[Official] Weapons Feedback

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[FSA]IrRahman
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Re: [Official] Weapons Feedback

Post by [FSA]IrRahman »

Human_001 wrote:I am no expert on this topic but from what I hear on TV, Internet, and couple of times at shooting ranges, that was my understanding.
Recorded gun shots sound different than through your ear in first person.
The thing is to imitate audio basing on your personal experience, not TV and Internet.

Human_001 wrote:RPG7:
considering the size of back-blast, Initial bang sound is too quiet.

And as for RPG's accuracy, I like the way it is now. The hit probability people used in previous threads that are discussing about RPG7 accuracy (that are also posted on Wikipedia so check it out) is based on Moving target. Not Still target. I think current accuracy is realistic.


Also, is it realistic for guns like AK47 to be blowing smoke from ejection port? I thought guns like AK47 used gas piston to move the action, and gas ejects from front portion of gas piston tube which has holes to vent the gas, were as for guns like M16 which uses gas directly to move the action has gas venting from ejection port.

+1
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SpectrePR
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Re: [Official] Weapons Feedback

Post by SpectrePR »

SKS recoil seems too vertically harsh and out of proportion when compared to other lighter 7.62x39 rifles. I find it most disturbing.
KillerPigeon
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Re: [Official] Weapons Feedback

Post by KillerPigeon »

I've found that the Krinkov "AKS-74U" has terribly high deviation and recoil. I notice a general mistreatment to the 5.45 round guns that have not been fixed yet. In real life the AK-74 has less recoil than an M16 yet has more recoil in the mod. The AK-74 also has less accuracy than an M4 carbine. The AK-74 is already weaker than those guns. now it's just inferior in all senses.
Rudd
Retired PR Developer
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Re: [Official] Weapons Feedback

Post by Rudd »

well the AKS-74U would wouldn't it? might be valid point on the AK74, but the AKS-74U fires the same rounds as the other (edit) 5.56 AKs right? but its a hell of alot shorter, so no counterweight? I think of it as a closer quarters weapon
Last edited by Rudd on 2013-12-23 13:35, edited 1 time in total.
Reason: dun goofed on 7.62
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Takeda
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Re: [Official] Weapons Feedback

Post by Takeda »

[R-DEV]Rudd wrote: might be valid point on the AK74, but the AKS-74U fires the same rounds as the other 7.62 AKs right? but its a hell of alot shorter, so no counterweight? I think of it as a closer quarters weapon
No, it fires 5.45.
Even wiki says so.
Rudd
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Re: [Official] Weapons Feedback

Post by Rudd »

oops, typo, meant 556, however teh shortness is still an issue is it not?
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Takeda
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Re: [Official] Weapons Feedback

Post by Takeda »

https://www.youtube.com/watch?v=SsDNpoXxWCA
As you can see.

In 1.0 All AK weapon kinds have too high recoil imho, when US M's have so acurrate bursts.
But im not a specialist, thats my personal felling.
ComradeHX
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Re: [Official] Weapons Feedback

Post by ComradeHX »

[R-DEV]Rudd wrote:oops, typo, meant 556, however teh shortness is still an issue is it not?
Shortness is not the biggest problem.

It's loud(this NEEDS to be represented in-game, imo) and muzzle brake isn't all that useful(unlike full length AK-74).

I say it should have slightly more recoil/minimum deviation than AK-74; but less deviation on movement.

Whoever is in charge of small arms balancing should know that 5.45mm AK is completely different feeling from 7.62 ones.
And that SKS does not kick as much despite using same 7.62 rounds.
Last edited by ComradeHX on 2013-12-23 20:12, edited 1 time in total.
[FSA]IrRahman
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Re: [Official] Weapons Feedback

Post by [FSA]IrRahman »

Lower shotgun deviation because it is still glitched, 2 shots from 5m and still alive.

Make gary destroy FOBs. I wasted so many of them because I thought they do so.
Last edited by [FSA]IrRahman on 2013-12-26 19:37, edited 1 time in total.
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Max_Damage
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Re: [Official] Weapons Feedback

Post by Max_Damage »

Hi.

I d like to ask about ak47.
Is it a useful weapon in the game? Full auto seems to be near useless. Anyone uses full auto?

Then, im interested it whether there is an AKM in the game. You see, ak 47 is a very rare weapon actually and AKM is hundred times more proliferate. It also has a muzzle break.

Can we have an akm with a muzzle break (lower recoild compared to ak 47)?

Realistically, akm with lower recoil should replace the current ak 47. Then, ak47 is issued to the insurgent class with grenades and the akms are issued to the class without nades.

Btw is the game client hit detection based? (i mean do the hits confirm on player's machine regardless of ping)?
Last edited by Max_Damage on 2013-12-28 00:51, edited 1 time in total.
fatalsushi83
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Re: [Official] Weapons Feedback

Post by fatalsushi83 »

And as for RPG's accuracy, I like the way it is now. The hit probability people used in previous threads that are discussing about RPG7 accuracy (that are also posted on Wikipedia so check it out) is based on Moving target. Not Still target. I think current accuracy is realistic.
The accuracy doesn't seem unrealistic when crouching but when standing or prone, it's inaccurate even to the point of making vehicles closer than 100 meters very difficult to hit. This makes using the RPG unusable in many situations because you have to stand in order to fire out of windows from from behind walls. The devs said they'll fix the deviation in the next update so I guess we'll just have to wait and see how it works out.
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Ason
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Re: [Official] Weapons Feedback

Post by Ason »

fatalsushi83 wrote:The accuracy doesn't seem unrealistic when crouching but when standing or prone, it's inaccurate even to the point of making vehicles closer than 100 meters very difficult to hit. This makes using the RPG unusable in many situations because you have to stand in order to fire out of windows from from behind walls. The devs said they'll fix the deviation in the next update so I guess we'll just have to wait and see how it works out.
I don't understand what's wrong with the accuracy, ok maybe lower the time to stand still before shooting a little bit but if you want to hit something below 150 m just aim at the top of the sight and practice, in real life you also have to practice.
obpmgmua
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Re: [Official] Weapons Feedback

Post by obpmgmua »

The G3 needs more ammo. I know that IRL the .308 is twice as heavy as the .223. And it would make sense that the G3 has about half the total rounds compared to the intermediate caliber rifles(~140 vs ~270). But it's not balanced. The G3 only does like 35% more damage. Pair that with lower recoil per shot for the intermediate rifles, making them a better choice overall.
Souls Of Mischief
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Re: [Official] Weapons Feedback

Post by Souls Of Mischief »

obpmgmua wrote:The G3 needs more ammo. I know that IRL the .308 is twice as heavy as the .223. And it would make sense that the G3 has about half the total rounds compared to the intermediate caliber rifles(~140 vs ~270). But it's not balanced. The G3 only does like 35% more damage. Pair that with lower recoil per shot for the intermediate rifles, making them a better choice overall.
G3 kills in 2 shots. I don't think that was changed in 1.0.
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Tarranauha200
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Re: [Official] Weapons Feedback

Post by Tarranauha200 »

G3 doesnt need more ammo. It needs more killing power.
obpmgmua
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Re: [Official] Weapons Feedback

Post by obpmgmua »

Souls Of Mischief wrote:G3 kills in 2 shots. I don't think that was changed in 1.0.

As an Insurgent the G3 is my go to gun. I use it religiously. The blufor players have chest armor which negates damage. There go a G3 takes 3-4 shots to kill. On the flip side as Insurgent it takes 2-3 shots to the chest to kill you. (I hate facing US as Ins btw).

@tar
Yeah the G3 needs to do 72 damage to be exactly double of 36. Doing nothing in the most practical sense, since it will still take 3 shots min to kill a blufor and 2 shots to kill an Ins.
fatalsushi83
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Re: [Official] Weapons Feedback

Post by fatalsushi83 »

Mrslobodan wrote:I don't understand what's wrong with the accuracy, ok maybe lower the time to stand still before shooting a little bit but if you want to hit something below 150 m just aim at the top of the sight and practice, in real life you also have to practice.
The problem isn't about how long you wait before firing or how much you've practiced. Just load up single player and compare the accuracy of different firing positions by shooting at a stationary target 200 meters away (so you don't have to worry about putting the target above or below the crosshairs). You'll notice that the accuracy is far lower when prone or standing, making the RPG pretty much useless from these firing positions. This is a problem because it doesn't let you fire it with consistent accuracy out of windows, from behind low walls, or when prone on a roof. I'm really glad the devs decided to fix this (and bring back splash damage) for the next update.

Also, I agree that there's really no incentive to use the AK-47 or SKS right now when you have the G3 and 74U. I hope the devs lower the recoil to make them usable again. Seriously, good luck hitting a bluefor three times with the AK or SKS before he puts a burst in your face with his scoped M4.
Last edited by fatalsushi83 on 2014-01-03 01:14, edited 1 time in total.
Tarranauha200
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Re: [Official] Weapons Feedback

Post by Tarranauha200 »

Any chance of adding aiming down the side of the barrel as "back-up sight" for weapons which do not have that option now?
Rudd
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Re: [Official] Weapons Feedback

Post by Rudd »

Tarranauha200 wrote:Any chance of adding aiming down the side of the barrel as "back-up sight" for weapons which do not have that option now?
This has been discussed in the team, however I don't think the relevant skillsets required to accomplish this are currently avaliable.
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