Broken Turret Stab\Accel

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Hulabi
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Re: Broken Turret Stab\Accel

Post by Hulabi »

If you'd read the changelog for 1.3.6.0, you'd know to stop worrying about it around 14 pages ago.
[R-DEV]Mineral wrote: Do note that we plan another patch later this week to fix remaining issues. So don't be alarmed if something isn't fixed or tweaked yet. Certain issues take time to repair and changes need to be tested by our testing team. Especially some bigger issues with lots of feedback.
matty1053
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Post by matty1053 »

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matty1053
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Post by matty1053 »

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uberlamer
Posts: 21
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Re: Broken Turret Stab\Accel

Post by uberlamer »

Guess with which APCs you can kill the cobra on muttrah now.Yes thats right, only the beast
and only if it happens to come under a certain angle and a followable for the gunner path.

Yesterday the cobra did hydra attacks(100 alt) on our APCs and we couldnt do shit because of this change.
(inb4 some guy says we needed AA and we needed teamwork but that shit doesnt happen in PR since 1.0 BETA)
The cancer is real
blayas
Posts: 135
Joined: 2014-04-01 15:17

Re: Broken Turret Stab\Accel

Post by blayas »

The trend to add realistic peculiarities in vehicles is excellent for several already said reasons countless times, I believe that our devs can solve the problem with the inertia that the view of many is the only problem, but would like to be spoken if there is any progress as to this
uberlamer
Posts: 21
Joined: 2015-06-01 17:55

Re: Broken Turret Stab\Accel

Post by uberlamer »

blayas wrote:The trend to add realistic peculiarities in vehicles is excellent for several already said reasons countless times, I believe that our devs can solve the problem with the inertia that the view of many is the only problem, but would like to be spoken if there is any progress as to this
Yeah reasons such as "changing your DPI" as stated by UTurista, probably the only guy who changes his DPI when gunning vehicles, because I, nor any other person I know has ever had the need to do that.
That is literally your only argument against the previous version turrets.

The only reason you would change your sensitivity to super high is to unstuck an APC/TANK from somewhere.
The cancer is real
Murphy
Posts: 2339
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Re: Broken Turret Stab\Accel

Post by Murphy »

Saying "Get over it" does nothing to forward the conversation, it's a sentiment that has been clearly stated in this thread more than once. If you're satisfied with the current iteration of a bugged system it must be because you want a bug to remain in the game. Calling people babies and talking down to them does not help your side of the debate it just furthers the trend of ignoring valid points. I'm pretty sure many of us have clearly said the traverse speed is fine at a lower setting but the excess input being calculated isn't up to par with the rest of the game. If you think that's acceptable you either believe INF to be underpowered (which they are not, considering the past few major updates addressed infantry balance) or you would rather Armour be nerfed to a point which it becomes useless in the majority of scenarios. To have been told it's a bug yet still support it is very narrow minded.

Edit: Having a DPI switch is just as important for Armour crews, I can switch to a much lower setting on the fly giving me the ability to jump into a gunner position without having to adjust my overall vehicle sensitivity. One thing people seem to forget is that having the ability to turn your turret faster leads to sacrificing accuracy, and people who can switch DPI on the fly can and will always use it to gain an advantage on those who don't. Changing functionality of an entire role (Armour Crew) based on DPI switching is very short sighted especially if you hand a huge advantage to the hard counters of said role (why not limit player turn speed based off the same pretense?).
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Chefmoto1
Posts: 247
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Re: Broken Turret Stab\Accel

Post by Chefmoto1 »

matty1053 wrote:And after reading this novel of a thread...

Most of the ones crying are the ones who constantly are operating in asset squads.

It's not broken. If you turn your mouse quicker than the turret you'll lose.
Shouldn't the ones constantly operating in asset squads know that aspect of the game better than anyone else, therefore able to give some valuable feedback on changes?
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Broken Turret Stab\Accel

Post by PatrickLA_CA »

uberlamer wrote:Guess with which APCs you can kill the cobra on muttrah now.Yes thats right, only the beast
and only if it happens to come under a certain angle and a followable for the gunner path.

Yesterday the cobra did hydra attacks(100 alt) on our APCs and we couldnt do shit because of this change.
(inb4 some guy says we needed AA and we needed teamwork but that shit doesnt happen in PR since 1.0 BETA)
I don't see a problem then. There is a reason Anti-Air exists. Before this update BMP-3 was better than any AAV because it can aim directly up and move the turret as fast as you want.
In-game: Cobra-PR
Roque_THE_GAMER
Posts: 520
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Re: Broken Turret Stab\Accel

Post by Roque_THE_GAMER »

PatrickLA_CA wrote:I don't see a problem then. There is a reason Anti-Air exists. Before this update BMP-3 was better than any AAV because it can aim directly up and move the turret as fast as you want.
Now we need a shilka on mutra.
[align=center]Sorry i cant into English...
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uberlamer
Posts: 21
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Re: Broken Turret Stab\Accel

Post by uberlamer »

PatrickLA_CA wrote:I don't see a problem then. There is a reason Anti-Air exists. Before this update BMP-3 was better than any AAV because it can aim directly up and move the turret as fast as you want.
But there is a problem..We had the shooting time of about 30 seconds of him flying around 100m off the ground with the 5 different BTRs he killed us in.
So thats 5 times the chance of killing him and even though he was literally hovering before each attack we still couldn't shoot him down because of the so called realistic turret system.(and thats only one occasion/example, think of all the other situations)

I trully liked it back when every vehicle and special infantry kits were OP.So you would be able to counter everything the same way.This is though becoming more and more like vBF2 all over again.
Slow flying helicopters.
Slow turrets.
Slow missiles..
But anyway im going off-topic so.
The cancer is real
blayas
Posts: 135
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Re: Broken Turret Stab\Accel

Post by blayas »

uberlamer wrote:But there is a problem..We had the shooting time of about 30 seconds of him flying around 100m off the ground with the 5 different BTRs he killed us in.
So thats 5 times the chance of killing him and even though he was literally hovering before each attack we still couldn't shoot him down because of the so called realistic turret system.(and thats only one occasion/example, think of all the other situations)

I trully liked it back when every vehicle and special infantry kits were OP.So you would be able to counter everything the same way.This is though becoming more and more like vBF2 all over again.
Slow flying helicopters.
Slow turrets.
Slow missiles..
But anyway im going off-topic so.


Not generalize things, the problem is with the inertia, not the towers that are merely limited their realistic traverse speed.
Xander[nl]
Posts: 2056
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Re: Broken Turret Stab\Accel

Post by Xander[nl] »

[R-COM]Hulabi wrote:If you'd read the changelog for 1.3.6.0, you'd know to stop worrying about it around 14 pages ago.
Don't blame us for speculating when speculation is all you left us with.
matty1053
Posts: 2007
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Post by matty1053 »

Removed absolutely ridiculous comment posted by my absolute delinquent Cousin.
Last edited by matty1053 on 2015-11-07 05:32, edited 1 time in total.
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viirusiiseli
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Re: Broken Turret Stab\Accel

Post by viirusiiseli »

matty1053 wrote:It takes getting used to. So now a days... if someone doesn't like something... they claim it's broken. As a teacher for first responders.... you wouldn't guess how many people dropped out because they don't like something. They claim it's broken. But they don't want to take the time to learn how to use the equipment properly.

Oh man I wish I would've recorded me shooting 6-8 magazines with the BTR at the cobra on different occasions for you. It's completely effin useless. He was basically hovering like 2-3 times and the other times he was 150 alt, coming toward our APC. Every time I shot at him way before he came at us and did not even get him smoking because of the turret acceleration/inertia thing.

Soon as you hit some, he has the time to start moving and after that you wont be able to finish what you started anymore. He'll come at you and there isn't anything you can do at that point anymore.

I would love to see your gameplay if you're so damn easily adapted to this. See if you actually get anything done... or if its all just praises because you think its a cool new feature. At the moment, lets just say im sceptical.
PricelineNegotiator
Posts: 1382
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Re: Broken Turret Stab\Accel

Post by PricelineNegotiator »

'Xander[nl wrote:;2104917']Don't blame us for speculating when speculation is all you left us with.
Quoted for truth.
KillJoy[Fr]
Posts: 837
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Re: Broken Turret Stab\Accel

Post by KillJoy[Fr] »

matty1053 wrote:You can stop your turret in time to hit a enemy tank. I just played a round today as a tank gunner VS a clan stacked tank squad... those in it I know are asset whores.

There is nothing wrong to use assets in the game, and it's even better when you are doing well with this or that.

matty1053 wrote: Guess what? I took advantage of their stupidity of turning the turret too quick. Turn the tank turret at medium speed instead of full blast. You'll do very well.
I also heard you 360 quickscope a Tank while moving and you kill it with only one HEAT round to the rear Like A Boss.

C'mon man.
Au dela du possible ...
PricelineNegotiator
Posts: 1382
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Re: Broken Turret Stab\Accel

Post by PricelineNegotiator »

PricelineNegotiator wrote:I'm sure I'm going to catch a lot of flak for this comment. There seems to be an overall slow nerf to each and every aspect of the game that is not infantry, which gets buffed over time. Infantry is of course, a large aspect to Project Reality, that cannot be argued. It is true that there are assets in the game which are present to compliment and oppose infantry, and the other assets. In my eyes, Project Reality is not an infantry vs assets game, it's a melding of infantry, armor, air assets and more in a complex web of this versus that but this overpowers that, etc. game. It is not cut and dry, and this is one of the things that makes Project Reality so enjoyable. Anyways, here is what I have seen recently:

Infantry has become the main focus of PR - all other assets that "overpower" them are being slowly nerfed each update, and I have evidence to back this up. By no means am I calling this a conspiracy (read this as "put on your tinfoil hats"), it's a damned video game for crying out loud, we obviously care about it as we are discussing it on this forum, but I don't think anyone is that bent on changing the game to be "their vision", it's a slow unintended effect that infantry-focused developers are unconsciously changing the core PR mechanics.

Version 1.3

Air
  • Transport helicopters were made incredibly slow and the flare count lowered
  • Jets less flares
  • Air asset initial spawn and respawn made stupidly long
  • AA was made uncharacteristically strong, jets and helicopters are much more susceptible to AA that they are in real life
  • AA can still lock you and fire before you can see it
  • AA is made easier than ever to use
Infantry
  • LATs are now virtually unlimited, a big issue for APCs in urban areas
  • Warrior's rate of fire lowered incredibly (gameplay vs realism sure, but maybe make it fire faster with less damage would be fine)

Version 1.3.5


Armor
  • Almost all tank and APC drivers have their zooming capabilities removed - spotting made almost impossible for long distances, especially to identify friend or foe
  • Multiple tanks lose thermals for drivers and zooming for drivers
  • APC and tank gunners lose control of precise movement of their turrets, making them ineffective in urban areas
  • Spandrel can fire on the move (was already the ultimate anti-tank vehicle before this)
  • Civilian car ROE is extremely easy to exploit by the insurgent team, this is definitely a gameplay vs realism component and gameplay needs to be preserved, it isn't practical to spawn 25 civilians cars on a map and expect APC/tank crews to watch every single car instead of blowing them up...
Air
  • Hellfires can only be fired at an extremely slow rate. Incredibly convenient is that I just had lunch with the guy who wrote the specificiations for the Hellfire today, and he stated that there is no limit to the amount of Hellfires that can be fired at once (seriously incredibly convenient not making this up, his name is Arthur H.)
  • Thermals are removed from several variants of the attack choopers
  • Hellfires less maneuverable.
Infantry
  • New RPGs warheads make it incredibly easy to kill APCs and other soft/hard targets. I raked in 20 kills with a single kit on Kokan yesterday with extreme ease.
  • New dot thingies make it really easy for noobs to whack that pesky APC with an AT4 in record time.
Of course, there is nothing wrong with making infantry the main focus of the game. However, there is something wrong with making infantry the main focus of the game at the expense of the other aspects of Project Reality that make Project Reality so unique. This can't just be swept under the rug because "you feel that it is a pretty good change and don't really wanna go back to how it was before" or "veterans gonna cry because changes no worries, nothing to see here move along" or "inf 4 life get out of here APC whores". There is almost 10+ pages of discussion on this topic in 36 hours, all by bona fide individuals. If that isn't a red flag, than what is?
Posting this again for visibility.
UTurista
PR:BF2 Developer
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Re: Broken Turret Stab\Accel

Post by UTurista »

Civilian car ROE is extremely easy to exploit by the insurgent team
Still waiting for a proper report on this one. Post hereif you want to give us more details but so far we've no information that is not working as intended.

Air asset initial spawn and re-spawn made stupidly long
Yes, everyone knows how fun is to have CAS every 5m
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Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
blayas
Posts: 135
Joined: 2014-04-01 15:17

Re: Broken Turret Stab\Accel

Post by blayas »

as you like visibility, so I will bring an opinion already presented on the topic:

blayas wrote:On some things we can actually agree, as absurd amount of lat's that is breaking the value that the kit should have in recent times .
But I believe the vast majority of other changes mentioned by him are only a search for more fidelity to vehicles and their real homologous , changes these realism and immersiveness that in my view are always welcome , since there seems to be a relationship often right between more realistic mechanical , immersiveness and teamwork , arcade and loss of teamwork and immersiveness .

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Warrior's rate of fire lowered incredibly (gameplay vs realism sure, but maybe make it fire faster with less damage would be fine)
making the most faithful vehicle to its real counterpart, shoot faster and produce less damage is not consistent with reality , it would be only an artificial way to create symmetrical boring vehicles.

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Almost all tank and APC drivers have their zooming capabilities removed - spotting made almost impossible for long distances, especially to identify friend or foe
Multiple tanks lose thermals for drivers and zooming for drivers
Spandrel can fire on the move (was already the ultimate anti-tank vehicle before this)
Thermals are removed from several variants of the attack choopers
again making the most faithful vehicle to its real counterpart, what certainly adds depth and good complexity to the game, and also asymmetrical balance.

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New RPGs warheads make it incredibly easy to kill APCs and other soft/hard targets. I raked in 20 kills with a single kit on Kokan yesterday with extreme ease.
If these warheads are present in reality , because we could not have it here ?
Again the problem is only the trivialization of lat kit.
And one thing I did not realize you had commented about the time of vehicles respawn, they are acceptable now, they should be high for each destroyed vehicle is a victory and a big real hindrance to the enemy team that will run out its support for a long period.
The highest respawn time leads to a more strategic and realistic game, where the vehicles crews should really think before everything and work as a team.
Last edited by blayas on 2015-11-06 18:59, edited 1 time in total.
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