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Bullet drop: Gameplay
Posted: 2013-03-15 17:34
by UTurista
Bullet drop, in my opinion is one of the best way to feel the immersion of the game, there's nothing better than firing the SPG and watching the projectile drooping on top of those APCs.
Unfortunately we can only see this feature in a limited amount of weapons and vehicles, like the amtrack and SPG all others (vehicles) have lazer weapons has their main weapon.
With the weapons is slightly different 'cause of the deviation but still we only see bullet drop after 600 m and even than is a very small amount.
So the main question is, should it be implemented in more weapons and vehicles or it has no place in BF2
R? And if implement what would be strength of it?
I think not only would increase the immersion but would make gunning much more interesting, especially those tank fights.
Discuss,
PS: Always assuming that with bullet drop comes a correct a detailed weapon sight.
Re: Bullet drop: Gameplay
Posted: 2013-03-15 18:02
by smgunsftw
+1, I agree with the increased implementation of bullet drop in armoured vehicles. However, the balance the game with the implementation of this new feature, they should also reduce the projectile speed of the SRAW and Eryx, and reduce the damage of the German HAT and the RPG AT warhead to not 1 hit a tank unless it is a hit to the rear of the tank.
Re: Bullet drop: Gameplay
Posted: 2013-03-15 18:25
by M42 Zwilling
The problem is that for some reason tracer rounds in BF2 drop much more quickly than non-tracers. It's not really noticeable currently as the bullet drop is fairly small, but I know from experience that with realistic projectile weights and deceleration, the difference between their impact points at a few hundred meters is unacceptably large. No one as of yet has found a solution AFAIK.
Re: Bullet drop: Gameplay
Posted: 2013-03-15 18:31
by Spush
I've actually been testing some bullet drop with RCON rivers. The bullet drop really effects the tracer rounds.
Now to match it up with the sighting of the lets say LAV-25, will be kind of hard since like the piece of code that I'm playing around with is ObjectTemplate.gravityModifier x.xx. If there's a more efficient way of doing so by all means esplain it since I'm not that much of an experienced coder for BF2.
Re: Bullet drop: Gameplay
Posted: 2013-03-15 18:32
by Mikemonster
Do they not drop more in real life though as well? (no idea how much more).
I like the fact that the larger guns have a flat trajectory as it simulates their real life advantages (I.e. advanced fire-control systems and a higher velocity than small arms).
If you introduced shell drop on tanks it would either have to be unrealistically arcadey to compensate for small view distances, or you wouldn't notice a difference. On larger maps tanks would have no FCS to laze and compensate, so again the battles would be unrealistic.
Importing literal representations of realism can make the game quite the opposite, just a thought.
Regarding small arms, if you're firing to the distance that drop actually matters you should probably get a bigger gun. They are already quite inefficient at 200-300m distances. If you want to have to compensate for drop like a real marksman it's worth considering that in reality the other guy doesn't consider it completely ok to ignore you because he can just get healed in realtime by a medic laying by his feet behind cover.
Edit: There's that famous vid of the soldier in Afghanistan running down a hill with rounds landing around him, panicking (poor guy). In PR we would laugh and go prone or ignore it as it's not likely to hit (and if it does, you're likely to get to cover as you've already noticed it's not an AR and it's not killed you yet hence isn't accurate at the range it's fired from).
Introducing more drop would just make that even sillier in my book.
Re: Bullet drop: Gameplay
Posted: 2013-03-15 19:32
by UTurista
Mikemonster wrote:I like the fact that the larger guns have a flat trajectory as it simulates their real life advantages (I.e. advanced fire-control systems and a higher velocity than small arms).
The problem is that all kind of shells or bullets have the same flat trajectory.
The "arcadey" would be true for the tanks, but APCs and IFV it wouldn't be, at least for my opinion.
Mikemonster wrote:They are already quite inefficient at 200-300m distances.
Because of deviation, but with a small amount of deviation and a small amount of bullet drop could help a stage were weapons aren't a laser beam or used by a monkey that cant shoot a guy 2m away 'cause of a quick jogging.
Re: Bullet drop: Gameplay
Posted: 2013-03-15 20:06
by tankninja1
Bullet drop seems fine to me. On maps where bullet drop is more relevant like Kashan and engagement ranges are longer you can see it. M4s and the m249 are inaccurate at long ranges and the g3 and mg3 are far more useful. Most of the time you just don't notice it because the normal engagement ranges on most maps are no more than 300m but more usually between 250m and point blank.
Re: Bullet drop: Gameplay
Posted: 2013-03-15 20:38
by Tarranauha200
This would only work if bullets are made slower(like they are IRL) and accurracy of guns increased. Kinda like ARMA.
Re: Bullet drop: Gameplay
Posted: 2013-03-15 20:52
by chrisweb89
The SPG is one of the coolest weapons in PR, like you said its just awesome to get the range, aim and see the round fly up i the air, then hit directly where you want.
Re: Bullet drop: Gameplay
Posted: 2013-03-15 21:10
by 40mmrain
the MK19 drops too much though. The thing is supposed to be accurate to what, 1.5km? IT cant even be half that in PR
Re: Bullet drop: Gameplay
Posted: 2013-03-15 21:33
by Spec
This is a suggestion, but I'll leave it open as an exception. Next time please post it in the correct forum. Could've slipped as feedback I guess, so go on.
Re: Bullet drop: Gameplay
Posted: 2013-03-15 22:23
by Pvt.LHeureux
I also think that the mod needs more bullet/projectile drops for all weapons. Currently players don't shoot enough at each other trying to correct the bullet drop, etc, they just aim and wait for the enemy to be visible and shoot where they aim, instead of shooting above him, adjusting. So more bullets would be fired and that would increase the realism and immersion.
Just look at the .50 MG emplacement, those things shoot freaking lasers. Players don't tend to shoot much with them, they just aim straight and fire away the lasers. If the .50 had bullet drop, we would see more of them being shot and that would add some good ambiance.
More bullet drop = more bullets/projectiles being fired = more ambiance.
So instead of waiting to have the enemy in their sights, players would just shoot more. That would also finally make ammo useful for small arms.
Re: Bullet drop: Gameplay
Posted: 2013-03-16 00:27
by PlaynCool
As far as i know tanks and other armored vehicles don't have drop, because theyr real life counterparts have precise computer targetting systems, which compensate the shell drop.
Re: Bullet drop: Gameplay
Posted: 2013-03-16 12:33
by UTurista
tankninja1 wrote:On maps where bullet drop is more relevant like Kashan and engagement ranges are longer you can see it. M4s and the m249 are inaccurate at long ranges and the g3 and mg3 are far more useful.
In the 4k maps, like Kashan you're still not seeing bullet drop, what you're experiencing is the spread of the weapon, with "zero" deviation the G3 has less spread (is more precise) than the M4.
PlaynCool wrote:As far as i know tanks and other armored vehicles don't have drop, because their real life counterparts have precise computer targeting systems, which compensate the shell drop.
The amtrack should have a system like that but we still have to aim it manually (good thing), why can't we have the same in APC/IFVs?
Re: Bullet drop: Gameplay
Posted: 2013-03-16 14:58
by Tit4Tat
best vehicle to see bullet drop is with the Panther.
Re: Bullet drop: Gameplay
Posted: 2013-03-17 05:24
by Arab
Guys, realism before balance.
Get a video of said vehicle/weapons, documents, analyse videos and then post.
Re: Bullet drop: Gameplay
Posted: 2013-03-17 13:20
by =-=kittykiller
in 0.81(?) etc until 0.91 didnt the guns have way greater drop i.e. u actually had to use the scope lines to get a accurate shot at 300m drop up a bar?
was this removed or am i just thinking of the G3 having the wrong ammo?
it wasnt great the deviation wasa pig , but he bullet drop i swear was a big factor in the game.
i meen in.8 it used to be like rugby all firing wildy at 100m away
thene drive over them
anything at 200 m plus was really just firing a wall of bullets
Re: Bullet drop: Gameplay
Posted: 2013-03-17 15:57
by Mikemonster
Mmm yeah I was waiting for this.. Someone mentioned realism.. Hmm.. Consider the scope of this conversation if you want literal realism. Basically in that case this is a discussion about the Mk19 and small arms if you do that (which is fine) because any of the other weapons have negligible drop at PR view distances (we're being literal with this 'realism' don't forget).