Ver. 1.2 RPG7 aiming distance bug

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Human_001
Posts: 357
Joined: 2008-08-02 10:26

Ver. 1.2 RPG7 aiming distance bug

Post by Human_001 »

RPG7 has no minimum aiming distance and triggers at minimum ditstance.
In another words it will blow up between your legs if you aim downward like back in 0.9 with full explosion.

Tested with RPG7 on Al Basrah INS main by the main fixing station Multiplayer Local Server.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Ver. 1.2 RPG7 aiming distance bug

Post by ComradeHX »

Human_001 wrote:RPG7 has no minimum aiming distance and triggers at minimum ditstance.
In another words it will blow up between your legs if you aim downward like back in 0.9 with full explosion.

Tested with RPG7 on Al Basrah INS main by the main fixing station Multiplayer Local Server.
Don't try to get RPG nerfed.

Currently it works great because it can blow up many BluFor even in close range.
Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: Ver. 1.2 RPG7 aiming distance bug

Post by Human_001 »

ComradeHX wrote:Don't try to get RPG nerfed.

Currently it works great because it can blow up many BluFor even in close range.
Sorry. I was not talking about nerfing RPG so it will be bad in CQC.

Real RPG has safety mechanism. It do not allow RPG to blow up unless it is away from shooter (11m I believe? not sure).

Not only this is more realistic, it will protect shooter from blowing himself up when firing from hidden position. Like in real life.

Back in 0.9 it was annoying how people blew themself up because it always hit the balcony or fense or ground when firing from crouch or prone position.
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: Ver. 1.2 RPG7 aiming distance bug

Post by tankninja1 »

Yes it does have a safety mechanism that detonates around 11m-25m, variation from super mass production, about the time the second booster rocket kicks in. With that said I wouldn't want to be around if a rocket was fired at such shot ranges odds of the operator injuring themselves is high at such short distances.
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M42 Zwilling
Retired PR Developer
Posts: 613
Joined: 2012-06-10 11:27

Re: Ver. 1.2 RPG7 aiming distance bug

Post by M42 Zwilling »

Do you mean that the explosion is actually doing damage to the player or that it's only playing the explosion effect? If the former, then of course it's a bug, but if the latter, there's nothing we can do there. Engine limitation.

I just did a quick test and it did no damage for me, but I'm not fully updated at the moment so I might be wrong.
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"How many posts have there been about how much better PR was back in 0.X? The fact is that if we played the older versions we would start to remember the shortcomings, but we tend to hold onto the good memories tighter than the bad ones." - Murphy
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Ver. 1.2 RPG7 aiming distance bug

Post by ComradeHX »

tankninja1 wrote:Yes it does have a safety mechanism that detonates around 11m-25m, variation from super mass production, about the time the second booster rocket kicks in. With that said I wouldn't want to be around if a rocket was fired at such shot ranges odds of the operator injuring themselves is high at such short distances.
IIRC it was either 5-10 meters or no arming distance.

Blame the shooter for shooting the ground. :/
Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: Ver. 1.2 RPG7 aiming distance bug

Post by Human_001 »

[quote=""'[R-DEV"]M42 Zwilling;2009840']Do you mean that the explosion is actually doing damage to the player or that it's only playing the explosion effect? If the former, then of course it's a bug, but if the latter, there's nothing we can do there. Engine limitation.

I just did a quick test and it did no damage for me, but I'm not fully updated at the moment so I might be wrong.[/quote]

Former. I just checked again at Fallujah West. It is detonating like back in 0.9.


[quote="ComradeHX""]IIRC it was either 5-10 meters or no arming distance.

Blame the shooter for shooting the ground. :/[/quote]

Yes but, In real life you can make sure rocket is clear to launch. For example you can place the RPG tube on top of cover in front of you to make sure rocket won't touch the cover. You can't do that in game. In which case rocket will blow up in front of you. This is why the safety is necessary.

tankninja1 wrote:Yes it does have a safety mechanism that detonates around 11m-25m, variation from super mass production, about the time the second booster rocket kicks in. With that said I wouldn't want to be around if a rocket was fired at such shot ranges odds of the operator injuring themselves is high at such short distances.
Yes, so this. If you can have reduced damage before actual detonating distance, it will be even more realistic.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Ver. 1.2 RPG7 aiming distance bug

Post by ComradeHX »

Human_001 wrote:
Yes but, In real life you can make sure rocket is clear to launch. For example you can place the RPG tube on top of cover in front of you to make sure rocket won't touch the cover. You can't do that in game. In which case rocket will blow up in front of you. This is why the safety is necessary.
In game shots fly from the camera. It's not difficult tno avoid shooting the ground/window/cover unless you fire at maximum deviation.
M42 Zwilling
Retired PR Developer
Posts: 613
Joined: 2012-06-10 11:27

Re: Ver. 1.2 RPG7 aiming distance bug

Post by M42 Zwilling »

Aha, I was able to replicate it now. It only seems to happen when shooting certain types of surfaces. Thanks for the report, added to our internal bug tracker.
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"How many posts have there been about how much better PR was back in 0.X? The fact is that if we played the older versions we would start to remember the shortcomings, but we tend to hold onto the good memories tighter than the bad ones." - Murphy
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