RPG change discussion

General discussion of the Project Reality: BF2 modification.
Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: RPG change discussion

Post by Jolly »

RPG,Hardest thing in PR,i think.
Only those Godlike can handle this.....
By the way,PLA use a lot of RPGs, Even i read a mannual from a PLA friend,after i read it,It's really like using a sniper rifle........
Gaz
Posts: 9032
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Re: RPG change discussion

Post by Gaz »

It's like seeing the orbit of Spotnik over a range of 150m.
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Mantooth
Posts: 94
Joined: 2011-07-19 20:50

Re: RPG change discussion

Post by Mantooth »

[R-DEV]Gaz wrote:It's like seeing the orbit of Spotnik over a range of 150m.
Haha very true. Maybe someone should develop a user guide for the new RPG
Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: RPG change discussion

Post by Lugi »

ObjectTemplate.velocity 117? Wtf is this shit? RPG 7 rocket velocity is nearly 300 m/s. Next time do not trust wikipedia DEVs.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: RPG change discussion

Post by Dev1200 »

Lugi wrote:ObjectTemplate.velocity 117? Wtf is this shit? RPG 7 rocket velocity is nearly 300 m/s. Next time do not trust wikipedia DEVs.
From Wikipedia:
The rocket motor ignites after 10 meters and sustains flight out to 500 meters at a maximum velocity of 295 meters per second.

Muzzle velocity 115 m/s



I see you forgot your sauce.

They are nerfing the RPG due to the fact that people are using them instead of sniper rifles ;)
Last edited by Dev1200 on 2011-07-30 10:39, edited 1 time in total.
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Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: RPG change discussion

Post by Lugi »

Dev1200 wrote:sniper rifles
Wut
So why they didn't just increase deviation, instead of this stupid, unrealistic change?

And who cares about muzzle velocity, when in PR there's no way to realisticly reproduce the behaviour of RPG 7 projectile. Devs should make them as close to reality as possible. And this change is a step backwards.
Last edited by Lugi on 2011-07-30 10:50, edited 1 time in total.
ryan d ale
Posts: 1632
Joined: 2007-02-02 15:04

Re: RPG change discussion

Post by ryan d ale »

Fix RPG :P

I wouldn't mind having a Desert Combat style RPG flight characteristics.

Current is very disappointing.

Still, I'm interested in trying it out more.
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Gracler
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Re: RPG change discussion

Post by Gracler »

wiki wrote: RPG7
An US Army evaluation of the weapon found a 100% hit probability at 50m on a 5x2.5m rectangle moving at four metres per second (14.4km/h). This probability decreases as the range or crosswind increases. The hit probability is 96% at 100m under the same circumstances, 51% at 200m, 22% at 300m, 9% at 400m and 4% at 500m.
Interesting... this fact is what i would expect from the Panzerfaust and RPG7v2 in PR now when you had some practice with it :) or possibly bit lower.
Last edited by Gracler on 2011-07-30 12:39, edited 1 time in total.
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: RPG change discussion

Post by AquaticPenguin »

Here is the RPG-7 manual.

Page 7 has the flight time of the projectile on it, out to the 900m self destruct. There's a bunch of graphs over the many pages about hit probabilities and the effect of wind/range estimation and such.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: RPG change discussion

Post by Arc_Shielder »

If the reason is because insurgents are using RPGs to their unintended purpose or because they successfully hit armor from a distance superior to 100 meters, then DEVs nerfed the wrong element. They could cause less damage to armor and it would still be a realistic approach. It just doesn't make any sense as it is and people might stop whining after a while due to accommodation, but it needs to be fixed eventually. Anyone can adapt to any circumstances but it doesn't necessarily make them right in the long-term. I hope DEVs have that in mind.

It was hard to accomplish anything with the RPG kit before, unless you were in a map called Fallujah or Lashkar. And like I said the solution would be much, much more simple to just nerf the vehicles and make them more resilient. I even agreed on that in the previous version.

As for RPGs being used specifically on infantry, I think that's bogus. Unless in direct contact I've never seen anyone using the RPG as a sniper rifle because that would be pretty stupid and useless. In the previous version if the enemy inf is prone, it would have to take a direct hit on his body to get a kill. Even a 5m blow to the right would cause little to no damage and I've witnessed this several times in my 1 year of experience.
TheComedian
Posts: 677
Joined: 2011-01-08 13:46

Re: RPG change discussion

Post by TheComedian »

splatters wrote:I didn't say that I thought a discussion cannot continue without you (DEVs), but since this is such a burning matter it was odd that no DEV had yet taken part in this conversation.
I have to disagree with your observations and I will tell you why:

This is not as hot as you make it out to be. Atleast, I don't see people whining in-game about it.

This is the devs forum and they give you permission to discuss feedback and doesn't mean that they must make their presence known.

Players are hardcoded:

Stop blaming the tools! Change your tactics!

There are 3 RPGs sitting on every cache and some in main base. You have a decent 50-200m a solid line.

Add to that the SPG technical for a range up to 500-600 and you've made yourselves a solid defense.
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hyraclyon
Posts: 297
Joined: 2007-02-04 09:56

Re: RPG change discussion

Post by hyraclyon »

TheComedian wrote:I have to disagree with your observations and I will tell you why:

This is not as hot as you make it out to be. Atleast, I don't see people whining in-game about it.

This is the devs forum and they give you permission to discuss feedback and doesn't mean that they must make their presence known.

Players are hardcoded:

Stop blaming the tools! Change your tactics!

There are 3 RPGs sitting on every cache and some in main base. You have a decent 50-200m a solid line.

Add to that the SPG technical for a range up to 500-600 and you've made yourselves a solid defense.
Nonsense. As an insurgent you already have a limited range of tactical possibilities, and especially on maps like Op. archer you just get raped by apc's, now even more than before . Yesterday I was trying to shoot an APC from about 50m distance. I waited 10 seconds, aimed a bit above it even at this range, and it still hit in front of the vehicle. The weapon is just nerfed like crazy right now up to the point that it is not realistic.

Also it seems that every weapon of choice that I use while playing insurgents is either taken away or made weaker. First they make the normal IED's ineffective while making it so that the strong IED's are as rare as the holy grail in a game of insurgency. And now even the RPG has become shit. It's just not fun to play insurgency anymore at this point.. Don't get me wrong, I love PR, but I just don't see how this helps make insurgency a better gamemode.
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ryan d ale
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Re: RPG change discussion

Post by ryan d ale »

hyraclyon wrote:
Also it seems that every weapon of choice that I use while playing insurgents is either taken away or made weaker. First they make the normal IED's ineffective
I'm not sure.

IED is good on Logistics and Humvee/G Wagon/Land Rover/Utility Jeep.

In open top vehicles especially ;)

Another keypoint about IED is that I think it should be used in conjunction with Grenade Launcher (GP25/30) or AR. Due to the damage/rate of fire this combination should be enough to ruin somebodies day.

Failing that, two riflemen are also good. Using more than one IED and even using claymore to target open top vehicles (awesome when it happens) and inf for maximum killage.

Anyway, back to topic.

PIAT :P
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fatganjaman69
Posts: 34
Joined: 2008-12-05 00:34

Re: RPG change discussion

Post by fatganjaman69 »

After 60 plus hours of gameplay on 0.66. I can say the RPG has the same trajectory as my friends Air-soft RPG-7. In Reality RPG-7's are pretty accurate and effective up to 200m. In a round of Gaza beach, after multiple fail'd shots aiming at the SKY above the Namer at 150m. And the Rounds still falling 30-40m short. I decide to go Rambo and sneak round the Namer. At 50m I line the sights up above the 50cal and get my first hit (RPG actually hits the lower part of the track after ridiculous drop) Only to be blown away by IDF. Please DEV's retern the perfect old trajectory of the RPG-7. Hell i'd prefer Increased deviation to 5 Seconds AND reduced damage compared to the current system. If the Super equipped BLUFOR squad and APC's with FLIR and zoom fail to spot and insurgent pointing an RPG at them for 5 seconds. Thats THERE problem not the Insurgent faction. Turning the Insurgents Only LAT/HAT kit into a "Noob Tube" was not the answer :( I can no longer have fun playing as insurgents :(
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: RPG change discussion

Post by Murphy »

First off I have had many inf kills with RPGs in .957, you don't have to hit directly on to get a kill. The insane drop makes aiming a pain the ***, and getting hits at ranges damn near impossible so I agree with most of the posters in this thread in saying that INS factions have been getting the short end of the stick just a little to much lately. From reading the TRADOC it seems we are all firing defective RPGS with faulty boosters keeping the speed at the initial launch speed instead of after the boost kicks in. Really I think the speed should be upped again, we don't really have to worry about back blast roasting us in game do we?
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Jaymz
Retired PR Developer
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Re: RPG change discussion

Post by Jaymz »

This has been reverted/fixed for the next release.
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