RPG-7 overpowered

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ostupidman
Posts: 208
Joined: 2008-05-13 15:03

Re: RPG-7 overpowered

Post by ostupidman »

MEC should get an RPG-29.
If brute force doesn't work.......your not using enough of it.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: RPG-7 overpowered

Post by gclark03 »

They should get German anti-tank weapons, to match the rest of their infantry weapons.
ostupidman
Posts: 208
Joined: 2008-05-13 15:03

Re: RPG-7 overpowered

Post by ostupidman »

Interesting concept clark, but because their main battle rifle is german doesn't mean all their infantry weapons would be. Would be a matter of availability, easy of use, and familiarity. Russian technology is more prevalent in the middle eastern area than anything else so it stands to reason they would use some of their weapons also.
If brute force doesn't work.......your not using enough of it.
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: RPG-7 overpowered

Post by Tirak »

ostupidman wrote:Interesting concept clark, but because their main battle rifle is german doesn't mean all their infantry weapons would be. Would be a matter of availability, easy of use, and familiarity. Russian technology is more prevalent in the middle eastern area than anything else so it stands to reason they would use some of their weapons also.
It's their Infantry Battle Rifle, their support gun, their sniper rifle, and their grenade launcher, there's some pretty good precedent for the MEC using German, that is to say H&K, weaponry. Whether or not H&K makes anti armor weaponry I don't know, but his concept is pretty sound.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: RPG-7 overpowered

Post by gclark03 »

Last I checked, the DEVs were trying hard to get away from the concept of the MEC being too 'inferior' to use modern, Western weapons, which is why I'd like to see the RPG-7 replaced by the Armbrust for the MEC.

To any members of the German military, is the Armbrust actually a front-line weapon? If not, what's the standard German light AT weapon these days?

Concerning the overpowered RPG, I agree that accuracy is the most important variable, followed by the availability of the weapon.
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: RPG-7 overpowered

Post by Chuc »

MEC use the RPG-26 as their LAT.
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gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: RPG-7 overpowered

Post by gclark03 »

Why use a Russian weapon and reverse the trend set by the G3, HK53A3, HK23, and SR-90?
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.
dose any body want to comment on this ?
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: RPG-7 overpowered

Post by Waaah_Wah »

gazzthompson wrote:dose any body want to comment on this ?
Nope! :p
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jbgeezer
Posts: 908
Joined: 2008-06-10 15:30

Re: RPG-7 overpowered

Post by jbgeezer »

Give me a break! APCs in Iraq have taken a lot less than an rpg and still became disabled, DISABLED! Make the RPGs weaker so they can only disable the APCs. That would encourage people to be engginer to
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ostupidman
Posts: 208
Joined: 2008-05-13 15:03

Re: RPG-7 overpowered

Post by ostupidman »

clark, like I said before. Just because some infantry weapons are from a certain country doesn't mean all of them would be. The US doesn't even use all infantry weapons from the same country. Not to mention isn't the MEC supposed to be a mixture of the middle eastern nations? Meaning each country brings something to the table. German battle rifles, russian tanks, why not russian AT?
If brute force doesn't work.......your not using enough of it.
lord rifle
Posts: 38
Joined: 2008-07-25 18:39

Re: RPG-7 overpowered

Post by lord rifle »

The MAIN reason why RPG deviation should NOT be added is because of the limited # of rockets, 1 for MEC and 2 for Insurgents. Yes it is true that currently with the RPG a player can hit any target as long as it is in view (or slightly out of view) but with 1 - 2 rockets it is likely (and almost always the case) that the player will miss and will have to wait many minutes, or more, to fire again.
If Deveation is added to the RPG that would be fine with me ONLY if more rockets are added like 2-4 rockets, corresponding to the devation -more deveation = more rockets available to player.
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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: RPG-7 overpowered

Post by Celestial1 »

The RPG can reload a shot within seconds, not minutes.

I agree though, I think that the RPG kit is entitled to the both of the extra rockets strapped to their back (1+2, giving 3 shots for an RPG kit) and upping deviation enough that anything beyond 200m is not a sure hit. You should still be able to hit within a few feet at 200m (assuming you account for drop, properly), but after that it should be a bit of luck if you hit where you want.

Also, drop should be fixed a bit I think, at 50m the rocket seems to drop about 2-3 feet. Can the RPG be 'zeroed' at say 50 or 100m? I was playing yesterday with an RPG, and shot at a CO truck entering the city from roughly 40-50m away, headed towards me. I aimed about dead center of what I could see, (tip of the engine hood-ish) and the RPG landed directly beneath the CO truck. The driver freaked and tried to take an immediate right, but I had reloaded by then and adjusted my aim (about 20m away) and hit almost exactly where I aimed on his truck.

Again, with the MEC the RPG-7 they have shouldn't be changed, as I believe it's a placeholder. Leave the MEC with their evenly matched placeholder, and make changes to the insurgent version.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: RPG-7 overpowered

Post by Sabre_tooth_tigger »

The accuracy is fine as it is. Longer shots are quite hard and on fools road we quite often sit out in the open hill top in the knowledge that most shots will fall short so long as we cover the foreground closely

I'd like to see a Telescopic sight for any faction but insurgent but also a minimum arming distance of about 10 metres

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

Re: RPG-7 overpowered

Post by lord rifle »

Celestial1 wrote:The RPG can reload a shot within seconds, not minutes.
yes assuming there is ammo pack. then that is only ONE extra shot for MEC. then what? lots of wait. i know because i love to fight with the RPG and extra ammo is soooo hard for me always (and i play in squads w VOIP but still). this makes each RPG fired VERY valuable, so to add devation no please!
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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.

can people post some evidence to why the rpg should be so accurate, i found what i think good points to why it should be less accurate ^^
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: RPG-7 overpowered

Post by AnRK »

The MEC are getting a new L-AT in .8 are they not?

Personally I'd like to see the RPG act a little more realistically and bump up the ammo count, seems reasonable since no conventional army will be suffering the burden of it's inaccuracy etc. That's if I remember right about the MEC L-AT.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: RPG-7 overpowered

Post by Rudd »

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%
this does ask interesting questions

and why is it on the Federation of American Scientists of all places? :P
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lord rifle
Posts: 38
Joined: 2008-07-25 18:39

Re: RPG-7 overpowered

Post by lord rifle »

8-)
gazzthompson wrote:can people post some evidence to why the rpg should be so accurate, i found what i think good points to why it should be less accurate ^^
for gameplay purposes! such little ammo for RPG means it should be accurate
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: RPG-7 overpowered

Post by gazzthompson »

lord rifle wrote: 8-)

for gameplay purposes! such little ammo for RPG means it should be accurate
this hole thread is about the INS rpg , not MEC.

INS have lots of rpgs and lots of ammo.

as for mec, depends if they get a new lat really
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