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Posted: 2007-11-27 06:59
by KP
WNxKenwayy wrote:You know whats awesome.

A bullets energy is about 10% of the story of its actual damage potential.
Yes. The M16 round, for example, tumbles, so it does massive damage to the target ( :roll: :razz: ).

Posted: 2007-11-27 14:26
by zangoo
hey jonny where is this guided i would like to try it out in the mod thing me and cas are working on if that is ok with you?

Re: Some realistic suggestions

Posted: 2009-05-01 16:45
by Chammy
hypnotoad wrote:Hello, I have been playing project reality for about 3 weeks now, it is definitely the best mod for BF2 yet.

I noticed that you are trying to make the mod as realistic as possible, so I just have a 3 suggestions.

Cars exploding

This goes for helicopter/aircrafts too.

Have you ever been driving over hills, and suddenly your car explodes because a little rough road? I think you guys should make it so you car/aircraft stops working before it explodes.

EG: when you jump off a hill in your car, it hits the ground, and looses the ability to drive, instead of exploding. And after a little bit more damage, then it explodes.

Or your APC is hit by an RPG, and it stops working. Rather than exploding/drives away

Weapon Damage, to people and vehicles

I noticed that there is not much of a difference between the damage of the M16/SA80, and the 7.62 families.

I have gone into rooms and unloaded into a soldier with my AK-47, and they just pop off a few shots with the SA80, and it killed me instantly, I am aware that M16/SA80 have a higher rate of fire, but the 7.62 round is nearly double the size of the 5.56. it should probably be one shot to the chest should kill them, and anywhere else should cause bleeding, and provide a 2-3 shot kill. Also the SVD should probably be suped up, I noticed that it takes 2 shots generally to kill targets, but in a Juba video for instance, the soldier will be dropped with one shot (whether he be dead or badly injured)

Also, small arms don't have much of an ability to damage vehicles. I will see my teammates shooting at helicopters courageously flying 20 meters above our head, and them still leaving without a scratch, even though they should have been scrap metal at that point.

A bit more weapon variety

I agre on the aabove. I too notice that when I hit the deck and unload on a British Sodier or US, even after taking aim for 2 to 3 secs I still can't hit him but if he drops , in just the second he drops he gets a shot on me and I'm dead. Just last night, playing Kashan Desert, I'm firing auto at a US soldier from about 20 to 25 feet with my scope, I opened up on him and unloaded my clip, and he was just there standing trying to fix his sites on me while i'm going full auto,..... nothing happened and he shoots me 2 shots and kills me, wth?! I also notice that when firing the PKM the rate of fire is so misinterpreted. Its way too slow, almost slower than the M60, it should about the same ROF as the M240. And accuracy of the PKM when lining up the sites, eevn when teh sites are aligned with the 3 seconds or so, longer , it takes, when shooting at close range at some storage containers the machine gun is still all over the place. Ok, i know that the aim of PR is to make the insurgents less effective and ill equiped but come on.

Re: Some realistic suggestions

Posted: 2009-05-01 16:49
by Mj Pain
Hey Chammy, i think op is talking about PR 0.6

Re: Some realistic suggestions

Posted: 2009-05-01 17:05
by Chammy
OH, oops, hmmm, well what I 've mentioned earlier is actually still happening. I did a search for a topic on the PKM to see if it's been addressed and this came up, sorry for the bump.

Re: Some realistic suggestions

Posted: 2009-05-01 17:07
by Tirak
[R-CON]Chammy wrote:OH, oops, hmmm, well what I 've mentioned earlier is actually still happening. I did a search for a topic on the PKM to see if it's been addressed and this came up, sorry for the bump.
On the contrary, have a cookie for the bump. This is exactly what the search function is for. If the topic still applies to the current release, then the discussion can continue. :wink:

I'm having some trouble figuring out what your new post is suggesting though. Is it that you want minimum deviation reduced for CQB? And were you firing the PKM in Assault or Deployed Mode?

Re: Some realistic suggestions

Posted: 2009-05-01 17:22
by Chammy
Ahhh, yes, good question, I was in deployed mode and was very frustrating because also, when standing up I was still in aim mode or deployed and trying to get out of it into undeployed and I couldn't, it was as if I was still aiming down the the sites and I wanted to get up and haul *** but i couldnt move. I think there is way too much deviation even after aiming. I notice that when firing after aiming in deployed it takes almost 3 seconds AFTER firing in full auto that I notice the rounds start centering.

Re: Some realistic suggestions

Posted: 2009-05-01 17:27
by Tirak
[R-CON]Chammy wrote:Ahhh, yes, good question, I was in deployed mode and was very frustrating because also, when standing up I was still in aim mode or deployed and trying to get out of it into undeployed and I couldn't, it was as if I was still aiming down the the sites and I wanted to get up and haul *** but i couldnt move. I think there is way too much deviation even after aiming. I notice that when firing after aiming in deployed it takes almost 3 seconds AFTER firing in full auto that I notice the rounds start centering.
Standing up while sited in while deployed, is a known bug. The only way to unsite is to go prone again. I'm not sure why it happens, but I believe it's because the game disables your siting at all if not in the correct position, which has the unwanted side effect of forcing you to keep sites up. I learned this the hard way on Tad Sae and got run over by a truck trying to cross a road

As for deployed mode in .856, this is intentional. The deviation is extremely large and to represent you fully deploying, it takes quite a bit of time before the deviation comes down to the zero. In fact, in the next version there will be an even longer zero in time for the weapon, in exchange you'll be able to fire the weapon in deployed mode with the same accuracy in any stance. The trade off is that the SAWs are all laser accurate after the zero time.

Re: Some realistic suggestions

Posted: 2009-05-01 18:34
by Chammy
Will the same be done for most AK74s and G3s? Will they still have that unforgiving inaccuracy?

Re: Some realistic suggestions

Posted: 2009-05-01 19:15
by Tirak
[R-CON]Chammy wrote:Will the same be done for most AK74s and G3s? Will they still have that unforgiving inaccuracy?
No, that's for SAWs only. G3s and AK74 CQB is a problem with the maximum deviation. The Rifles become extremely accurate for timed, spaced shots, but not reaction shooting.

Re: Some realistic suggestions

Posted: 2009-05-01 22:45
by TempesT
Why do we need small arms doing MORE damage to helicopters? Helicopters are already brittle as it is, most pilots DO get scared off by small arms. I don't think we should increase damage to helicopters from small arms to account for the possibility of it hitting a vital component. That just isn't fun from a game perspective.

Re: Some realistic suggestions

Posted: 2009-05-02 06:00
by Chammy
I agree to that, that small arms damage should be left alone, I was able to shoot down a chopper with the KORD already.

Re: Some realistic suggestions

Posted: 2009-05-02 06:04
by Rhino
[R-CON]Chammy wrote:I agree to that, that small arms damage should be left alone, I was able to shoot down a chopper with the KORD already.
the KORD is a AA HMG (ie, its designed to take down helicopters), I would be worried if it wasn't able to shoot down choppers :p