[Official] Weapons Feedback

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Human_001
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Re: [Official] Weapons Feedback

Post by Human_001 »

After the update today I checked out the new AK sound. I don't quite agree the AK sounds better now. I didn't liked the original AK sounds too, but thought AK Indoor sound was Great. Hearing AKS74U has same sound and new AK Indoor sound is same as Outdoor sound without echo, can I guess current sound is a placeholder for new AK sound coming?

Thank you for the new Release. It's great to have Binocular again in AK kit so people won't have to strain eyes too much.
rPoXoTauJIo
PR:BF2 Developer
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Re: [Official] Weapons Feedback

Post by rPoXoTauJIo »

Weapon damage.
This is not so good when you can 1shotkill even in leg even with pistol.
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risegold8929
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Re: [Official] Weapons Feedback

Post by risegold8929 »

rPoXoTauJIo wrote:Weapon damage.
This is not so good when you can 1shotkill even in leg even with pistol.
O_O How and why.
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Mats391
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Re: [Official] Weapons Feedback

Post by Mats391 »

risegold8929 wrote:O_O How and why.
I assume that it might be caused by the new penetrable bodies. My guess is that the bullet is hitting the hitbox multiple times causing tremendous damage.
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Ason
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Re: [Official] Weapons Feedback

Post by Ason »

I don't know if someone brought this up already but I think the white trail from ATGMs should be removed, and add only perhaps a small smoke "puff" when fired. The trail looks very "spikey" and I've never seen it IRL.
Last edited by Ason on 2014-01-13 18:52, edited 1 time in total.
X-Alt
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Re: [Official] Weapons Feedback

Post by X-Alt »

The FAMAS iron sights seem to be perfectly usable even when optics are attached (in an AK74/PKP way) yet there is no option to toggle the sights. Is this intentional or will it be added in a later version?
Chuva_RD
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Re: [Official] Weapons Feedback

Post by Chuva_RD »

rPoXoTauJIo wrote:Weapon damage.
This is not so good when you can 1shotkill even in leg even with pistol.
after this firstly I though "Impossible! 9mm bullet kills at the edge part of hand!".

Yesterday I was played Saaremaa as american, full round I was quiet and cautions all round and realized that IRL firefights happens in same way: body armor more for moral support, one or two bullets is enough to lay down any man. Who first spotted and started shoot - one most often won. AR works double effective for suppression, even 1 bullet enough when 15 flying in you. You not trade face and think more and more about your awareness and readiness to firefight. AZAZA-OLOLO-I'M CRAZY spirit of PR then people after 1 or 2 deaths run somewhere and hope to kill someone suddenly and then you doesn't want to think dissapeared in my gameplay (not in others, so yesterday i had 12-0 as usual rifleman and whole 4man sq had 30-1 K/D). According to the level of believeability and hardcore long time since i felt anything like yesterday.

Let IRL people more tenacious but he act as he shouldn't be shotted in any part of body with any bullet. Ability to place RP and revive after obvious letal death in RL making gameplay more interest and let focuse on firefights which now give me much more fun and pleasure than before (you thinking instantly about your sirviving). R-DEVs, please, keep it up, don't think that people can't play in so hard, severe and brutal game or anything like that. Just correct some unbelieveable things: pistol shot in hands on legs, for example. Firefights now very interest, focused on spotting, accurate shooting and instant thinking about what enemy will do.

For fun and diving in borsh we have a lot of funny skirmishes, don't think what exuberant players can't gain fun in PR. They can and they gain.
Chuva_RD
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Re: [Official] Weapons Feedback

Post by Chuva_RD »

and please, make surrounding sounds when you are wounded more silenced. You can spot enemies then they walking near you, tell your squad but IRL you can't do it without get shot in body. Sometimes it annoys then one dead body spot full squad and send info to enemy. I know how to prevent and use it in firefights but it irrealistic. Without it game will be more funny.
Last edited by Chuva_RD on 2014-01-16 09:53, edited 1 time in total.
Wheres_my_chili
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Re: [Official] Weapons Feedback

Post by Wheres_my_chili »

Chuva, a missing finger from a 9mm to the hand isnt going to take you out of the fight. And 5.56s are notorious for their lack of stopping power.
Chuva_RD
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Re: [Official] Weapons Feedback

Post by Chuva_RD »

Wheres_my_chili wrote:Chuva, a missing finger from a 9mm to the hand isnt going to take you out of the fight. And 5.56s are notorious for their lack of stopping power.
as I told it need fixes but at all will be good to save this feeling during firefights which I described in my post
zloyrash
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Re: [Official] Weapons Feedback

Post by zloyrash »

Hate this 1shot1kill "feature". Hope it'll be fixed soon.
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Wheres_my_chili
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Re: [Official] Weapons Feedback

Post by Wheres_my_chili »

It is a 1 shot kill sharps, someone even posted a video. Its a bit annoying whe a bullet hits your elbow and you go down instantly. Now that all bullets do the same damage all the higher power/lower fire rate weapons are severly underpowered. The mec may as well be using bolt action rifles for all the good the g3 is doing them against the m16 and the c7.
[FSA]IrRahman
Posts: 205
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Re: [Official] Weapons Feedback

Post by [FSA]IrRahman »

1.1 Weapon feedback:

Scoped M16:

- Add blur to the area around the scope.
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- Add BUIS
- Add full auto firing mode

Replace AK-47 with Type 56 for militia, taliban, insurgents and hamas.

When I fire the RPG-7 and still hold LMB I can still see the rocket inside the launcher.

Remove rubber eye cover from the ALT marksman kit for militia faction (AK-74+PSO-1), it is highly unpractical to use it with AK-74 irl.

Fix hip-fire accuracy for the PKM.

Add indoor sounds for the AK rifles and few others I can't remember.

Make gary destroy FOBs.


Also, i don't know if devs are working on it, but there is no bullet drop in this game at all.
When I first used the SVD with PSO-1 scope I was really confused, because I was used to the stadiametric rangefinder which is not working in the PR. Despite the range, you always need to aim with the top of scope.
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Murphy
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Re: [Official] Weapons Feedback

Post by Murphy »

This one shot issue seems to apply to 5.56, and 9mm I have seen men eat 7.62 rounds and continue to cover to get patched/healed. It's completely reversed from previous version, and that is an obvious issue.

If NATO rounds are going to eviscerate digital internal organs the 7.62 rounds should be punching milk carton sized holes in muscle tissues and such.
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Henrique_Dalben
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Re: [Official] Weapons Feedback

Post by Henrique_Dalben »

T.A.Sharps wrote:Actually, you are wrong, and who ever made the video you saw did not do it in a controlled way with respect to body armor or "target boxes".

And every bullet does not do the same damage.

It is not a 1 shot kill every time you shoot.

If you shoot body armor it takes up to 4 shots, not letting them bleed out. If you shoot where there is no body armor then it kills.

The reason you think pistols kill no matter what is because the legs are a large area and they are not armored on a faction like the MEC.

So with the head involved the armored area is less than the unarmored on a MEC. Which means you have a larger target area of unarmored.

If you take the time to fire up a offline coop and shoot the nearest bot you can test these things too. You don't need to wait for someone to post a video.

The 1 shot kill is not a function of the 9mm in PR it is the damage model for different target boxes.

But it is only a 1 shot kill if it makes you dead dead. If you get shot by even 1 9mm in real life, you are fucked, and you need medical attention.

If the 9mm doesn't kill you in PR it should at least incapacitate you, which if you go down and need to call a medic, then it does.

So it functions realistically.

So it seems like it works fine.

If it was fine tuned a shot to unarmored area accept the head should give you coughing and a bloody screen with about 15 seconds until you go down.

Except the 1 shot kill is clearly a bug, and a nasty gameplay-breaking one. RUS vs Militia is not even fair, as the PPSH can just spit out rounds and as soon as one hits you in the arms/legs you're instakilled, even if you shot him 1-2 times in the chest before getting hit. He'll have time to patch up, you get instakilled by a lucky round hitting your leg. The new meta-game is using low powered high RoF guns and always just spraying the general direction of the enemy. I had guys survivng being shot in the chest twice with a G3 just to instakill me with 1 round of 9mm to the arm.
Murphy
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Re: [Official] Weapons Feedback

Post by Murphy »

T.A.Sharps wrote:Secondly, you were not killed with 1 shot.

You went down and were able to be revived. That is a lot more generous than in real life. In real life ...Real life isn't like the movies ...If you got shot in real life...

It doesn't seem like a bug to me at all unless a DEV comes on and says it is.
Firstly it has been clearly described as a bug by the Devs. Second off this is not real life, and while they do try to represent reality there needs to be consideration towards GAME BALANCE. It's all fine and dandy to say a man being hit by a freaking BB in the testicle at point blank range will have a hard time raising his weapon to return fire but that doesn't make for interesting game play.

The blufor guys will have no issues with 1 shot to a toe dropping an ARF goon, but just take a round to play as an unconventional faction and compare the 1 on 1 battles to before this bug arose. The fun is sucked out because the guy holding an M4 doesn't need to worry about being hit in the chest with a .308 while the guys who are already handicapped by design have to watch their fingers and ankles don't get then wasted.

Real life is about making combat as unbalanced and one sided as possible before even firing the first shot, this is not the case in PR. Currently the weapons are horrifically unbalanced, and while they may be representative of reality in some peoples eyes the game play is suffering greatly and the weapons were already fairly unbalanced before the penetration bug was introduced.

Body armor should be factored in to allow more protection (moderate) while reducing mobility, instead we are giving NATO equipped factions full protection and more mobility then an unarmored lightly equipped insurgent. This needs to be factored into the whole equation of infantry balance, along with proper damage values for individual weapons I feel unconventional factions have lost too much ground in the last few updates. For example Militia infantry are no longer winning many skirmishes vs US or Brits in the woods where as before a stray blufor was as good as dead if he encountered even one lone AK wielding enemy.

I hope the people in charge are more considerate towards gameplay and less stuck on the whole "well if you got hit by a 9mm in real life you would die". We know that but it doesn't make for very interesting combat, and if you wanted to play in such an environment there are less arcady games on the market (Arma series being the obvious example).

Edited in response to Sharps reply to me.

So an AK round will allow you 10-12 seconds to bleed out but a 9mm which is know to have enough energy to pass right through tissue without leaving such a gaping hole for shock to kick in so swiftly that you drop to the ground dying? There are plenty of soldiers who openly recount hitting a man with their side arm only to have the man continue firing as if he had not been shot. It has been sighted as a reason for using .45 in combat, as hitting a man with that much energy will surly sit him down, were as the 9mm is almost too effective at its job. Armor or not there are many considerations towards how the human body reacts to different munitions and as such there needs to be a larger "gray area" in terms of survivability for gameplay considerations.
Last edited by Murphy on 2014-01-21 18:21, edited 2 times in total.
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