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Re: Does the RPG-7 need improvement?

Posted: 2013-10-30 19:57
by Gracler
waldov wrote:I think you guys are getting confused with the optics and sights. The RPG-7s optics only have accurate range measurements from 200 meters onwards as you can see here:


Image

As for the iron sights it is hard to imagine that there minimum ranging would be out to 200 meters especially given the Red army's experience fighting tanks in world war 2 (a key aspect in the development of all soviet weapons in the post war era.)
Well the + is point blank range and in 1.0 the Russians got the "backup sight" i believe is set somewhere between 100 and 150 to close the missing gap. The Russian alternative LAT (RPG-7) you can set to 100-150-200 which is odd since it has no 300-400 like the insurgents have.

If it ain't too difficult the insurgents should have 100-150 added to the options so all ranges are also covered with the insurgent lat, and the Russian alt LAT should have added 300 and 400 although it is really hard to hit at those ranges.

I wouldn't consider it necessary to change though, as you can just aim using the top of the iron sight.

Re: Does the RPG-7 need improvement?

Posted: 2013-10-30 22:14
by Human_001
spirit03 wrote:I believe that PR "stun" effect when you are being supressed is definately a good simulation for a real RPG-7 when it explodes near you. If its power is improved, that would mean all other launchers would have to be improved as well. Only solution to that, in my opinion, is to give player 2 AT and 1 AP rocket. But I wont give any more "solutions" because it will probably be mis-read as "suggestions". I believe that current one is a good temporary solution.

As for the ammo, when the war started opposing forces took everything so they had limited amount of them. They couldn't risk shooting at target too far, and they used streets and narrow alleys to shoot tanks, so it was used from ~50 to 100 meters.

He said they are accurate up to 150 meters when there is no strong wind. Wind is one of the most important factors.
If one is a experienced shooter, he may hit targets up to 200 meters.

Also I read on Wikipedia that:

A U.S. Army evaluation of the weapon gave the hit probabilities on a 5 meter wide (15 ft), 2.5 meter tall (7.5 ft) panel moving sideways at 4 meters per second (9 miles per hour). This probability decreases when firing in a crosswind due to the unusual behaviour of the round; in a 7-mile (11 km) per hour wind, the gunner can not expect to get a first-round hit more than 50% of the time beyond 180m.

Cheers!

Guys, I don't know what real RPG-7 accuracy is like but Please don't forget about one thing from that test result that is posted on Wikipedia is that Target is moving at 9 miles per hour and not at stand-still.

The hit probability listed says 50% at 200m at target moving at 9mph.
In 7 mile crosswind it is below 50% at 180m at target moving at 9mph.

I take that means at around 200m, you need about 2 shots to hit target moving sideways to you at 9mph (jogging pace?) with no wind effect. But with 7 mile crosswind rocket will start to deviate and more than half of time rocket will not hit at 180m against target moving sideways to you at 9mph.

Re: Does the RPG-7 need improvement?

Posted: 2013-11-01 18:17
by waldov
[R-MOD]Mongolian_dude wrote:Might be a nice touch to add a single FRAG round to INS RPG kits.
A bit of a stretch, but add a third Thermobaric round to RUS HAT? Would at least differentiate it from Militia HAT.


...mongol...
Alternately the ALT Russian HAT maybe has Thermobarics instead? or 1 Thermobaric and 1 HEAT, similar to the way the SMAW gets an anti-material round and anti-tank round. As for INS RPG kits maybe there could be a 1 or 2 Frag variants at main base. Lord only knows the insurgents need any advantage they can get and the general inaccuracy and difficulties of the Russian HAT kit compared to other armies could be somewhat compensated for with a handy thermobaric round. That hitting power...

Image

Re: Does the RPG-7 need improvement?

Posted: 2013-11-01 18:45
by Squirrel[STF]
I've noticed a lack of damage from it. I shot 2 rpgs, right ontop of a enemy squad going for our cache earlier today. Nobody got downed. Both were very accurate, landing at their feet.

Other then that they are very spot on, in my opinion.

Re: Does the RPG-7 need improvement?

Posted: 2013-11-01 19:16
by waldov
'Squirrel[STF wrote:;1960897']I've noticed a lack of damage from it. I shot 2 rpgs, right ontop of a enemy squad going for our cache earlier today. Nobody got downed. Both were very accurate, landing at their feet.

Other then that they are very spot on, in my opinion.
They are already planning on improving the RPG-7s anti personnel ability, hopefully to its 4 meter lethal radius.

Re: Does the RPG-7 need improvement?

Posted: 2013-11-01 19:59
by Squirrel[STF]
waldov wrote:They are already planning on improving the RPG-7s anti personnel ability, hopefully to its 4 meter lethal radius.
Spot on!!! :D woot woot!

Re: Does the RPG-7 need improvement?

Posted: 2013-11-01 20:54
by Rabbit
Have not used the rpg in awhile. Is the deviation still crazy on it?



It seemed a little extreme last time I used it, and this video kinda shows that.

Re: Does the RPG-7 need improvement?

Posted: 2013-11-03 19:37
by tatne
Make RPG7 accurate from 50m to 200m when adjusted to 200m.
It'd balance insurgency and make using rpgs fun again.

Also make it break tank tracks more easily.

Re: Does the RPG-7 need improvement?

Posted: 2013-11-04 14:05
by _Fizzco_
Rabbit wrote:Have not used the rpg in awhile. Is the deviation still crazy on it?



It seemed a little extreme last time I used it, and this video kinda shows that.
That was back when you had to wait 5-6 seconds for the weapon to settle, even now you will have to wait 2-3 seconds, if you just walk around a corner and instantly fire expect it to be horribly incaccurate

Re: Does the RPG-7 need improvement?

Posted: 2013-11-04 19:50
by Roque_THE_GAMER
_Fizzco_ wrote:That was back when you had to wait 5-6 seconds for the weapon to settle, even now you will have to wait 2-3 seconds, if you just walk around a corner and instantly fire expect it to be horribly incaccurate
2 seconds is death, actually make no sense you wait whatever seconds to place a shot if your gun and sight is ready and point where you want to shoot there is no reason to have a deviation, if my weapon is not read shot on my screen shake my ain show exactly whats happem not just "simulate" it.

Re: Does the RPG-7 need improvement?

Posted: 2013-11-04 20:03
by Brainlaag
Roque_THE_GAMER wrote:2 seconds is death, actually make no sense you wait whatever seconds to place a shot if your gun and sight is ready and point where you want to shoot there is no reason to have a deviation, if my weapon is not read shot on my screen shake my ain show exactly whats happem not just "simulate" it.
Maybe because it's impossible to simulate on the refractor engine. No matter how much you let your scope shake, appear unfocused, etc. your actual crosshair will be always centered perfectly. Deviation is the only alternative they have to "fake" all the little adjustments you'd actually have to take to line up your sight (weapon sway, etc).

Re: Does the RPG-7 need improvement?

Posted: 2013-11-04 22:28
by _Fizzco_
Brainlaag wrote:Maybe because it's impossible to simulate on the refractor engine. No matter how much you let your scope shake, appear unfocused, etc. your actual crosshair will be always centered perfectly. Deviation is the only alternative they have to "fake" all the little adjustments you'd actually have to take to line up your sight (weapon sway, etc).
This, the engines always been limited but it comes up time and time again :(

Re: Does the RPG-7 need improvement?

Posted: 2013-11-05 10:11
by Roque_THE_GAMER
Brainlaag wrote:Maybe because it's impossible to simulate on the refractor engine. No matter how much you let your scope shake, appear unfocused, etc. your actual crosshair will be always centered perfectly. Deviation is the only alternative they have to "fake" all the little adjustments you'd actually have to take to line up your sight (weapon sway, etc).
just add more ain time and "lock" my position with rpg while i'm ain or let me more slow while i move, this is painful enough for movement but at least you can shoot were you ain.

Re: Does the RPG-7 need improvement?

Posted: 2013-11-05 18:44
by waldov
Personally I think the RPG should be reasonably accurate, as in you line up the shot and 1 second later you fire away. The RPG-7 should be pretty accurate because its balanced on your shoulder and held by both arms giving it you a pretty solid grip of it. The actual rocket itself doesn't have to be accurate but the launcher should be far more accurate then it currently is.

Re: Does the RPG-7 need improvement?

Posted: 2013-11-05 20:13
by Bringerof_D
when engaging targets at 100m use the bottom of the RPG's front sight hood and place it at the top edge of whatever you're shooting at. The effectiveness of this method will vary depending on the hight of your target but for most vehicles this will be sufficient to land a solid hit.

why is it hard to believe that there's no 100m sight on the real thing? Why isn't there? because it's not necessary. a 100m target is so close to the point that you shouldn't even need to use the sight to range the target. You'd just fill the front sight hood with your target and you're practically guaranteed a hit. there is no need for the 100m sight. Even most rifles don't have a 100m sight adjustment, they all start at 200 and they are intended for targets much smaller than any vehicle.

why is it that western tubes have sight adjustment down to 75m then you ask? I don't know about other countries but where i'm from, our doctrine is that at 100m or less we are to start targeting specific vital instrumentation or parts of the vehicle. perhaps the soviet doctrine was only to land a hit regardless of range. Therefore our sights are designed to give us enough precision to carry out our job, while the russians made theirs with enough precision to do theirs. Philosophy of use often dictates how the weapon will be designed.

as for accuracy i'm having no problems with it, assuming it's sitting still i can nail a target pretty easily once i have an accurate range to go by. using the map grids is usually good enough of a measurement.

Re: Does the RPG-7 need improvement?

Posted: 2013-11-07 09:47
by 3ti65
RPGs should make more damage. Nowadays as blufor, you dont have to fear it anymore. (Except the HAT from taliban)

I've seen so many light vehicles survive an rpg hit without severe damage. Jeeps, Trucks, Helos.

If a humvee gets hit, he smokes white to grey smoke. It's just retarded. Where's the thrill and the fear of getting hit by an rpg?

The deviation is good imo. The speed could be faster a bit, to give it more punch.

But please, please, give it more damage. This is a big part of the INS faction being underpowered.

Re: Does the RPG-7 need improvement?

Posted: 2013-11-07 10:50
by camo
The rpg is way less accurate than before, an example is recently on fallujah i stood up, aimed, counted for 10 seconds (not kidding, i counted out loud and everyone in my squad heard it), fired and missed by 20 metres. The shot was roughly 250 metres at a lav not moving out in the open field. It's quite simply bugged and i don't use it anymore and nor does anyone else by the looks of it.

Re: Does the RPG-7 need improvement?

Posted: 2013-11-08 06:39
by obpmgmua
@camo

The RPG is so sensitive, the slightest mouse movement resets the deviation. Even when I'm about to click to fire.

Re: Does the RPG-7 need improvement?

Posted: 2013-11-08 12:55
by Brainlaag
IMO it would be already good enough if they were to add two additional OG-7V rounds, next to the two normal TBG-7V grenades. Would also solve the ineffectiveness against infantry.

You'd think an insurgent armed with a RPG to have a motherload of ammo on him, four seems just about right to me.

Re: Does the RPG-7 need improvement?

Posted: 2013-11-08 22:17
by Eddie Baker
Brainlaag wrote:IMO it would be already good enough if they were to add two additional OG-7V rounds, next to the two normal TBG-7V grenades. Would also solve the ineffectiveness against infantry.

You'd think an insurgent armed with a RPG to have a motherload of ammo on him, four seems just about right to me.
TBG-7V rounds are thermobaric. If those are somehow in-game and the RPG is ineffective against infantry, then I'd say your damage model and/or rocket model is off.

PG-7V is the HEAT series.