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Re: [Official] Weapons Feedback

Posted: 2013-08-26 18:14
by Hurricane
1.0 deviation and recoil is amazing.
Well done DEVs, you really nailed it.

Firefights now feel really satisfying, weapons seem to be more deadly simply because you don't miss so much anymore in situations where you really should hit the target. Since this works both ways, infantry gameplay has reached a new level of intensity.

:thumbsup:

Re: [Official] Weapons Feedback

Posted: 2013-08-26 18:42
by K_Rivers
Hunt3r wrote:Deviation is finally what it should be. Good for close range and still pretty damned hard for long range. The recoil helps to make sure that long range is not easy.
Hurricane wrote:1.0 deviation and recoil is amazing.
Well done DEVs, you really nailed it.

Firefights now feel really satisfying, weapons seem to be more deadly simply because you don't miss so much anymore in situations where you really should hit the target. Since this works both ways, infantry gameplay has reached a new level of intensity.

:thumbsup:
Thanks for the positive feedback, it took myself around 11 months for it to reach its current state, and I'm still adjusting the balance now

Re: [Official] Weapons Feedback

Posted: 2013-08-26 20:46
by Eddie Baker
Hunt3r wrote:Deviation is finally what it should be. Good for close range and still pretty damned hard for long range. The recoil helps to make sure that long range is not easy.
Who the fuck are you? Get off of Hunt3r's computer. :razz:

Re: [Official] Weapons Feedback

Posted: 2013-08-27 15:34
by epicelite
Why do shotguns still count for arresting civies?

The argument that civies can get into a place you cant is fucking invalid when the same class that has a shotgun has a goddamn grapple.

Too many breaches running around with the shotgun because they don't have to worry about accidentally shooting any civilians.

Re: [Official] Weapons Feedback

Posted: 2013-08-27 17:28
by Predator.v2
Civis on ladders? Civis on the grappling rope?

Re: [Official] Weapons Feedback

Posted: 2013-08-28 15:23
by epicelite
Predator.v2 wrote:Civis on ladders? Civis on the grappling rope?
Can't say that I've ever encountered this or seen anyone complain about it. How about this: "Sandbag" ammo for the shotgun, does no damage but is able to arrest civilians. Solves all the problems I have and its semi-realistic.

You could still arrest civies, but it would require switching ammo types. Just like switching to slug or buckshot, but call it sandbag. That will stop the running around with a shotgun all carefree about shooting civilians.

EXAMPLE: http://www.keepshooting.com/12-gauge-ba ... round.html
They call it bean-bag ammo though.

Re: [Official] Weapons Feedback

Posted: 2013-08-28 15:49
by Predator.v2
I think that is already the idea. Although, it could be difficult to implement such a round engine wise.

Re: [Official] Weapons Feedback

Posted: 2013-08-29 11:19
by Walmarx
I don't think people are running around with shotguns to avoid ROE concerns; I'm quite sure they do it because shotguns are effective. Arresting civies is just an added bonus.

Re: [Official] Weapons Feedback

Posted: 2013-08-31 16:55
by epicelite
Walmarx wrote:I don't think people are running around with shotguns to avoid ROE concerns; I'm quite sure they do it because shotguns are effective. Arresting civies is just an added bonus.
I do it whenever possible, so I guarantee others are too.

Re: [Official] Weapons Feedback

Posted: 2013-09-01 11:22
by Kerryburgerking
Please please add a 100m sight for the RPG-7 LAT. It's near to impossible to hit your target with the current sight.

Re: [Official] Weapons Feedback

Posted: 2013-09-01 12:19
by Kothra
Kerryburgerking wrote:Please please add a 100m sight for the RPG-7 LAT. It's near to impossible to hit your target with the current sight.
Kothra wrote:http://www.fas.org/man/dod-101/sys/land/row/rpg-7.pdf

This is saying that the RPG-7's ironsights are effective between 200 and 500 metres, which means there probably isn't a 100 metre sighting option.

It also mentions that shrapnel from the warhead can fly out to 150 metres, which is probably why the ironsights only go down to 200m.
From here: https://www.realitymod.com/forum/f252-p ... ost1942514

Re: [Official] Weapons Feedback

Posted: 2013-09-02 10:06
by ChallengerCC
Predator.v2 wrote:About Challengers Post.

I think a big part of his post is about the "Speed Deviation", which controls how long you have to wait after moving until you reach minimum deviation. I don't really understand "But to increase the accuracy after movement to 1 second from 0%to100% is in my opinion more then wrong (centering).", but i assume he thinks that the movement settle time is 1 second. That is wrong.

PR 0.9x:
Assault rifles
Movement settle time: 5s
Maximum movement deviation: 3

ObjectTemplate.deviation.setSpeedDev 3 .02 .02 .02

PR 1.0:
Assault rifles
Movement settle time: 3,7s
Maximum movement deviation: 2,3

ObjectTemplate.deviation.setSpeedDev 2.3 0.01912 0.01532 0.02072

Movement Settletime = 2.3 [maximum speed dev] / ( 30 [server fps] * 0.02072 [fourth number is the "reduced speed dev per server frame] )

I don't have much problems controlling the recoil, so when i am in the settled prone/crouch position, it usually only takes 2-4 controlled bullets to hit a moving target.

About rallies and value of life, i gotta agree with him.
Yes i mean "Speed Deviation". The recoil is fine.
(MG and Marksman could have a bigger recoil)

PR 1.0:
Assault rifles
Movement settle time: 3,7s
Maximum movement deviation: 2,3

Yeah 3,7s to shoot on 200++ meters 100% accurate.
To hit 60% accurate, what is completely enough to hit with 30 rounds on full automatic fire on 0-80m.
In this range its enough to wait 0 to maximum 1sec.


My personal settings would be:

PR 1.0:
Assault rifles
Movement settle time: 4-4,5s
Maximum movement deviation: 2,6-2,8

So for now, there is no real disadvantage in near and medium range fight, for someone who comes out of movement.
This makes the game fast and to deadly in this ranges, especially in urban locations.

And then you have this behavior:
https://www.realitymod.com/forum/f255-i ... ost1928672

Re: [Official] Weapons Feedback

Posted: 2013-09-05 10:12
by zloyrash
[R-DEV]K_Rivers wrote:Thanks for the positive feedback, it took myself around 11 months for it to reach its current state, and I'm still adjusting the balance now
I like new deviation system, thanks for you work, but I want to say smth:
Campers are overpowered now. If you stay still - you will win easily. Running, moving players have no chance versus sitting camper. I know its like IRL, but PR is the game and gameplay become unbalanced that way. Camping style is stimulating more and more in infantry. Attackers have not so much tactics to reach campers. All games based on tactics and countertactics. And there is no countertactic vs campers.

My suggestion is to decrease soldier body inertia\weight(make it like in old versions, or decrese 50%), so we'll be able to do "lean left\right" feature - fast step from the corner(or from the tree) and then fast step back. So you will have time to spot your enemy and return to your shelter. (today you cant do that fast - you will be 95% killed).Of course its only simulates "lean leaft\right" feature, but it will take effect.

It will be trick and countertactics against campers, it will help to cross the roads, to attack buildings. You will get a chance against most insane campers.
Look at this pic^
Image
Blue guy want to check the room, but he will die fast when he try to do this. With no chance. He have no instrument\feature to look inside.
But red guy can very very easily kill him if blue guy will decide to take a look inside the room.
There is no conquest and competition in that situation. Red guy will win in 95% cases.
I know about nades and smoke, but we cant check every corner that way.
Image
Even cats can do that trick :)
Image

Thank you for your attention.
Wish you good luck

Re: [Official] Weapons Feedback

Posted: 2013-09-05 10:17
by ghostfool84
Is leaning possible with Refractor Engine?

The advantage of an waiting enemy is lower then before because you did hit nothing when you step a cross the door, now its much better. The one whos waiting has the better aim, you have to use the suprise effect and often know that the enemy is in there. And you can settle your deviation when you wait a few seconds before you take the last step to walk in....often the defender just sees your muzzle flash while dying.

Posted: 2013-09-05 10:24
by BloodyDeed
ghostfool84 wrote:Is leaning possible with Refractor Engine?
Simple answer, no.
And keep in mind we're not "working with the Refractor Engine", we do not have the ability to modify it as we please.
The correct term would be "modding for BF2". People forget that.

Having the ability to work on the engine itself opens completely different doors as you can see with Games based on the Unreal or Cryengine.
All we do is basically modding a few (read: a lot) files and modifying BF2 elements.

Re: [Official] Weapons Feedback

Posted: 2013-09-05 10:30
by zloyrash
Of course its only simulates "lean leaft\right" feature, but it will take effect.
ghostfool84 wrote: And you can settle your deviation when you wait a few seconds before you take the last step to walk in....often the defender just sees your muzzle flash while dying.
You cant do smart shot and settle your deviation when try to do this. Its working good only to check the rooms and bunkers. (and mb to supress red guy)
But if you will decide to walk_in fast and shoot red guy - your chances will be 30-40% vs 70-60% (today its 5-10 vs 90-95%). So it will be conquest, competition, motivation.

I faced that situation many times in PR1.0 (as red guy and as blue guy)

Re: [Official] Weapons Feedback

Posted: 2013-09-05 11:42
by camo
epicelite wrote:Why do shotguns still count for arresting civies?

The argument that civies can get into a place you cant is fucking invalid when the same class that has a shotgun has a goddamn grapple.

Too many breaches running around with the shotgun because they don't have to worry about accidentally shooting any civilians.
Second this, arresting with shotguns is unrealistic and is ruining the fun for civies.

Re: [Official] Weapons Feedback

Posted: 2013-09-05 13:07
by Henrique_Dalben
camo_jnr_jnr wrote:Second this, arresting with shotguns is unrealistic and is ruining the fun for civies.
So if the civie stays on a ladder the whole US team is supposed to ask him to come back down nicely? What if he goes for a swim? Arresting with the shotgun is the only way to avoid game breaking tactics.

Re: [Official] Weapons Feedback

Posted: 2013-09-06 17:10
by epicelite
[quote=""'[R-DEV"]BloodyDeed;1946070']Simple answer, no.
And keep in mind we're not "working with the Refractor Engine", we do not have the ability to modify it as we please.
The correct term would be "modding for BF2". People forget that.

Having the ability to work on the engine itself opens completely different doors as you can see with Games based on the Unreal or Cryengine.
All we do is basically modding a few (read: a lot) files and modifying BF2 elements.[/quote]

It's not balanced for lean.

[quote="Henrique_Dalben""]So if the civie stays on a ladder the whole US team is supposed to ask him to come back down nicely? What if he goes for a swim? Arresting with the shotgun is the only way to avoid game breaking tactics.[/quote]

In real life how would you arrest someone swimming around or on a ladder?

Anyway, I suggested sandbag rounds for the shotgun. That would require switching ammo types to arrest so you cant just run around with no worries.

Re: [Official] Weapons Feedback

Posted: 2013-09-06 18:11
by [FSA]IrRahman
AK-74 recoil is way more realistic now, but it still has this shitty, cracky sound.
All gun sounds need more reverb and echo when fired in places with many objects around like towns and forrest.