidentally as the lens), or some other kind of problem. Here are my specs:
Code: Select all
System Information
------------------
Operating System: Microsoft Windows 7 Ultimate (6.1.7601)
Architecture: 64-bit
Language: English (United States)
Motherboard: Hewlett-Packard 146A
Processor: Intel(R) Core(TM) i5 CPU M 450 @ 2.40GHz (Physical: 2, Logical: 4)
Memory: 4.00 GB
DIMM Modules: Bottom - Slot 1 (top): 2.00 GB @ 1067 MHz
Bottom - Slot 2 (under): 2.00 GB @ 1067 MHz
Page File: 4.00 GB
.NET Framework: 4.0
Display Information
-------------------
Display Device(s): Generic PnP Monitor on Intel(R) HD Graphics
Generic PnP Monitor on Intel(R) HD Graphics
Display Mode(s): 1366 x 768 (32 bit) @ 60 Hz
1280 x 1024 (32 bit) @ 60 Hz
Driver Version: 1.8.0.0
Display Memory: 0.00 B
Multisampling:
DPI: 96 (100%)
Audio Information
-----------------
Primary Playback: Creative Labs Inc. Software
Primary Recording: Microphone (High Definition Aud
EAX: True
EAX 1.0: False
EAX 2.0: True
EAX 3.0: True
EAX 4.0: True
EAX 5.0: False
X-RAM: False
Disk Information
----------------
Install Path: C:\Program Files (x86)\EA GAMES\Battlefield 2
Free: 66.96 GB, Total: 231.83 GB, NTFS
Mod Path: C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_beta
Free: 66.96 GB, Total: 231.83 GB, NTFS
Profiles Path: C:\Users\SYANiDE\Documents\ProjectReality\Profiles
Free: 66.96 GB, Total: 231.83 GB, NTFS
Update DL Path: C:\Users\SYANiDE\AppData\Local\Project Reality\Project Reality BF2\Downloads
Free: 66.96 GB, Total: 231.83 GB, NTFS
Update Log Path: C:\Users\SYANiDE\AppData\Local\Project Reality\Project Reality BF2\UpdateLogs
Free: 66.96 GB, Total: 231.83 GB, NTFS
Game Information
----------------
CD Key Valid: True
Installed Mods: bf2, pr, pr_beta, pr_repo, xpack
Current Mod: pr_beta
BF2 Version: BF2 1.5
PR Version: 1.0.19.0
Language: English
Debug Available: False
Large Address: True
Supported Hardware: None
Profile Information
-------------------
Profile 0001: {ZW}C-LOKE
Type: Online
Last Used Profile: True
View Intro: True
Fullscreen: True
Display Mode: 1366x768@60Hz
Display Mode Valid: True
Graphics Scheme: Custom
Multisampling: Off
VSync: False
Terrain Quality: Low
Effects Quality: Low
Geometry Quality: Low
Texture Quality: Low
Lighting Quality: Low
Dynamic Shadows: Off
Dynamic Lights: Off
Texture Filtering: Low
Audio Provider: Hardware
Provider Valid: True
Audio Quality: High
EAX: True
Re: Weapons Feedback
Posted: 2013-06-30 22:17
by qubolo
TLDR; slight increase in deviation should be nice. Current state is too drastic of a change. Recoil is great.
Current deviation is settling very fast,
Deviation should be rising slowly when you are running and reaching its maximum value after 10s for example, and slowly decreasing after you stop.
But walking should be without any drastic raise in the deviation.
- That is very important for people that get shot at while running, somehow turn around and kill the guy that was engaging them instantly.
- And for people that just go step forward and cant hit anything (back in previous version)
I guess this will influence the spirnt-sniping guys that i have met on the server. But not distort overall gameplay.
Last point i like, is finally accuracy from standing stance, is worth using from the distance

BUT, the change is too drastic overall.
Re: Weapons Feedback
Posted: 2013-07-01 05:32
by camo
Not sure if this has been said but for Alternate LAT kit for the russians (the RPG-7VM?....anyway it has a scope) when you aim down the scope of the RPG and sidestrafe the sight completely disappears and you are left with a zoomed in screen for a few moments.
Hope this helps, good job on the game its brilliant.
Re: Weapons Feedback
Posted: 2013-07-01 07:43
by himond
Still not sure about LMGs nor HMGs.
I think it needs to be tested further.
With previous deviation I wouldnt risk shooting by myself at a four men squad because it was too easy for them to not panic and unconcernedly turn and annihilate me (in case they were 70 mts or more) or to quickly rush on me (in case they were 30 or less mts).
Now being spotted and shot at is actually a problem and forces you to move more carefully and using terrain advantages as well as getting cover as fast as possible.
Re: Weapons Feedback
Posted: 2013-07-01 07:44
by ShockUnitBlack
[R-MOD]Spec wrote:The RPK not having semi auto, along with all other LMGs, is sadly the only known work-around to mag linking issues. it's like that for all weapons that have a deployed mode; they only get one firemode.
Wait wut? Going off the top of my head here, doesn't the G3A3/SG1 (MEC marksman rifle) have select-fire and deployed mode in v.98? Has something changed?
Also - have you guys nerfed 7.62x39mm round damage? In v.98 it was doing the same damage as a 7.62x51mm, which was unrealistically high.
Re: Weapons Feedback
Posted: 2013-07-01 08:13
by Mats391
the BUIS is awesome. I guess the slight freeze when changing sights cant be solved, but its not that bad.
how ever please let all scoped weapons use this system. even if there is no real backup sight the soldier would still be able to look above the scope or to the side.
Re: Weapons Feedback
Posted: 2013-07-01 09:16
by viirusiiseli
The new deviation makes PR feel MUCH more realistic. 0.98 was complete rubbish. Spraying the walls, floors and ceilings with your weapon after changing stance or running was horrible and should NOT be changed back to.
At the moment you actually feel like you can kill people with controlled shots. Not sure if it's only the deviation or if there's been changes to weapon damage but shots seem to be registering and doing damage much better now. Killing/fighting an enemy at close range should not take 10+ seconds and the majority of your magazine like it used to before 1.0.
For a hardened CAS whore who did not like infantry for the better part of the last 2 years in PR this is an awesome change and I'm definitely loving infantry combat now. Just a shame about the binocs

Re: Weapons Feedback
Posted: 2013-07-01 13:10
by Spec
ShockUnitBlack wrote:Wait wut? Going off the top of my head here, doesn't the G3A3/SG1 (MEC marksman rifle) have select-fire and deployed mode in v.98? Has something changed?
Also - have you guys nerfed 7.62x39mm round damage? In v.98 it was doing the same damage as a 7.62x51mm, which was unrealistically high.
Don't know about the AK round from the top of my head.
We had encountered a mag-linking bug with the DMRs and LMGs that had both firemodes. I also thought it worked in .98, no idea why we encountered it, but we did.
Re: Weapons Feedback
Posted: 2013-07-01 15:43
by HeadlessChicken86
The new deviation and recoil are awesome. Way more realistic. Thank you for that.
Re: Weapons Feedback
Posted: 2013-07-01 17:04
by 007.SirBond
The FN FAL on full auto seems to accurate, it's more accurate than the ak 47.
The 7.62?51mm NATO fired on full auto is known to have a lot of recoil.