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Re: [Official] Weapons Feedback
Posted: 2014-01-21 19:50
by Mineral
The one-shot /high damage, whatever you want to call it is indeed a bug caused by a new feature regarding bullet penetration of the soldier models. Since it's a bug it is fixed and in the next update this will be gone.
Re: [Official] Weapons Feedback
Posted: 2014-01-21 21:09
by Henrique_Dalben
T.A.Sharps wrote:
EDIT: added question...
Where?
[R-CON]Mineral wrote:
The one-shot /high damage, whatever you want to call it is indeed a bug caused by a new feature regarding bullet penetration of the soldier models. Since it's a bug it is fixed and in the next update this will be gone.
Well, i guess you were just dead wrong all along, that mustn't feel good. Don't ever bring real life to a videogames fight

Re: [Official] Weapons Feedback
Posted: 2014-01-21 21:17
by Rudd
Henrique...don't bait him. Sometimes we all get the wrong end of the stick.
It's a bug, quite frankly I rather enjoy the unforviging nature of it (even light suppressive fire makes me get down, my KDs have been pretty awesome lately), but the team is addressing the issue.
Re: [Official] Weapons Feedback
Posted: 2014-01-22 03:03
by Wheres_my_chili
Also, i feel the need to point this out.
9mm vs .45 vs Rifle A Dr's View of Gunshot Wounds (graphic photos) - YouTube
This is a presentation given by an anesthesiologist that works in ER's who regularly encounters gunshot wounds. If you go to the 14 minute mark he addresses the myth that 9mm bullets kill instantly. He even has a video to back it up. Check it out.
Re: [Official] Weapons Feedback
Posted: 2014-01-23 05:46
by Henrique_Dalben
T.A.Sharps wrote:I don't think so actually.
As I've pointed out it works as it should right now.
You should not be killed "dead dead" from one 9mm, but you should have to find a medic to take care of you. Which is how it works now.
I also said before, that if it were fine tuned there should be an extreme bleed out where you have coughing and mucked up vision, so you could move too a medic, but not just keep playing like nothing happened (with no body armor).
Otherwise make the bug permanent
I still see no super tragedy happening in game play.
Son, when shit hits the fan, the last thing you'll worry about is that tiny 9mm round. Believe it or not, Adrenaline is one hell of a drug, and it'll keep you going despite being in a state where you shouldn't be able to. Ever being killed by a single 9mm round (unless perfect headshot) is just not realistic at all, even more in a firefight with adrenaline running high.
You try telling this man he should be screaming for a medic after being hit by a single 9mm round in the leg.

Re: [Official] Weapons Feedback
Posted: 2014-01-23 07:00
by Wheres_my_chili
Seriously sharps? Your own link has a guy who keeps bashing the 9mm for its lack of stopping and killing power.
Yes, the 9mm and .380 are the rounds I most often see on the autopsy table, but they're also the rounds that usually require multiple hits to make the kill.
I absolutely despise a 9mm for defensive situations (yes, they will eventually kill but often not quickly enough to prevent the BG from doing you in first)...
The standing joke in the morgue is to guess the caliber by looking at the x-rays. If multiple rounds show up on the x-rays more often than not it's a 9mm
Its unrealistic. Sorry.
Re: [Official] Weapons Feedback
Posted: 2014-01-23 11:03
by SpectrePR
Wheres_my_chili wrote:Seriously sharps? Your own link has a guy who keeps bashing the 9mm for its lack of stopping and killing power.
Yes, the 9mm and .380 are the rounds I most often see on the autopsy table, but they're also the rounds that usually require multiple hits to make the kill.
I absolutely despise a 9mm for defensive situations (yes, they will eventually kill but often not quickly enough to prevent the BG from doing you in first)...
The standing joke in the morgue is to guess the caliber by looking at the x-rays. If multiple rounds show up on the x-rays more often than not it's a 9mm
Its unrealistic. Sorry.
Indeed. Looking forward to the next patch!
Re: [Official] Weapons Feedback
Posted: 2014-01-23 14:19
by MADsqirrel
I think any bullet wound should make you bleed in PR (especialy if you have no protection).
Regardless if its only a 9 mm into your big toe or 5.56 mm in the hand (That stuff would hurt a lot)
While wounded you can still fight but you are handicaped, like the soldiers in the examples.
Situations were wounded soliders keep fighting can only really have 2 resons IRL.
1. He is extremly stubborn/brave/dumb (its a thin line).
2. There is a immediate threat, so he has no other choice.
If thers no immediate threat your number 1 priority should be getting a medic.
Re: [Official] Weapons Feedback
Posted: 2014-01-30 07:13
by fatalsushi83
Just wanted to say that the SKS is excellent now. The low recoil makes rapid fire in CQB possible and its also quite good at medium range. The small sights don't even bother me anymore. I even prefer them to the AK sights now. Thanks, devs.
Re: [Official] Weapons Feedback
Posted: 2014-02-03 05:15
by Truism
Wheres_my_chili wrote:Seriously sharps? Your own link has a guy who keeps bashing the 9mm for its lack of stopping and killing power.
Yes, the 9mm and .380 are the rounds I most often see on the autopsy table, but they're also the rounds that usually require multiple hits to make the kill.
I absolutely despise a 9mm for defensive situations (yes, they will eventually kill but often not quickly enough to prevent the BG from doing you in first)...
The standing joke in the morgue is to guess the caliber by looking at the x-rays. If multiple rounds show up on the x-rays more often than not it's a 9mm
Its unrealistic. Sorry.
Tell that to Treyvon Martin. Terminal effects for low energy bullets are really random. If it hits something important, that's it. 22lr to the femoral artery in either leg put you out of action faster than a 7.62x39 to a non- critical part of the torso.
Higher energy rounds have a few other tricks up their sleeve, but for the purposes of discussing service pistol ammunition, what it actually hits on the inside is the only factor worth talking about.
Re: [Official] Weapons Feedback
Posted: 2014-02-04 02:39
by Wheres_my_chili
Thats true, if anything hits anything important then youre going to die. The aortic artery, the cerebral cortex, the jugular, any of those places and youre going to die in a few seconds if not instantly. But those are very small areas to hit and can easily dismissed as rare occurances.
So you can understand how frustrating it is when a 9mm to the upper arm will put you out of action ingame just as fast as a 50 cal would. Its just silly.
Re: [Official] Weapons Feedback
Posted: 2014-02-05 10:18
by zloyrash
They testing that bug on us and see what happens

Waiting for fix
Re: [Official] Weapons Feedback
Posted: 2014-02-09 17:14
by zloyrash
Start to really HATE this "feature"!
Going to stop play pr until next patch
Re: [Official] Weapons Feedback
Posted: 2014-02-22 09:28
by =MeRk= Morbo5131
EDIT: Wrong thread
Re: [Official] Weapons Feedback
Posted: 2014-02-24 04:47
by =MeRk= Morbo5131
Double post, but would it be practical to have Alpha Project style scopes, where the scope its self is zoomed rather than the view? I understand that it isn't the greatest performance wise, but it'd be a really nice feature to have.
Re: [Official] Weapons Feedback
Posted: 2014-02-24 05:33
by Psyrus
=MeRk= Morbo5131 wrote:Double post, but would it be practical to have Alpha Project style scopes, where the scope its self is zoomed rather than the view? I understand that it isn't the greatest performance wise, but it'd be a really nice feature to have.
It's not the performance issue that is the problem, the problem is that it zooms in by pixels, not the actual view-frame and so at anything >1.2-1.5 magnification, things get really pixelated. With an ACOG 4x zoom it looks terrible if the whole frame isn't zoomed, and only the inner scope.
Re: [Official] Weapons Feedback
Posted: 2014-02-25 04:20
by Imdruid
BloodyDeed wrote:If you got any feedback regarding weapons post that in this thread.
This includes sounds, balancing, functionality, deviation and recoil.
I was in a fire fight the other day with a scoped weapon. I wait to fire. Fire and bullets literally do not even come close to the target. I had better accuracy while hip firing. This cause me to die. I don't know how the new mechanics work when it comes to scoping in with the guns anymore. Used to just have to wait 3 seconds then fire.
Next up HAT kits, the amount of HAT kits in the game being reduced to 1 is annoying, but I understand it. But there are times when you need 2 HAT kits most of the time because there is so much armor on most of the maps. Also, the eryx is interesting i think it spirals a tad to much. I have watched a lot on them. Don't a bit of research. Yes they spiral but not as much as there is now. But mostly my issue is included and not having two HAT kits on the field. And the deviation on them. fire annoying when i can't hit anything anymore with the RPG after standing and waiting 5 seconds. I was looking out a window and hit the side of the window when i was aiming in the middle of it.
But other than that i have no major issues. Just the sighting and firing at people and not coming anywhere close to them is annoying.
Re: [Official] Weapons Feedback
Posted: 2014-02-25 14:41
by fatalsushi83
When shooting at targets under around 150 meters with the RPG aim so that your target is right in between the top of the rectangular reticle and the top of the wire-like arch above it. If you crouch, bring up the sights, aim, and wait without moving for four or more seconds, your shot should hit exactly that spot. This has worked really well for me and I have absolutely no complaints about the RPG now.
Re: [Official] Weapons Feedback
Posted: 2014-03-19 08:14
by Prevtzer
The AK and AKS-47 have too much recoil. It's impossible to control auto fire on a target more than 30m away. This + BF2's net code makes it nearly impossible to kill anything beyond that range. The AK-74, on the other hand, seems fine.
In the previous releases with more deviation and less recoil these 2 guns could easily kill people at 50-90m away with a full auto burst and unsettled deviation.