RPG-7 overpowered

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[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Re: RPG-7 overpowered

Post by [uBp]Irish »

gclark03 wrote:The 'Insurgent' spawn kit, with the ammo, AK, and Molotovs? What are you talking about?

Anyway, more deviation would be great. It might just make pwning a CR2 with RPGs an achievement again.
read your post wrong. wooops. and the RPG kit was just a spawnable kit at once.. but then we had enough WAAAAAHbears, whining about how overpowered it was that when any armor entered the city it would be instantly destroyed via the 5 insurgents that just spawned as RPG kits.
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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: RPG-7 overpowered

Post by Bringerof_D »

i do believe men + explosive shell = death

and yes it takes them out like a grenade...i wonder why? Rocket Propelled "GRENADE"?!
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: RPG-7 overpowered

Post by Outlawz7 »

Pff, deviation? Right, so I can shoot the damn rocket into my face after clearly aiming at a target?

Because if you want to have the 0.5 RPG deviation back, you're stupid. You couldn't hit anything with that and if you were lucky the frikkin rocket went exactly where you didn't want, not to mention that because of that you needed to spam them to hit something and most of the time people just used up the 2 RPGs then ran into the open to die and respawn with new ammo.

There is nothing wrong with the RPG, the only issue I have with it is the issue of the kits spawning randomly around the map, so one one round you'll have tons of bloody PKMs all over the RPs and caches and on the other every other spawn point will have an RPG.
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Lexus@[gp]
Posts: 204
Joined: 2008-01-05 12:37

Re: RPG-7 overpowered

Post by Lexus@[gp] »

I've just finished reading Recoil by Andy Mcnab. Brief outline of the story is that the main character ends of defending a mine in the congo against a rebel army.
They are using rpg's to defend, but due to the fact that the rpg rounds they are using are armour piercing rounds, they are having to fire them almost vertically into the air so that they run out of propellant. Once they have run out of fuel they drop and explode after a five second delay, thus giving them the ability to kill people from shrapnel wounds.

Using the above as reference, and Andy Mcnab does know his stuff, the rpg's in game should be one or the other. Either armour piercing, ie effective against apc's but pretty useless against infantry, or they should be a highly explosive round that is devestating against troops, but pretty much bounce off the armour.

They need to be similar to the tank rounds we have now, just not as powerful. I'd suggest maybe putting both types on maps.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: RPG-7 overpowered

Post by gazzthompson »

gazzthompson wrote:i was having a look at these to see rpg-7 accuracy :

RPG-7 - Wikipedia, the free encyclopedia

most of my engagement ranges on basrah are between 200m-300m, this being most likely because armor dose not enter the city often (normally)

up to 300m i would say my success rate is about 90% , with no left right deviation and only drop it is very easy.

according to the above link i should be getting around 22%-51% (and this is US army soldiers shooting it, not insurgents)

also this:

http://www.fas.org/man/dod-101/sys/land/row/rpg-7.pdf

page 11

the round is very susceptible to wind it seems

and i quote:



also in the above link on page 18:

shows first round hit on a tank fully exposed at range 200m-300m you are looking at 50-30% , in cover, as low as 10%

its late so i might have miss read some of that, but all that ^^^^^^^^^^ plus the inaccuracy of a insurgent, which could be experience, to very little experience to me shows there should be more deviation.

anybody want to comment on that ?? ^^^ i took the time to find some numbers ect and people still talking about there opinions.
White Rock
Posts: 181
Joined: 2008-07-19 23:04

Re: RPG-7 overpowered

Post by White Rock »

'Lexus@[gp wrote:;754322']"Rpgs HE or AP
Id be fine with a smaller more concentrated explosion, but i still think a direct hit should kill a troop.
steve_06-07
Posts: 916
Joined: 2008-04-27 23:36

Re: RPG-7 overpowered

Post by steve_06-07 »

gclark03 wrote:Strangely enough, RPG is a transliteration of РПГ, the Russian abbreviation of Reaktivnyy/Ruchnoy Protivotankovyy Granatomyot (реактивный/ручной противотанковый гранатомё&#1090 ;) , "jet/hand-held anti-tank grenade launcher".
See I keep telling people RPG isn't "Rocket Propelled Grenade" This whole thread is pointless, it's all the same in every Guerilla conflict, a powerful, highly advanced army is getting owned by a group of civilians conducting unconventional warfare.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic21893_1.gif[/img]
ostupidman
Posts: 208
Joined: 2008-05-13 15:03

Re: RPG-7 overpowered

Post by ostupidman »

The RPG warhead that is currently modelled ingame is the anti-armor version yes. Which is less effective against infantry but not totally. There are plenty of anti-infantry rockets that are used with it also. So it is a viable weapon against either target. What about giving them 2 types of ammo for the rocket? Well if we did that it would force them to change out the rocket and replace it with the appropriate one when attacking mixed forces. This could however cause a problem with them having double the ammo they currently have. I don't know if it can be coded so that you only get two rockets regardless of which ammo type you fire.

Have to agree that they are currently far to accurate consistently. They are known for being very prone to taking off in random trajectories, and especially in insurgent situations where you are usually dealing with old and poorly stored munitions prone to poor performance.
If brute force doesn't work.......your not using enough of it.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: RPG-7 overpowered

Post by Celestial1 »

The only thing needed to be changed on the RPG kit is the deviation.


And not like "zomgcanthitnothing". Just a bit, so that out at 300m you have a chance of missing by just 2 or 3 feet. That way, RPGs will still be as effective as they are now, just that the closer you are to the target and the more you aim at the center of the target the more likely you are to hit.

With the amount of RPGs around, and the easy-to-find ammo, it should just mean that you won't hit ALL THE TIME. A reload, and you should be good to go and ready to try again.

The deviation should be playtested, obviously, to tweak it until it isn't just magically accurate or horridly inaccurate.
Airsoft
Retired PR Developer
Posts: 4713
Joined: 2007-09-20 00:53

Re: RPG-7 overpowered

Post by Airsoft »

i say the light at (not rpg) is underpowered.
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ostupidman
Posts: 208
Joined: 2008-05-13 15:03

Re: RPG-7 overpowered

Post by ostupidman »

Have to disagree with you there. I'm a very pro AT power guy, but I have to say I think the LAT is pretty well balanced.
If brute force doesn't work.......your not using enough of it.
Airsoft
Retired PR Developer
Posts: 4713
Joined: 2007-09-20 00:53

Re: RPG-7 overpowered

Post by Airsoft »

well I'm no expert but i sure think that an AT4 can do more damage to APC's and especially command trucks.
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Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: RPG-7 overpowered

Post by Sabre_tooth_tigger »

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[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Re: RPG-7 overpowered

Post by [uBp]Irish »

NVG's on a AT4? seems like a waste of tax dollars to me :X
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lord rifle
Posts: 38
Joined: 2008-07-25 18:39

Re: RPG-7 overpowered

Post by lord rifle »

MEC RIFLE AT kit should get an RPG-7 with scope and 1 extra rocket.
Insurgent RPG is fine as is.

IRL RPG is less accurate than in PR but for gameplay PR has it right and should not change devation.

*this is an amazing video recorded by US forces of an insurgent shooting a RPG at their HMMV. they return fire with Mk-19.

<object width="450" height="370"><param name="movie" value="http://www.liveleak.com/e/adc_120036614 ... ram><param name="wmode" value="transparent"></param><embed src="http://www.liveleak.com/e/adc_1200366148" type="application/x-shockwave-flash" wmode="transparent" width="450" height="370"></embed></object>
VIOLENCE IS POWER

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lord rifle
Posts: 38
Joined: 2008-07-25 18:39

Re: RPG-7 overpowered

Post by lord rifle »

sorry. here is the link for failed but wild RPG attack

LiveLeak.com - Insurgent Jumps out and Fires a RPG at the Soldiers.
VIOLENCE IS POWER

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LeChuckle
Posts: 664
Joined: 2007-02-09 13:53

Re: RPG-7 overpowered

Post by LeChuckle »

Airs0ft_S0ldier11 wrote:well I'm no expert but i sure think that an AT4 can do more damage to APC's and especially command trucks.

oh no, an APC should be able to take many LATs if you want to be realistic, no?? .i suppose the reason why apcs cant take more is that the infantry must stand a chance against them
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: RPG-7 overpowered

Post by Celestial1 »

lord rifle wrote:IRL RPG is less accurate than in PR but for gameplay PR has it right and should not change devation.
Currently in PR you can hit ANY target, ANYWHERE, assuming you aim properly. Including, granted if you could see that far and aim that well, the British helicopter pad from the top of the high-hotelish building (on Basrah, if you couldn't tell), I figure.

It shouldn't be DRASTIC. It should be enough, that at say 300m you won't necessarily hit what you're aiming at, but at 50-100m you'll be within a foot or less of where you actually aimed. (Drop should remain about the same, it isn't a huge factor in firing, but has to be observed for taking longer shots.)

IRL it seems that the RPG can miss rather strangely at short ranges and will often veer off course long before it reaches ground far out, but I think for PR's gameplay it shouldn't be that erratic, or as bad as it was previous to this release.

The biggest thing will be to make sure that the MEC isn't horridly defective in the Light AT department due to the changes intended for insurgents. Until a different light AT is in place for MEC, I figure it is best to make a 'copy' of the current RPG to be a placeholder for the MEC light at.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: RPG-7 overpowered

Post by gazzthompson »

gazzthompson wrote:i was having a look at these to see rpg-7 accuracy :

RPG-7 - Wikipedia, the free encyclopedia

most of my engagement ranges on basrah are between 200m-300m, this being most likely because armor dose not enter the city often (normally)

up to 300m i would say my success rate is about 90% , with no left right deviation and only drop it is very easy.

according to the above link i should be getting around 22%-51% (and this is US army soldiers shooting it, not insurgents)

also this:

http://www.fas.org/man/dod-101/sys/land/row/rpg-7.pdf

page 11

the round is very susceptible to wind it seems

and i quote:



also in the above link on page 18:

shows first round hit on a tank fully exposed at range 200m-300m you are looking at 50-30% , in cover, as low as 10%

its late so i might have miss read some of that, but all that ^^^^^^^^^^ plus the inaccuracy of a insurgent, which could be experience, to very little experience to me shows there should be more deviation.

^^^^^^^^^^^^^^^^ anybody ???????
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