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Posted: 2008-03-08 22:41
by RCMoonPie
[R-MOD]Bob_Marley wrote:Back up your statement with reputable sources immediately or retract it.
Remember guys, it is a forum rule to provide them when you make such statements now.
If everyone were required to do this.....we would cut the forum in half.
But I think the current kit is sufficient.....with one exception.
I would add a single bandage.
The kit as-is....leaves you with nothing but a knife after you fire twice.
At least this would let you patch up while making your way to a distant cache to rearm.
Posted: 2008-03-08 23:02
by Bob_Marley
Everyone is required to do this. If you present something as fact you are expected to provide evidence.
Posted: 2008-03-08 23:48
by Jonathan_Archer_nx01
charliegrs wrote:haha beat me too it, i was gonna say the same thing
also there has been a confirmed destruction of a challenger in basah but it was by an RPG-29 which is much more advanced more powerful rpg than the rpg-7. they say it was brought in from iran. i would love to see an 1 rpg-29 pickup kit in basrah that would be awesome, especially since theres one being modelled currently for the russian PR community mod
The crew was injured after it penetrated the frontal armor, but the tank returned to active service.
Re: RPG-7 overpowered
Posted: 2008-08-03 20:32
by Rudd
Was talking about this on the clan teamspeak so I thought i'd ask here since there are so many military types around, the grenade itself is quite simple yes? It doesnt have guiding fins or whatever, so how accurate are they?
ingame they will hit where you point as long as you compensate for drop, is this an accurate portrayal of the RPG, most of this thread is concerned with the destructive potential, but is the accuracy correct.
And yes I know its an old thread, but I used the search function so be happy.
Re: RPG-7 overpowered
Posted: 2008-08-03 20:54
by PRC_Heavy_Z
IIRC, the RPG round actually has guide fins, the metallic rod looking things in the back of the warhead unfold outward after being launched (the cover/skin blown off) and deploy at a 90 degrees angle after leaving the launch tube. So based on this and and the fact that most RPG engagements are usually no farther than 200m in PR, IMO the RPG is fairly accurately portrayed.
Re: RPG-7 overpowered
Posted: 2008-08-03 20:54
by gazzthompson
i think the main point is the rpg might be quite accurate, but are insurgents ? i just find it so easy to take a apc out that its to fun anymore...
pop up, hit, load, hit , down.
back in .5 when it had loads of deviation it was fun for both sides, americans driving down street and rpgs hitting all around, INS blowing up a apc was more rewarding and challenging, now its boring.
Re: RPG-7 overpowered
Posted: 2008-08-03 21:24
by FLOZi
I was actually playing with doedal as insurgents the other night. He stood by the cache closest to vehicle checkpoint, I moved into the building that is slightly further out. With binoculars I was able to guide his RPG rounds (that fired constantly due to how fast they reload from caches - imo this is the real problem) onto all the vehicles/troops in/around the VCP.
Re: RPG-7 overpowered
Posted: 2008-08-03 21:40
by zangoo
lol, I remember when i got my whole squad to get rpgs and stand on the 2 caches in village, I set a attack marker in the brit main base and walked over there spotted for them and wow after we got the hang of it it was really bad.
story over, think about it why should the brits ever die? they have all the kits, apcs, tanks and a freaking heli. The insurgents need ever advantage they can so it is balanced.
Re: RPG-7 overpowered
Posted: 2008-08-03 21:56
by M_Striker
Doedel wrote:
Suggestions:
1) Reduce number of RPG kits on maps.
2) Reduce ammo to one rocket. Give kit a pistol?
3) Reduce long-range accuracy.
4) Reduce deviation recovery speed and rate of fire/reload time
5) Reduce damage of RPG to vehicles slightly; a direct hit on a full-health jeep should set it on fire and give the crew (any who are left alive by the impact) time to bail, full-health APCs should also take three hits to kill (after two, it can also go on fire, giving time for bailouts or withdraw and repair).
1. no. RPG's are plentiful and cheap.. there should be huge amounts of them on maps.
2.agree with reducing ammo
3.agree
4.reduce reload time? if anything increase it..
5. no, RPG's are deadly, and if u get hit with an RPG, in RL when ur in a jeep ur gonna be dead anyways. Against APC's, they're good how then are.
Re: RPG-7 overpowered
Posted: 2008-08-03 22:00
by Rudd
hmm, I never knew it had guiding fins, I was hoping the thread would move to the consensus that RPGs inflight will lose their precision leading to a change in accuracy/deviation settling times or somthing, but if this is how they are, then this is the way it has to be

Re: RPG-7 overpowered
Posted: 2008-08-03 22:23
by [uBp]Irish
See heres what I dont understand. We know it has guide fins. Yet someone asked if Insurgents are the ones that are that accurate then.
Lets be clear that we're talking about a 1 shot weapon (until you reload it). What makes the general stereotype that insurgents arent really that accurate is that we usually see them putting an AK over the wall and shooting blindly ala Rainbow 6 Vegas. Add in recoi, and you'll have bullets going everywhere.
However, when you take something like an RPG.. put it on your shoulder and aim, assuming that its a good RPG (no defects) it should go where you shoot it. You dont have recoil added in from a multiple shot weapon, and if you just take time to steady it it'll probably go in the general direction where you aim it. This is all from just thinking and taking out some of those rare variables. The way PR has it now, i think goes to show that the insurgents are a battle-hardened enemy that know how to use their weapons... I dont see a problem with the RPG accuracy so much as the range is pretty extensive.
Re: RPG-7 overpowered
Posted: 2008-08-03 22:24
by Ironcomatose
PARTYzan_RUS wrote:
There is a British soldier being burnt alive in that pic. Poor choice of picture IMO
EDIT: About the fins.......
Also there is no "grenade" in RPG. RPG does not stand for rocket propelled grenade even though i have heard many military types and officials call it that. That is a armor piercing warhead on that that thing, not a grenade.
Warhead from an M136 AT4......
Nothing "grenade" about that either.
Re: RPG-7 overpowered
Posted: 2008-08-03 22:29
by SGT.JOKER
I think the RPG's are fine as is. 90% of the time Im playing basrah I only see 1-5 RPG guys anyways, and usually their doing there job right, staying some what out of site till a vehical comes allong. As for "allied" LAT having only 1 round I think its because he also has a scoped rifle, and should have an ammunition guy near him 80% of the time. Even if the ammount of rockets was changed to only 1 like the "allied" LAT then you better give it an AK47 with 1-3 mags instead of some crappy pistol.
Re: RPG-7 overpowered
Posted: 2008-08-03 22:45
by gclark03
Strangely enough, RPG is a transliteration of РПГ, the Russian abbreviation of Reaktivnyy/Ruchnoy Protivotankovyy Granatomyot (реактивный/ручной противотанковый гранатомёт

, "jet/hand-held anti-tank grenade launcher", according to Wikipedia. Therefore, RPG really does stand for Rocket-Propelled Grenade, but the explosive that is called the grenade is actually a warhead.
Moving on, giving the RPG-7 to the Insurgent kit would be realistic, even though it would probably screw the Brits over completely. That in mind, the best thing to do is tweak the RPG's properties and increase its numbers at caches and rallies.
Re: RPG-7 overpowered
Posted: 2008-08-03 22:55
by [uBp]Irish
clark.. they already have it :X
Re: RPG-7 overpowered
Posted: 2008-08-03 23:24
by gazzthompson
i was having a look at these to see rpg-7 accuracy :
http://en.wikipedia.org/wiki/RPG-7#Hit_probabilities
most of my engagement ranges on basrah are between 200m-300m, this being most likely because armor dose not enter the city often (normally)
up to 300m i would say my success rate is about 90% , with no left right deviation and only drop it is very easy.
according to the above link i should be getting around 22%-51% (and this is US army soldiers shooting it, not insurgents)
also this:
http://www.fas.org/man/dod-101/sys/land/row/rpg-7.pdf
page 11
the round is very susceptible to wind it seems
and i quote:
in a 7mph wind the gunner cannot expect to get 1st round hits more than 50% of the time beyond 180 meters
also in the above link on page 18:
shows first round hit on a tank fully exposed at range 200m-300m you are looking at 50-30% , in cover, as low as 10%
its late so i might have miss read some of that, but all that ^^^^^^^^^^ plus the inaccuracy of a insurgent, which could be experience, to very little experience to me shows there should be more deviation.
Re: RPG-7 overpowered
Posted: 2008-08-03 23:35
by Conman51
idk about this...would this mean changing the MEC rpg too????..because i think it would make it unfair for the MEC when they go against brits or americans
Re: RPG-7 overpowered
Posted: 2008-08-03 23:42
by gclark03
'[uBp wrote:Irish;754069']clark.. they already have it :X
The 'Insurgent' spawn kit, with the ammo, AK, and Molotovs? What are you talking about?
Anyway, more deviation would be great. It might just make pwning a CR2 with RPGs an achievement again.
Re: RPG-7 overpowered
Posted: 2008-08-04 01:06
by WildBill1337
i would suggest lowering insurgent rpg accuracy, but not MEC rpg accuracy. think about it: the MEC is a conventional military, and so probably get their weapons from top-of-the-line manufacturers. the insurgents just....i don't know find them lying around in the street. this would balance out the whole "2 rpg's" deal that the insurgents have.
or maybe give the MEC an RPG-26 as their light AT kit. that would make more sense as that weapon is a disposable one-shot AT weapon like the AT-4. maybe even make the MEC HAT kit an RPG-29?
Re: RPG-7 overpowered
Posted: 2008-08-04 01:13
by gclark03
I thought the RPG was being replaced for the MEC by something - perhaps the Armbrust anti-tank launcher - but I'm not sure.