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Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-07 14:15
by VTRaptor
Somehow FH2 is more realistic in that regard and is a mod of the same game.

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-07 15:00
by lao
What amount of damage does the nerfed Garand M1 exactly do?

I was hoping it would be around 70-80%, but after shooting a guy 3 times once (he didn't die), then hitting another guy twice (he didn't die too) I have my doubts... (Yes I know about deviation and how shitboxy BF2 shooting is).
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My impressions are, Garand M1 is now barely playable, as you are now spending 4+ bullets for one enemy and then have to reload - without the actual capability to do it ingame (unlike in real life). So typical encounter now looks like this:
- Garand vs. Kar98: 4 Garand shots fired, German down. American has to step aside a little bit, estimate whether German's mates are coming right now, and dump the rest of the cartridge to have a reload. Attracted by this sound, second German comes and finishes our American hero
- Garand vs. Mp40, front encounter in a trench. Garand guy fires at the German, fires twice, hits the German at least once, and German starts firing MP40. American is down.

And I'm not even talking about how unbearable long range shootouts between Garand and Kar98k have become. Americans get one tapped, Germans just duck and patch, then either get more patches of another kit, or have around 5 minutes to get a medic.

NB: I'm not for any nerf of Kar98K until it's unrealistic reload'n'sighted-in times of 3 seconds are fixed.

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-07 15:57
by Frontliner
xpugur wrote:this game called Project REALITY !
->Gets hit in the head with 7.62x51mm
->Receives Epipen shot into the body
->Magic hands stop the bleeding
->"Thanks Champ, I owe you one"

It's called ReAlItY, gUyS!
VTRaptor wrote:Somehow FH2 is more realistic in that regard and is a mod of the same game.
FH2 is much more of an arcade shooter than we are. Their Modus Operandi when it comes to game design and philosophy is hugely different from ours. Where we emphasize teamwork at the cost of individual player ability, they emphasize a more casualized approach to shootouts that would be in our case highly detrimental to what we persue.
This is not just in the damage department but also the fact that FH2 has no medic class, leading to almost no incentive for any type of cohesive squad gameplay on their part outside of SLs acting as mobile spawns.

To summarize: What FH2 does may or may not be suitable for PR, and needs to be evaluated on a case by case basis.
lao wrote:What amount of damage does the nerfed Garand M1 exactly do?

I was hoping it would be around 70-80%, but after shooting a guy 3 times once (he didn't die), then hitting another guy twice (he didn't die too) I have my doubts... (Yes I know about deviation and how shitboxy BF2 shooting is).
ObjectTemplate.create GenericProjectile 762_63_semi
ObjectTemplate.damage 52
ObjectTemplate.DistToStartLoseDamage 400

The Garand always guaranteed two-shots excluding headshots under 450m of range as the damage modifiers for the various body parts does not go under 1.0.
lao wrote:without the actual capability to do it ingame (unlike in real life)
The M1's reloading process mid-clip is slow. Between reloading mid-clip and shooting the gun empty and then reloading, I do not believe the actual time save to be in favour of the mid-clip reload, and the fewer rounds you have left in the clip, the more noticeable it would become. Only advantage is the fact that you're not telephraphing that you're empty(irrelevant IRL but ingame not necessarily always the case).
lao wrote:I'm not for any nerf of Kar98K until it's unrealistic reload'n'sighted-in times of 3 seconds are fixed.
The cycling is actually quite fast still, and sighting out is done because keeping your eye aligned with the sights IRL would meam ramming the bolt into your eye socket when cycling. Not exactly unrealistic behaviour whatsoever.
It should be noted that the "auto sight-out after firing" wasn't the case prior to 1.0 IIRC, and it was a community suggestion we do this to make relocating with bolt actions after firing possible. So, yeah, there you have it.


It should be obvious that there isn't exactly a way to please everyone.

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-07 17:56
by lao
Just 52 damage? In that case that just TOO MUCH of a nerf. I think it's going to play much better at 70-80%, like Lee Enfield of Ins.

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-07 18:23
by Frontliner
You're not fully understanding. The damage modifier for unprotected chest areas lies at 1.7x which gives around 88 damage which is better than what you're suggesting. Calm down.

Increasing the base damage more than that would only lead to people being forced to use a patch right after taking a hit if they don't want to get pseudo oneshotted which would be atrocious to play.

Again, it's a guaranteed twoshot save for distances above around 450m as I have stated before, which is far outside the range you're able to engage at in PR with any kind of reliability considering an unscoped weapon with high recoil.

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-08 11:20
by Coalz101
sapper1893 wrote:An M1 and a G43 would kill with one shot. They are both large calibre bullets!
A trained solider won't fall over after one shot.. You might bleed out and die, but you won't fall over immediately and die.

Then again WW2 soldiers had minimalist training(still training though). I'm pretty sure the kevlar vests they had, if any, could help soak in 1 shot. On top of that, I'm pretty sure their aim was terrible for the most part which is not reflected at all in PR. the Insurgent faction shouldn't have as good of an aim as a Russian Spetsnaz.

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-08 12:05
by VTRaptor
Coalz101 wrote:A trained solider won't fall over after one shot.. You might bleed out and die, but you won't fall over immediately and die.
That's the dumbest thing i have read today. Trained or not, when shot in unprotected vitals you WILL drop, whether you'll die immediately or not, is not the point here as in PR you get 5 minute wounded time unless rekt by things much stronger than a rifle.


Now playing on NA based server with high ping and low 30-40 fps on reichswald and I can only say one thing - you've succesfuly pushed me away from playing WW2. It takes too much to kill someone. I'm starting to think that all these people that demanded a change were assetwhores that had one thing in mind - breaking ww2 for those who liked it because ww2 is all about infantry. Tanks are slow and clunky and are easy to kill.

Having to cope with bad hitreg, high ping as only one server is running high pop and low fps results in situations when at the distance of 40 meters you have to waste half of your clip just to kill one guy standing still.

Big thumb down. If breaking ww2 was your goal, you did it.

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-08 12:13
by FFG
Coalz101 wrote:-snip-
Are you a trained solider?
Have you ever been shot?

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-08 13:31
by Rabbit
FFG wrote:Are you a trained solider?
Have you ever been shot?
TIL I was trained to not fall over when shot.

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-08 13:45
by lao
Coalz101 wrote:A trained solider won't fall over after one shot.. You might bleed out and die, but you won't fall over immediately and die.

Then again WW2 soldiers had minimalist training(still training though). I'm pretty sure the kevlar vests they had, if any, could help soak in 1 shot. On top of that, I'm pretty sure their aim was terrible for the most part which is not reflected at all in PR. the Insurgent faction shouldn't have as good of an aim as a Russian Spetsnaz.
Kevlar vests in WW2 is one of the funniest things I've read.

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-08 13:48
by lao
VTRaptor wrote:That's the dumbest thing i have read today. Trained or not, when shot in unprotected vitals you WILL drop, whether you'll die immediately or not, is not the point here as in PR you get 5 minute wounded time unless rekt by things much stronger than a rifle.


Now playing on NA based server with high ping and low 30-40 fps on reichswald and I can only say one thing - you've succesfuly pushed me away from playing WW2. It takes too much to kill someone. I'm starting to think that all these people that demanded a change were assetwhores that had one thing in mind - breaking ww2 for those who liked it because ww2 is all about infantry. Tanks are slow and clunky and are easy to kill.

Having to cope with bad hitreg, high ping as only one server is running high pop and low fps results in situations when at the distance of 40 meters you have to waste half of your clip just to kill one guy standing still.

Big thumb down. If breaking ww2 was your goal, you did it.
It is still fun on the German side, though. Now people won't vote against WW2 because they will land on German side, but because they will land on American side :grin:

Still, what Frontliners said makes sense to me. I watched a few vids and have to say, 3s reload and aim down with Kar98K is realistic. However, I would still insist Garand needs reloading.

As for long range, I'm afraid I have no solution to suggest whatsoever.

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-08 17:35
by Coalz101
lao wrote:Kevlar vests in WW2 is one of the funniest things I've read.
Hence i said if any, I honestly don't know about WW2 infrantry, fuck that I'm more of an armour/aircraft guy.
That's the dumbest thing i have read today. Trained or not, when shot in unprotected vitals you WILL drop, whether you'll die immediately or not, is not the point here as in PR you get 5 minute wounded time unless rekt by things much stronger than a rifle.
Provided you even hit someone in a vital spot. You're just specifying your point down to one spot out of many that can be hit. And as I've said you won't fall over IMMEDIATELY and die.

And I've still eliminated your need quote this as the "dumbest thing" because what you're saying is irrelevant to a generalized statement.

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-08 19:15
by VTRaptor
Coalz101 wrote:Hence i said if any, I honestly don't know about WW2 infrantry, fuck that I'm more of an armour/aircraft guy.



Provided you even hit someone in a vital spot. You're just specifying your point down to one spot out of many that can be hit. And as I've said you won't fall over IMMEDIATELY and die.

And I've still eliminated your need quote this as the "dumbest thing" because what you're saying is irrelevant to a generalized statement.
So in one post you're saying that you have no idea about ww2 infantry, but still say that a shot to the chest/upper legs will not stop you. Ok.

As i had some trouble with understanding your second paragraph, third is beyond me.

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-08 21:25
by Golden_Pilot
cool work

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-10 17:05
by akilmaf
Frontliner wrote:
It should be obvious that there isn't exactly a way to please everyone.
Well said. Thanks for the Dev's efforts. As Devs who represent %0,1 of the PR community, it is really hard to please the %99,9 pie :)

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-14 14:36
by john...
VTRaptor wrote:So in one post you're saying that you have no idea about ww2 infantry, but still say that a shot to the chest/upper legs will not stop you. Ok.

As I had some trouble with understanding your second paragraph, the third is beyond me.
Well to answer you both, honestly, reality can be transferred to a video game in a way that the hit reignition box on a player in-game can represent simply your chest only and in a game even if you're hit in the foot it should be recognized as if you're hit in the chest, much like paintball if you're hit your hit no matter where it is that you've been hit. This is as close to reality as the software in use today will allow. Too bad for those who don't agree, it is much better than to have to shoot a guy three times to get a kill when he has hacks and can kill you with those easily. If you're skilled enough to hit your opponent then you should get rewarded with the win.

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-14 18:48
by VTRaptor
john... wrote:Well to answer you both, honestly, reality can be transferred to a video game in a way that the hit reignition box on a player in-game can represent simply your chest only and in a game even if you're hit in the foot it should be recognized as if you're hit in the chest, much like paintball if you're hit your hit no matter where it is that you've been hit. This is as close to reality as the software in use today will allow. Too bad for those who don't agree, it is much better than to have to shoot a guy three times to get a kill when he has hacks and can kill you with those easily. If you're skilled enough to hit your opponent then you should get rewarded with the win.
That's where you're wrong kiddo.

Image

Re: PR:BF2 v1.6.3.0 Changelog

Posted: 2020-11-14 18:55
by AlonTavor
john... wrote: This is as close to reality as the software in use today will allow
What the shit are you talking about?
it is much better than to have to shoot a guy three times to get a kill
It literally does take 3 shots to kill someone with 5.56 when they hit the vest/limbs