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Some realistic suggestions

Posted: 2007-11-26 01:25
by hypnotoad
Hello, I have been playing project reality for about 3 weeks now, it is definitely the best mod for BF2 yet.

I noticed that you are trying to make the mod as realistic as possible, so I just have a 3 suggestions.

Cars exploding

This goes for helicopter/aircrafts too.

Have you ever been driving over hills, and suddenly your car explodes because a little rough road? I think you guys should make it so you car/aircraft stops working before it explodes.

EG: when you jump off a hill in your car, it hits the ground, and looses the ability to drive, instead of exploding. And after a little bit more damage, then it explodes.

Or your APC is hit by an RPG, and it stops working. Rather than exploding/drives away

Weapon Damage, to people and vehicles

I noticed that there is not much of a difference between the damage of the M16/SA80, and the 7.62 families.

I have gone into rooms and unloaded into a soldier with my AK-47, and they just pop off a few shots with the SA80, and it killed me instantly, I am aware that M16/SA80 have a higher rate of fire, but the 7.62 round is nearly double the size of the 5.56. it should probably be one shot to the chest should kill them, and anywhere else should cause bleeding, and provide a 2-3 shot kill. Also the SVD should probably be suped up, I noticed that it takes 2 shots generally to kill targets, but in a Juba video for instance, the soldier will be dropped with one shot (whether he be dead or badly injured)

Also, small arms don't have much of an ability to damage vehicles. I will see my teammates shooting at helicopters courageously flying 20 meters above our head, and them still leaving without a scratch, even though they should have been scrap metal at that point.

A bit more weapon variety

I Think there should be a bit more flexibility when it comes to soldier classes, and the weapons they can choose.

Having to find different guns by ammo caches is a bit weird, because I think soldiers are generally assigned to a weapon/class, and insurgents generally leave their weapons (that they chose in the first place) in their houses.

Maybe you could add another class, and for some classes give them the ability to choose a different weapon from bf2's unlock button. For instance, a war veteran could have the ability to choose between an AK47 and a G3A3 (which is used extensively by insurgents) and the insurgent class, could choose between the RPK-47 (maybe the PKM) and the AK-47.

An anti tank class would also be nice, for the insurgent class it could be called RPG gunner, and they could have 2-3 OG7v rounds (fragmentation), 1-2 PG7v rounds (anti tank) and an AK74u/Bizon-9mm. And maybe the Brits/Americans could get a one shot disposable L2A1/M136 with an SA80/M16.


I know this is a kind of explode in your face kind of thread, but it would be nice if some of these could be taken into consideration. I can still feel some of that old crusty bf2 qualities still in Project Reality. :-D

Posted: 2007-11-26 01:39
by Waaah_Wah
Cars exploding

Chopters shake as hell and/or loose the rudder when badly damaged and cars can break down aswell.

Weapon Damage, to people

One bullet from the G3A3 that hits you in the chest will take away about 90% of your health and give you the blur vision. Bf2 has crappy hit detection so sometimes you appear to be hittinh ppl, but bullets do no damage.

...and vehicles

Humvee's and attack chopters have armor, small arms wont hurt them too much. But the littlebird chopter can be taken down by 40-50 rounds

A bit more weapon variety

PR has lot of requestable kits and insurgens have 4 or 5 "hidden" pick up weapon locations. And they also have 10 WC's where some weapons spawn. In 0.5 we had unlimited LAT and Grenadier kits, lets just say that it got spammy

Posted: 2007-11-26 01:41
by Silvarius2000
I'm all for increasing small arms damage to helicopters. I've seen a whole squad unload with AK's and the heli pilot just blowing everything apart happily. Granted we didnt have a PKM but... goddamit that was frustrating.

There IS a reason why helicopters dont fly that low. and its not all about the RPG's

Posted: 2007-11-26 01:43
by hypnotoad
Waaah_Wah wrote:Cars exploding

Chopters shake as hell and/or loose the rudder when badly damaged and cars can break down aswell.

Weapon Damage, to people

One bullet from the G3A3 that hits you in the chest will take away about 90% of your health and give you the blur vision. Bf2 has crappy hit detection so sometimes you appear to be hittinh ppl, but bullets do no damage.

...and vehicles

Humvee's and attack chopters have armor, small arms wont hurt them too much. But the littlebird chopter can be taken down by 40-50 rounds

A bit more weapon variety

PR has lot of requestable kits and insurgents have 4 or 5 "hidden" pick up weapon locations. And they also have 10 WC's where some weapons spawn. In 0.5 we had unlimited LAT and Grenadier kits, lets just say that it got spammy
I do agree with the armor factor, but don't forget that bullet can go through the armor and kill passengers inside the vehicles, plus if a bullet hits a rotor you can kiss you arse goodbye, because that can do some bad damage.

Posted: 2007-11-26 01:46
by BloodBane611
hypnotoad wrote: An anti tank class would also be nice, for the insurgent class it could be called RPG gunner, and they could have 2-3 OG7v rounds (fragmentation), 1-2 PG7v rounds (anti tank) and an AK74u/Bizon-9mm. And maybe the Brits/Americans could get a one shot disposable L2A1/M136 with an SA80/M16.
Dude, limited classes? Sound familiar? There are not 1 but 2 AT classes.

Posted: 2007-11-26 02:36
by zangoo
Cars exploding
totaly agree, but cas has done this for the planes in our little mod, they will catch fire and burn and if you dont bail you will die

Weapon Damage, to people and vehicles
well in the mod thing me and cas made, i felt the same about the bullets doing diffrent damage, so i made it so that 1 7.62x51,7.62x54 would make you go blurry and start to die and if you dont reach a medic you will bleed out soon, and two hits will kill you. i made it so that a 5.56 will take 2 to make you start to bleed and 3 to kill. also just so you know the ak-47 does shoot a 7.62 round but it is only a 7.62x39 and has about the same amount of energy as the 5.56x45. here is a little chart thing.

12.7x99:20,195 J m82, hummve
7.62x54:3,951 J pkm
7.62x51:3,352 J g3, svd, m14, m40, snipers
7.62x39:2,010 J ak47
5.56x45:1,775 J m16, m4

oh and here is the link to me and cas's mod thing
https://www.realitymod.com/forum/small- ... 31046.html

Posted: 2007-11-26 11:23
by Harrelson
im all for APCs being disabled by RPGs rather than blowing up. Max two shots and the APC is unusable. An engineer need to come and fix it if they want it back otherwise it stays there untill someone puts c4 on it.

Posted: 2007-11-26 14:16
by Ninja2dan
hypnotoad wrote:Cars exploding

This goes for helicopter/aircrafts too.

Have you ever been driving over hills, and suddenly your car explodes because a little rough road? I think you guys should make it so you car/aircraft stops working before it explodes.

EG: when you jump off a hill in your car, it hits the ground, and looses the ability to drive, instead of exploding. And after a little bit more damage, then it explodes.

Or your APC is hit by an RPG, and it stops working. Rather than exploding/drives away
I have mentioned this in the past, and so have many others. I have read that a few people are working on extending the damage warning for vehicles, so that there is a better chance of bailing out or repairing it before it becomes critical. And I would think that the code for the random vehicle component failure could be beefed up a little bit as well to make vehicles become disabled more often rather than just getting wasted.
Weapon Damage, to people and vehicles

I noticed that there is not much of a difference between the damage of the M16/SA80, and the 7.62 families.

I have gone into rooms and unloaded into a soldier with my AK-47, and they just pop off a few shots with the SA80, and it killed me instantly, I am aware that M16/SA80 have a higher rate of fire, but the 7.62 round is nearly double the size of the 5.56. it should probably be one shot to the chest should kill them, and anywhere else should cause bleeding, and provide a 2-3 shot kill. Also the SVD should probably be suped up, I noticed that it takes 2 shots generally to kill targets, but in a Juba video for instance, the soldier will be dropped with one shot (whether he be dead or badly injured)

Also, small arms don't have much of an ability to damage vehicles. I will see my teammates shooting at helicopters courageously flying 20 meters above our head, and them still leaving without a scratch, even though they should have been scrap metal at that point.
Most aircraft and rotorwing can sustain multiple rounds from a variety of shells. A UH-60 for example will sustain minimal damage from .30-caliber weapons unless a critical system is hit, such as avionics components or of course the crew is hit. And a heavy rotor that is spinning at even idle speed would deflect most small arms projectiles, or merely chip. Not enough to cause the rotor to fail. Yes, small arms would eat away a helicopter over time. But we're talking about way more time than you have ammo for. And if a pilot hears he's getting plinked, he'll be out there before you can change mags.

Aircraft will sustain much larger caliber hits, if you can even hit one. I'd love to see someone hit a plane moving at over 200MPH with a battle rifle in real life. Heavy MG's such as the M2 can hit but chances of doing much damage are small. If your vehicle is under attack by aircraft and all you have are rifles and LMG's, your best bet is your e-tool. Start diggin!
A bit more weapon variety

I Think there should be a bit more flexibility when it comes to soldier classes, and the weapons they can choose.

Having to find different guns by ammo caches is a bit weird, because I think soldiers are generally assigned to a weapon/class, and insurgents generally leave their weapons (that they chose in the first place) in their houses.

Maybe you could add another class, and for some classes give them the ability to choose a different weapon from bf2's unlock button. For instance, a war veteran could have the ability to choose between an AK47 and a G3A3 (which is used extensively by insurgents) and the insurgent class, could choose between the RPK-47 (maybe the PKM) and the AK-47.

An anti tank class would also be nice, for the insurgent class it could be called RPG gunner, and they could have 2-3 OG7v rounds (fragmentation), 1-2 PG7v rounds (anti tank) and an AK74u/Bizon-9mm. And maybe the Brits/Americans could get a one shot disposable L2A1/M136 with an SA80/M16.


I know this is a kind of explode in your face kind of thread, but it would be nice if some of these could be taken into consideration. I can still feel some of that old crusty bf2 qualities still in Project Reality. :-D
Not sure where you got that information from, but where do insurgents "extensively" use a G3? Kalashnikov-variant weapons are the primary choice because of many reasons. They are cheap, easy to acquire, in large supply, easy to maintain and operate, can be repaired with scrap parts, have a low failure rate, work in harsh conditions, etc. Weapons obtained via the blackmarket will be cheaper variety, mostly because they are deemed disposable due to lack of readily-available replacement parts.

As for insurgents, RPG's are not as common as you see in the movies. While the launchers are easy to find laying around, functioning rockets are not. Most that are equipped with rockets will also have a limited supply, and would rarely have a choice in which warhead they get.

Americans/British forces already have the M136, it's the LAT kit. The AT-4 is a single-shot weapon, but can be reloaded at any resupply crate or other ammo supply point. Although the real weapon does not reload, this can simulate acquiring another round. These should be special-request kits, not a standard choice. AT-4's are issued in limited supply and under special circumstances, they are not found inside every MRE like a Crackerjack's toy.

And regarding giving insurgents the different weapon choices, I see no need. On Al Basrah for example all of those weapons you mentioned are already available as pickup kits. They should be in limited supply, as they are. MN Sniper rifle, PKM, RPG, Strela 2 (SA-7)...they are all found on that map in multiple numbers.

I'm not trying to make you look dumb or to piss anyone off. I'm not sure what military background you may have, but several of your points do seem flawed to me. Just wanted to provide some counter-opinions.

Posted: 2007-11-26 14:18
by Ragni<RangersPL>
zangoo wrote:also just so you know the ak-47 does shoot a 7.62 round but it is only a 7.62x39 and has about the same amount of energy as the 5.56x45.
Oh, really :shock:

Well, I can't agree with that, AK-47 bullet have a lot more kinetic energy than M-16.

Here, a reference video
http://www.youtube.com/watch?v=G6BpI3xD6h0

Posted: 2007-11-26 14:26
by jerkzilla
There were AT standard kits in 0.5, and they were pretty much spammed all over especially as insurgent. Sure, they shoot RPGs at troops in real life but it just made for poor, cheap game play and less teamwork in PR.
The Juba video example doesn't really say anything since the soldier could have gotten hit in the face and thus die, but if you are talking about that incredibly well known video with a U.S. soldier getting shot near a HMMWV, then you should know that the soldier got up and took cover as his body armor stopped the round.
The ammo caches thing only affects insurgents for whom nobody assigns weapons, like in conventional armies.
But I do agree about the cars idea.

Posted: 2007-11-26 14:42
by zangoo
well the ak47 does have a little more energy but compared to the 5.56 but very little compared to the 7.62x51.

Posted: 2007-11-26 14:50
by Ninja2dan
Ragni<RangersPL> wrote:Oh, really :shock:

Well, I can't agree with that, AK-47 bullet have a lot more kinetic energy than M-16.

Here, a reference video
http://www.youtube.com/watch?v=G6BpI3xD6h0
First comment, no wonder that moron can't hit **** with the AK. Stupid ******* jerks the trigger like I'm sure he jerks something else. Why not just attach a string to it and pretend it's a howitzer?

Now regarding the energy of AK-47 vs. M-16. An AK-47 does have a higher kinetic energy than the M-16.

AK-47 variant fires 7.62x39mm Russian ammunition, average military round is a 123gr. FMJ. Average velocity @ 200yds is around 1800 FPS, and average energy @ 200yds is around 900 foot-pounds.

Modern M-16 variants fire the M855 5.56x45mm ammunition (no longer the M193), which has a 62gr. FMJ. Average velocity @ 200yds is around 2500 FPS, and average energy @ 200yds is around 820 foot-pounds.

The primary advantage of the AK is the penetration and stopping power, but the accuracy of the weapons is reduced. An M-16 will have a flatter trajectory, and its bullet will reach target faster. The weapon designs are very different, and having fired and owned both weapons I can say both have many ups and downs. Stopping power goes to the AK as leader though, accuracy goes to the M-16.

Posted: 2007-11-26 21:20
by General Dragosh
And a reason why the AK is a Hopping Spray Machine is this...

AK-47

and seen here...

http://www.youtube.com/watch?v=_sNDTdKQ ... re=related[/youtube]

Posted: 2007-11-26 23:10
by Jaymz
Damage vaues are actully currently being discussed alongside our military advisors. The reason the G3 and M14 are different is actually because during the OB, the decision was made to slightly lower the G3's damage due to the fact you could take down SF guys and Medics in one shot.

Posted: 2007-11-26 23:30
by Waaah_Wah
Dont medics have body armor in PR?

Posted: 2007-11-26 23:35
by Jaymz
now they do.

Posted: 2007-11-26 23:43
by Waaah_Wah
And in 0.7 every class will get armor?

Posted: 2007-11-26 23:53
by WNxKenwayy
You know whats awesome.

A bullets energy is about 10% of the story of its actual damage potential.

Posted: 2007-11-27 02:11
by Wasteland
Not to mention that in terms of the potential for a bullet to displace tissue, momentum is endlessly more important than energy. This shifts the focus from velocity being more important than mass to a more equivalent situation.