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RPG-7 too accurate

Posted: 2008-08-15 16:55
by gazzthompson
in this thread (rpg-7 overpowered) i posted some info i found after a little research and it was completely ignored by people who just posted there opinions. i left it, but just had a round on basrah where i was destroying the brits with my amazing RPG

http://screenshot.xfire.com/screenshot/ ... b7a8d5.png

i was nailing multiple apc's at 300m, i killed a wimk at 350m, killed a sniper with his head showing at 250m , indavidual men running in open at 220m+ all in 1-3 shots as a un-trained (or very little) insurgent ??? so here is what i posted in other thread.


i was having a look at these to see rpg-7 accuracy :

RPG-7 - Wikipedia, the free encyclopedia

most of my engagement ranges on basrah are between 200m-300m, this being most likely because armor dose not enter the city often (normally)

up to 300m i would say my success rate is about 90% , with no left right deviation and only drop it is very easy.

according to the above link i should be getting around 22%-51% (and this is US army soldiers shooting it, not insurgents)

also this:

http://www.fas.org/man/dod-101/sys/land/row/rpg-7.pdf

page 11

the round is very susceptible to wind it seems

and i quote:
in a 7mph wind the gunner cannot expect to get 1st round hits more than 50% of the time beyond 180 meters
also in the above link on page 18:

shows first round hit on a tank fully exposed at range 200m-300m you are looking at 50-30% , in cover, as low as 10%

its late so i might have miss read some of that, but all that ^^^^^^^^^^ plus the inaccuracy of a insurgent, which could range from experienced to very little experience, shows me there should be more deviation.

also, any one got info on the type of training INS have that could help support (or contradict) my comment on there experience level.

Re: RPG-7 to asccurate

Posted: 2008-08-15 19:05
by cyberzomby
COD 4 did this. I almost never hit a chopper with that RPG unles it was directly above me. The RPG randomly fired in a certain direction it seemed.

I can agree here. A little bit of deviation can be added. But not to much.

Re: RPG-7 to asccurate

Posted: 2008-08-15 19:05
by cyberzomby
COD 4 did this. I almost never hit a chopper with that RPG unles it was directly above me. The RPG randomly fired in a certain direction it seemed.

I can agree here. A little bit of deviation can be added. But not to much.

Re: RPG-7 to asccurate

Posted: 2008-08-15 19:10
by Rudd
I think COD4 may have actually gone too far, I would like the RPG to be accurate at short range and not at long range, (+180m or so)

Re: RPG-7 to asccurate

Posted: 2008-08-15 19:53
by steve_06-07
Not sure who said this, or in what thread, but they described the RPG's real life trajectory is like a "bottle rocket"

Re: RPG-7 to asccurate

Posted: 2008-08-15 20:02
by Sanke
You must be hacking because after 75m my rocket goes bananas.

Re: RPG-7 to asccurate

Posted: 2008-08-15 20:33
by Waaah_Wah
Yeah its a bit easy to hit targets waaaay out there if you know how to compensate for the drop.

Re: RPG-7 to asccurate

Posted: 2008-08-15 20:55
by unrealalex
Sanke wrote:You must be hacking because after 75m my rocket goes bananas.
really?
It's pretty straight for me. Only thing I ever have to account for is the ballistic curve. It never misses except when its too low or too high.

Re: RPG-7 to asccurate

Posted: 2008-08-15 21:15
by HughJass
I don't know, insurgents IMO really do need something that takes care of those tanks. nerfing it would totally destroy any chances for insurgents.

Re: RPG-7 to asccurate

Posted: 2008-08-15 21:28
by gazzthompson
HughJass wrote:I don't know, insurgents IMO really do need something that takes care of those tanks. nerfing it would totally destroy any chances for insurgents.
IED for tanks and suicide cars , INS shouldn't rely on RPG's ever tbh.

Re: RPG-7 to asccurate

Posted: 2008-08-15 21:29
by WildBill1337
but they got carbombs as well...

Re: RPG-7 to asccurate

Posted: 2008-08-15 21:29
by Sanke
gazzthompson wrote:IED for tanks and suicide cars , INS shouldn't rely on RPG's ever tbh.
The ambushers ticks out like a sore thumb anywhere. Maybe if you had the option to set the ied like c4 or set it like a land mine

Re: RPG-7 to asccurate

Posted: 2008-08-15 21:51
by Skodz
HughJass wrote:I don't know, insurgents IMO really do need something that takes care of those tanks. nerfing it would totally destroy any chances for insurgents.
We did the test, it took about 6-7 RPG direct hit on the challenger 2 on Al Basrah to destroy it and some of the hit were on weak point of the armor. It may require even more if you miss some hit or hit only the strongest part of the armor.

RPG is not an anti-tank weapon. Don't waste light AT/RPG ammo.

Re: RPG-7 to asccurate

Posted: 2008-08-15 22:48
by jayceon515
If RPGs get any sort of deviation then the insurgents should get RPG gunner kit as a spawnable one again like they used to have in pre-0.6 releases. Having deviation on pickup RPG kit is overkill IMO. Those kits are valuable and should serve their purpose even though it may not be the most realistic solution. After all this is still a game and very far away from reality so things should be balanced for the game itself to remain fun to play.

Re: RPG-7 to asccurate

Posted: 2008-08-15 22:52
by Celestial1
0.5/0.6's Rockets overdid things. 0.75's current rockets are overachieving perfection.

The RPG should, in essence, be 'zeroed' at 75m. 50m will be no problem of a shot, no drop and very little deviation (if standing still). at 100, drop should occur about a foot. So, at 100m you will have a foot or two (half a meter) of being off target deviation-wise (drop will begin before 75m, so 25m of the rocket's flight will be flight-drop). At 200m, the deviation should further the rocket from it's aimed path and should miss by a few feet. It should hit close to where you aim, but it won't pinpoint anything.

At 300m and beyond it should be like firing a rubber chicken out of a tank's barrel, and should deviate a lot from the path, meaning anything past 300m is really going to be extremely lucky if it hits, and will be only used for scaring off enemies.

For gameplay reasons, this will mean that RPGers will really want to stick close to an area and wait for armor to get within 200m. Suicide trucks/cars will be the feared and renowned way to destroy heavy armor. IEDs should be used for chokepoints only, and reducing the RPG's range will give a bit of leeway for armor around the city. If done properly, and RPG could likely hit a merlin flying low and close.

With the RPG's contrail being removed (in v0.8, I hope :grin: ) and with these changes, the RPG would be deadly close range and still relatively frightening at long range.

Re: RPG-7 to asccurate

Posted: 2008-08-15 22:59
by Bringerof_D
i agree here a LITTLE bit of deviation would be nice, but i would have to say that goes for ALL light AT shells, have any of you concidered, its not that hard to learn how to fire a weapon? i mean if you were to take courses, learning how to fire accurately only takes all of 1/16 of the total time, the rest of the time goes to safety and maintenance. not to mention most of these insurgents would most likely have either served in a military before or have been trained by someone with experience. for that matter even in the rural areas in north america its common for a father to teach a son how to fire a weapon, so out in the deserts of iraq and afghanistan i'm sure its not that uncommon to find a guy who knows what he's doing, an RPG may be a stretch but who knows.

Re: RPG-7 to asccurate

Posted: 2008-08-16 04:17
by nedlands1
Image
(Source: http://www.fas.org/man/dod-101/sys/land/row/rpg-7.pdf)

I'm guessing that an attack angle of 0 is a head on shot. The RPG-7 is said to have been released in the 1960's when the US military was using the M48 Patton MBT. I'm guessing that this chart is based on the dimensions of a M48 Patton tank. A M48 Patton tank is roughly 3.1m high and 3.65m wide (Sources: wikipedia). There is roughly a linear relationship between range and hit probability with a doubling of range approximately halving the chance of a hit. At 125m, with no wind, there is a 100% chance of hitting the target. Since the height of a M48 Patton is smaller than it's width, you are more likely to under or overshoot it. This means the target it effectively a circle of 3.1m. A 3.1m group at 125m is a 85.24 MOA group.

The RPG-7 in-game can shoot at best a 13.5 MOA group. This means a 0.5m group at 125m. The RPG-7 in-game appears to be way too accurate.

EDIT: The insurgent RPG is a little more inaccurate. It shoots a 27 MOA group which is about a 1m group at 125m. Still too accurate.

Re: RPG-7 to asccurate

Posted: 2008-08-16 06:03
by WildBill1337
if you hit an MBT in the rear, it should do a lot more damage than the current setting. i suggest that 2 shots to the rear with light at at least set the tank on fire, and maybe make the treads more succeptible to disablement.

Re: RPG-7 to asccurate

Posted: 2008-08-16 07:25
by Arnoldio
COD4 went a bit off in this case yeah..its too slow, cannot hit anything...


Speed in PR is good, but, yeah as said it goes straight and thats not kewl...it has fins on the rocket but anyways it shouldnt me so accurate..you should do mid air deviation over range of 75m, like grenades while jumping.

Re: RPG-7 to asccurate

Posted: 2008-08-16 13:51
by gazzthompson
[R-CON]nedlands1 wrote:
The RPG-7 in-game can shoot at best a 13.5 MOA group. This means a 0.5m group at 125m. The RPG-7 in-game appears to be way too accurate.

EDIT: The insurgent RPG is a little more inaccurate. It shoots a 27 MOA group which is about a 1m group at 125m. Still too accurate.
thank you for providing information rather than opinion on the subject.


plus, with apcs needing 2 shots with RPG and INS having infinite ammo source if used properly RPG's with COD4 accuracy could still do the job, but that is a bit overboard.

how many RPGS are there on basrah ?? 6/7 ? plus bomb cars and IED's.