1.3.5 Infantry Feedback

matty1053
Posts: 2007
Joined: 2013-07-03 00:17

1.3.5 Infantry Feedback

Post by matty1053 »

I think the infantry in 1.3.5 is very balanced. With the new deviation meter it seems to help a lot to have more intense firefights.


I think infantry feels different lmao


But I love infantry.
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solidfire93
Posts: 491
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Re: 1.3.5 Infantry Feedback

Post by solidfire93 »

Infy is now better and balanced !

love the Iron sight on USMC ALT weapons instade of that aimpoint which it was kind of useless since both USMC and US-ARMY use 3-round burst i say keep the iron site for USMC so we can have better firefight in Muttrah and maps like Saaremaa and other maps that USMC will take part !

also great chnage with the Old AK-47 to AMK and AK-74 at Grozny map
i like the AKM and its better than the AK-47 but still maps like Vietnam maps and some other maps(e.g:Gaza beach) need the Old AK for the sake of Realism !

overall Dev's you Nailed INFY in this Update

also the Deveiation indicator its not that distracting as some say when you in a firefight you dont even look at it !

just good for snipers, marksman's and AR/MG

help newer players alot !
Last edited by solidfire93 on 2015-11-04 06:04, edited 1 time in total.
XAHTEP39
Posts: 40
Joined: 2015-06-05 16:37

Re: 1.3.5 Infantry Feedback

Post by XAHTEP39 »

Inf changes, kits changes, RPG-7 warheads changes in v.1.3.5 is pretty, but it is insufficient.
Should to change:

1) Now, Taliban`s Rifleman has AKMS/AKM (std/alt). It is a similar situation with Militia Rifleman in 1.3.1 (AK-47/AKM - std/alt). Now, 1.3.5, and Militia Rifleman has AKM/AK-74 (7.62/5.45, 6*30 mag/8*30 mag), but Taliban`s Rifleman has identical (7.62, 6*30 mag) primary weapon.
Maybe should to exchange Taliban`s Rifleman on AKM or AKMS (std) and AK-74 (alt) ?

2) Now (from 1.3.1), Iraq Insurgents Rifleman#4 has AKM/AKS (std/alt), it is identical primary weapon.
Maybe should to exchange Iraq Insurgents Rifleman#4 on AKM or AKMS (std) and AK-74 or AKS-74 (alt) ?

3) HAMAS is saved AK-47, why it is not changed on AKM/AKMS ?
P.S. and AK-47 will be saved only for NVA (Vietnam).

4) In 1.3.5 AK-47 with GP-25 is saved in "AKM factions" (Taliban, Militia, ARF, etc).
Will it changed on AKM with GP-25 ?

5) MEC and USMC collimator sights are reduced on many alt kits - yes, good, iron sight is more wdespread.
But what`s about US Army - it is "forgotten faction" ? Why US Army collimator sights are not reduced on many alt kits ?

6) Russian alt Rifleman AT has RPG-7 with 2*PG-7VS warheads, ok.
But why RPG-7 of alt Rifleman AT is without optics? It is regular army and RPG-7 optics gets for all !

7) AFAIK, 1.3.5 anonced, that MEC alt Rifleman AT will be use RPG-7 with two light warheads. But there is 1*RPG-26 for std/alt Rifleman AT kit.

8) And adout one-off LATs: why US, IDF forces have two M72LAW, but Russia, MEC, Militia only one RPG-26 ?
Last edited by XAHTEP39 on 2015-11-05 17:06, edited 3 times in total.
Reason: about HAMAS.
Cavazos
Posts: 454
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Re: 1.3.5 Infantry Feedback

Post by Cavazos »

So far I like everything. I haven't noticed anything bad. I like the deviation indicator as well. When i'm shooting someone, the last thing i'm doing is looking at my indicator to get my hack kills.
Rhino
Retired PR Developer
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Re: 1.3.5 Infantry Feedback

Post by Rhino »

XAHTEP39 wrote:6) Russian alt Rifleman AT has RPG-7 with 2*PG-7VS warheads, ok.
But why RPG-7 of alt Rifleman AT is without optics? It is regular army and RPG-7 optics gets for all !
The RU Alternative Rifleman AT with an RPG-7 with 2x PG-7VS rounds is by far the most powerful Rifleman AT ingame and putting optics on top of that just didn't feel right :p
Got a source saying the Russians only use the RPG-7s with optics?
XAHTEP39 wrote:7) AFAIK, 1.3.5 anonced, that MEC alt Rifleman AT will be use RPG-7 with two light warheads. But there is 1*RPG-26 for std/alt Rifleman AT kit.
Ye, my bad, I thought it was already added but wasn't down to there not being an RPG-7 in the MEC Kit Geoms to support it. There is a dedicated thread on the matter here: https://www.realitymod.com/forum/f10-pr ... etics.html
XAHTEP39 wrote: 8) And adout one-off LATs: why US, IDF forces have two M72LAW, but Russia, MEC, Militia only one RPG-26 ?
The M72 LAW is a very weak AT weapon, with only having a r/l penetration level of 250mm RHA , compared to the RPG-26's 440mm RHA. As such, your going to need two M72s to deal as much damage as an RPG-26.
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matty1053
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Re: 1.3.5 Infantry Feedback

Post by matty1053 »

I don't look at my deviation meter at all, you can barely notice it anyways. I'd rather focus on the enemy right in front of me about to kill me, than my deviation meter.
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Acecombatzer0
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Re: 1.3.5 Infantry Feedback

Post by Acecombatzer0 »

XAHTEP39 wrote:
5) MEC and USMC collimator sights are reduced on many alt kits - yes, good, iron sight is more wdespread.
But what`s about US Army - it is "forgotten faction" ? Why US Army collimator sights are not reduced on many alt kits?
Iron sights were used more often on MEC to emphasize the fact that the MEC is not an army up to modern standards, having some iron sights here and there seem pretty fit AFAIK

The Aimpoint was removed from the USMC faction because IRL they do not use it anymore, Marine conventional forces exclusively use the ACOG on M4/16 series of rifles

SOURCE

Marines Pleased, So USMC Orders $660M More ACOG Rifle Scopes

As a matter of fact, the ACOG is so widely accepted that it is now issued to recruits at USMC boot camp over the traditional iron sights

SOURCE: Photo of female recruits at MCRD Parris Island w/ACOGs on M16s

http://msnbcmedia.msn.com/j/MSNBC/Components/Photo/_new/pb-130225-marines-jb-03.660;660;7;70;0.jpg

The Army still often use Aimpoints, I'm not sure to what degree
CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
XAHTEP39
Posts: 40
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Re: 1.3.5 Infantry Feedback

Post by XAHTEP39 »

'[R-DEV wrote:Rhino;2104432']The RU Alternative Rifleman AT with an RPG-7 with 2x PG-7VS rounds is by far the most powerful Rifleman AT ingame and putting optics on top of that just didn't feel right :p
Got a source saying the Russians only use the RPG-7s with optics?

Ye, my bad, I thought it was already added but wasn't down to there not being an RPG-7 in the MEC Kit Geoms to support it. There is a dedicated thread on the matter here: https://www.realitymod.com/forum/f10-pr ... etics.html

The M72 LAW is a very weak AT weapon, with only having a r/l penetration level of 250mm RHA , compared to the RPG-26's 440mm RHA. As such, your going to need two M72s to deal as much damage as an RPG-26.
Thanks for answers! I understand the logic of RPG-kits now, thanks!

And what`s about AK-47 & AKM questions? :-o
Last edited by XAHTEP39 on 2015-11-05 21:34, edited 1 time in total.
izvil
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Re: 1.3.5 Infantry Feedback

Post by izvil »

[R-DEV]Rhino wrote:Got a source saying the Russians only use the RPG-7s with optics?
"instruction for the RPG7"

http://russianguns.ru/wordpress/wp-cont ... RPG-7D.pdf

page 32. after number 18.

"optical sight is the main sight"
XAHTEP39
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Re: 1.3.5 Infantry Feedback

Post by XAHTEP39 »

Thanks, Izvil for army source; I might this book,but I not expect to see this book in Internet.

Devs, in >1.3.5 old AK-47/AKS-47 is changed by AKM/AKMS for majority of primary kits for some unconventional forces (Taliban, ARF...). But AK-47 is saved for this faction in special kits (such as Rifleman AP (and maybe more others). Please, check it and correct it.
Last edited by XAHTEP39 on 2015-11-09 18:01, edited 1 time in total.
XAHTEP39
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Re: 1.3.5 Infantry Feedback

Post by XAHTEP39 »

PR v1.3.5 adds AKM and AKMS to more kits in all unconventional forces
KITS:
Added AKM and AKMS to more kits in all unconventional forces.
But "forgotten kits" : riflemans AP of Taliban and ARF - still has AK-47.

Whether or not to replace AK-47 of riflemans AP of Taliban and ARF ("AKM-forces") by AKMS ?
viirusiiseli
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Re: 1.3.5 Infantry Feedback

Post by viirusiiseli »

Feel like the deviation indicator is out of place in PR. Hud minimization is a good thing for a game like PR. Wouldn't like to see it go. Same goes for the direction cone on the map.

Maximum accuracy is too accurate with infantry rifles. I feel like something where the deviation would settle to a medium accuracy quickly, but would take longer for the maximum accuracy would be better if even possible.

Right now you can quite easily in most medium range engagements headshot the enemy. Atleast when they're not running etc. I don't think this is what PR should encourage. Center mass shots should be encouraged with infantry rifles instead, that could be done with making the accuracy a bit worse.

tl;dr Infantry rifles are too accurate compared to what real life combat would be and for gameplay aswell.
a3dboy1
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Re: 1.3.5 Infantry Feedback

Post by a3dboy1 »

viirusiiseli wrote:Feel like the deviation indicator is out of place in PR.
Deviation indicator is one of the best additions to PR and the way it was made is absolutely brilliant.

Finally you know why your machine gun doesn't shoot in a straight line or grenade launcher spits nades 20 m to the side.
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viirusiiseli
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Re: 1.3.5 Infantry Feedback

Post by viirusiiseli »

a3dboy1 wrote:Deviation indicator is one of the best additions to PR and the way it was made is absolutely brilliant.

Finally you know why your machine gun doesn't shoot in a straight line or grenade launcher spits nades 20 m to the side.
...


Waiting a couple of seconds was too hard for you?
Killer2354
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Re: 1.3.5 Infantry Feedback

Post by Killer2354 »

viirusiiseli wrote:...


Waiting a couple of seconds was too hard for you?
There's times that you get into a firefight, move, wait the time you think you need to wait to be accurate, and then see your shots go all over the place. The indicator is really useful when it comes to deployed weapons or things that NEED to be accurate.
a3dboy1
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Re: 1.3.5 Infantry Feedback

Post by a3dboy1 »

viirusiiseli wrote:...


Waiting a couple of seconds was too hard for you?
How many seconds should one wait for his LAT, HAT, LMG, MG, Sniper Rifle, Grenade launcher to set up after moving one/two/three steps, jumping, proning, changing weapons etc.? Maybe you want to share with us something we don't know?
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viirusiiseli
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Re: 1.3.5 Infantry Feedback

Post by viirusiiseli »

a3dboy1 wrote:How many seconds should one wait for his LAT, HAT, LMG, MG, Sniper Rifle, Grenade launcher to set up after moving one/two/three steps, jumping, proning, changing weapons etc.? Maybe you want to share with us something we don't know?
In PR, you're able to to headshot people, as soon as that magic indicator tells you to. You're also able to fire a HAT/LAT with 100% accuracy once it tells you to. There is no randomness as there was once. For a realistic game, it is not correct.

You are not able to perform such things in real life due to human errors and such. This is what the previous 0.98 deviation system represented I think. It's all dumbed down and a bit too far arcade style now. But I guess that could be your cup of tea if you started playing in 1.0.
Cavazos
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Re: 1.3.5 Infantry Feedback

Post by Cavazos »

A player who takes a second to look at an indicator to make sure he has 100% accuracy so he can headshot, will not defeat a well practiced veteran who will just shoot him during that second.

The indicator is a great learning tool for weapons firing, but is a horrible combat tool to get an advantage over the enemy. You can't kill your enemy if you're not looking at him.

Those who do, I just kill. These newbs get no advantage over me. My KDR has actually been a lot better since it was introduced, and I don't even use it during firefights. That's because people are looking at their indicator while shooting at me.
PatrickLA_CA
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Re: 1.3.5 Infantry Feedback

Post by PatrickLA_CA »

I agree with viirus, after the indicator was added I've pretty much never missed an opening shot as opposed to before when I still knew how long to wait. It was just different because sometimes you'd wait longer, sometimes shorter or sometimes you won't take running in consideration. I liked that sense of randomness. Now it's way too easy to not miss which IMO has removed surpression fire in PR.
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