RPG-7 overpowered

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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: RPG-7 overpowered

Post by Celestial1 »

lord rifle wrote: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!
MEC will/should be getting a new L-AT any time now; please realize that this thread is referring to the INSURGENT RPG-7 ONLY, not the MEC's placeholder RPG-7.
Sabre_tooth_tigger wrote:The accuracy is fine as it is. Longer shots are quite hard
Longer shots aren't all that hard. Sometimes it'll take a shot to realize how much you have to compensate for drop at that range, but you can still do it relatively easily. IRL, the RPG spins in flight, causing a bit of a spiral flight path from the barrel. Ala, the RPG doesn't fly in a straight line and perhaps be nudged by wind out of it's flight path. Deviation for longer ranges would be nice, to represent that. At a short range, almost no noticeable deviation should be observed, but the farther out it must travel, there should be a likely chance that it will hit a few meters out.
Sabre_tooth_tigger wrote:minimum arming distance of about 10 metres
Completely agreed, if it is possible and worth the time. The RPG kit should be completely useless at short ranges excluding with his knife.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: RPG-7 overpowered

Post by Sabre_tooth_tigger »

You should prove me wrong with a video full of nice rpg shots at over 300m.
If you have to fire twice then thats a bit ****, a nice warning for the enemy

I think the arc complicates matters enough in game, though it probably is still much more accurate then real life
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