To simulate the CQB moments in the mod, can you increase the sensitity of the pistols and the crewman kit (ie, MEC kit with the MP5A3). Or decrease the sensitivity of the non CQC kits, so you can simulate the real world advantage of pistols or non/foldable butstock weapon because in game, there is no advantage of using pistols and the MEC's MP5A3, or the german MP7. So to sum up everything, make it easier to use shortned weapons indoor and decrease the time needed to aim down the iron sights.
Also, increase the damage caused by the MP7 because it uses armour piercing rounds. (I would have also suggested to increase MP5 power but MP5 can't penetrate body armour.) *Once in game, shot enemy 3-4 times or more with mp7, but the enemy didnt die and shot me. Was peed off becuase I was in a deep striking squad behind enemy lines and was about to take out their main FOB*
And can you also add a hadicapp, so when you shoot an enemy on the leg, they immediately prone to simulate the fact of "not being able to stand".
Thx (i also searched the sensitivity problem but found nothing).
Weapon Sensitivity
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Ramjali
- Posts: 205
- Joined: 2010-07-31 19:28
Weapon Sensitivity
Last edited by Ramjali on 2011-01-01 20:59, edited 1 time in total.
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Brainlaag
- Posts: 3923
- Joined: 2009-09-20 12:36
Re: Weapon Sensitivity
Already Ingame, scopes aim down much slower than iron-sights.Ramjali wrote:To simulate the CQB moments in the mod, can you increase the sensitity of the pistols and the crewman kit (ie, MEC kit with the MP5A3). Or decrease the sensitivity of the non CQC kits, so you can simulate the real world advantage of pistols or non/foldable butstock weapon because in game, there is no advantage of using pistols and the MEC's MP5A3, or the german MP7. So to sum up everything, make it easier to use shortned weapons indoor and decrease the time needed to aim down the iron sights.
I don't know about that. First of all you need a source and as second aren't DEVs accepting any suggestions about weapons and stuff already ingame (they have their military advisors).Ramjali wrote:Also, increase the damage caused by the MP7 because it uses armour piercing rounds.
Re-suggestion and hardcoded.Ramjali wrote:And can you also add a hadicapp, so when you shoot an enemy on the leg, they immediately prone to simulate the fact of "not being able to stand".
Regards -Brain
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: Weapon Sensitivity
If you get a good mouse, you can adjust DPI on the fly.
I would never want to see pistols and crewman kits have more sensitivity. As my settings are perfect for me, changing them for different weapons would feel strange.
I would never want to see pistols and crewman kits have more sensitivity. As my settings are perfect for me, changing them for different weapons would feel strange.

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BenHamish
- Posts: 325
- Joined: 2010-10-17 11:59
Re: Weapon Sensitivity
Forgive me for asking another apparently noob question, but do pistols have reduced deviation compared to rifles?
I know they're less powerful, but do they not have some advantages over rifles in CQB?
(I'd rather ask, and learn these things, than just always wonder, cheers).
I know they're less powerful, but do they not have some advantages over rifles in CQB?
(I'd rather ask, and learn these things, than just always wonder, cheers).
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Nitneuc
- Posts: 490
- Joined: 2007-09-16 08:39
Re: Weapon Sensitivity
Their settle time is 2s (5 for assault rifles), basically you can fire accurately as soon as you stop.
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HMARS
- Posts: 125
- Joined: 2009-12-15 20:18
Re: Weapon Sensitivity
The MP7 doesn't do much damage because its slugs are tiny. 4.6mm ammunition doesn't have very much stopping power even if it is more penetrative.Ramjali wrote:
Also, increase the damage caused by the MP7 because it uses armour piercing rounds. (I would have also suggested to increase MP5 power but MP5 can't penetrate body armour.) *Once in game, shot enemy 3-4 times or more with mp7, but the enemy didnt die and shot me.
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: Weapon Sensitivity
note that the crewman kit is not for going into CQB but self defense for the vehicle crew. Implementing this would increase the exploitation of this kit.
we train so we dont fall down every time we get shot, you'd be surprised how much a man can do with a bullet in his leg. and i dont think the BF2 engine can simulate losing a leg.
we train so we dont fall down every time we get shot, you'd be surprised how much a man can do with a bullet in his leg. and i dont think the BF2 engine can simulate losing a leg.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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Ninja2dan
- Retired PR Developer
- Posts: 2213
- Joined: 2007-10-29 03:09
Re: Weapon Sensitivity
In reality, the advantages come with equal disadvantages. While smaller weapons are easier to handle in confined spaces, they lose a substantial amount of range capabilityand accuracy. You are also looking at a "pistol caliber" instead of a "rifle caliber", most CQB-based weapons will have decreased penetration and stopping power in general. One last disadvantage over using a subgun or pistol in CQB is that you lose the ability to perform powerful melee strikes that are possible with a rifle/carbine.Ramjali wrote:To simulate the CQB moments in the mod...so you can simulate the real world advantage of pistols or non/foldable butstock weapon because in game, there is no advantage of using pistols and the MEC's MP5A3, or the german MP7. So to sum up everything, make it easier to use shortned weapons indoor and decrease the time needed to aim down the iron sights.
As for the in-game advantage, outside of possible differences in deviation settle times, the only other gameplay difference I can imagine making a difference are collision detection. Smaller weapons would mean you can move around easier in confined spaces (just like in real life), whereas the larger weapons will have you bumping into walls more often. But I don't think that feature has been done yet.
The MP7 fires 4.6x30mm ammunition, which is similar to the 5.7x28mm round used in the P90. The 4.6mm DM11 round is considered an AP round, but it has less penetration capabilities than a 5.56mm NATO round. In comparison, the 5.7mm SS190 round is also classified as an AP round, with very similar penetration (slightly higher) values. Neither the 4.6mm or 5.7mm subgun/pistol rounds are capable of penetration beyond NIJ-rated III/IIIA armor, which the military considers the base limit for AP munitions.Also, increase the damage caused by the MP7 because it uses armour piercing rounds. (I would have also suggested to increase MP5 power but MP5 can't penetrate body armour.) *Once in game, shot enemy 3-4 times or more with mp7, but the enemy didnt die and shot me. Was peed off becuase I was in a deep striking squad behind enemy lines and was about to take out their main FOB*
In case you are unfamiliar with firearms, a higher penetration value often means less damage to a human target. Against an armored human, the 4.6mm round would likely not penetrate more than 2-4 inches beyond their flak vest or be completely stopped by Level III vests and/or SAPI plates, while nearly every rifle round used in PR will penetrate 6 inches or more and still have sufficient energy to cause massive internal trauma.
Just because you are shot in the leg doesn't mean you will immediately drop to the ground. I was shot in the thigh from an M16A2 by a fellow soldier during a training exercise, the round passed clean through the leg missing the femur by about 2.5 inches, and I had to be held back from running over and beating his head into the ground. It sure hurt like a mofo after a minute or so, but not enough that I couldn't walk or stand (although I sure didn't want to keep on my feet afterwards). In a combat situation I would have been more than capable of performing my duties and returning fire before moving to cover and applying a dressing.And can you also add a hadicapp, so when you shoot an enemy on the leg, they immediately prone to simulate the fact of "not being able to stand".
It all just depends on the round fired and where/how it hits, as well as the physical composition of that person's leg, their own level of pain management, and sheer luck.
It depends on the rounds. Just because the projectile itself is small doesn't mean much. The 4.6mm hollowpoint rounds will do a serious amount of damage to soft targets while still allowing a fair amount of penetration on unarmored or lightly-armored targets. In most cases specialty calibers such as the 4.6mm and 5.7mm will do substantially more tissue damage against a human than traditional subgun/pistol rounds, and in some cases almost comparable to smaller rifle calibers.HMARS wrote:The MP7 doesn't do much damage because its slugs are tiny. 4.6mm ammunition doesn't have very much stopping power even if it is more penetrative.
While I'm not personally a fan of the MP7, the P90 on the other hand is in my opinion the most effective CQB platform in the world. If funding allowed it, I'm sure the majority of LE/gov tactical teams would be using them for the same reason.

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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Weapon Sensitivity
Before you complain about the MP7's power in game: It is as powerful as a rifle. And, I think, has the same deviation. I could kill someone with three shots aimed for the chest, and I repeated that. Funnily enough, even the P8 is much more powerful than the other pistols, maybe that needs looking into.
Then, the deviation for pistols (and the MP5, PPSH and Skorpion) is in fact lower on close range, although the accuracy is also lower. Mainly though, recoil is very low, making them easily controllable on fully automatic fire.
I'd suggest you to watch that one vid made by Silly Savage, where he takes out an entire squad using an MP5 in close quarters.
Generally speaking: One headshot kills. SMG's take around four or five chest hits to kill, but a single bullet going to the head will take out the target. That, and their relatively low deviation, high rate of fire, and low recoil, means you can just stop, aim, and spray on full auto; many times you'll get a headshot in before the enemy is returning fire.
If you have the element of surprise, use single fire to the head, with either a pistol or SMG, that'll take the enemy down on close range. With an SMG you can additionally go to full auto and unload it into his back, that'll also take him out before he notices anything, though I'd not want to waste 5 shots when I could take one.
Most importantly though: Those weapons are backup weapons. Everyone is wearing body armor on conventional maps, so pistol rounds are not a good idea to use in the first place. Pistols do of course have a disadvantage over rifles in most situations.
Their deviation DOES settle very fast though, a bit slower for SMGs, but overall, they'll serve you well in CQB, but will be awful at range, as it should be. For clearing buildings, I personally prefer pistols and SMGs, provided my ping is low enough to be able to aim for the head.
Then, the deviation for pistols (and the MP5, PPSH and Skorpion) is in fact lower on close range, although the accuracy is also lower. Mainly though, recoil is very low, making them easily controllable on fully automatic fire.
I'd suggest you to watch that one vid made by Silly Savage, where he takes out an entire squad using an MP5 in close quarters.
Generally speaking: One headshot kills. SMG's take around four or five chest hits to kill, but a single bullet going to the head will take out the target. That, and their relatively low deviation, high rate of fire, and low recoil, means you can just stop, aim, and spray on full auto; many times you'll get a headshot in before the enemy is returning fire.
If you have the element of surprise, use single fire to the head, with either a pistol or SMG, that'll take the enemy down on close range. With an SMG you can additionally go to full auto and unload it into his back, that'll also take him out before he notices anything, though I'd not want to waste 5 shots when I could take one.
Most importantly though: Those weapons are backup weapons. Everyone is wearing body armor on conventional maps, so pistol rounds are not a good idea to use in the first place. Pistols do of course have a disadvantage over rifles in most situations.
Their deviation DOES settle very fast though, a bit slower for SMGs, but overall, they'll serve you well in CQB, but will be awful at range, as it should be. For clearing buildings, I personally prefer pistols and SMGs, provided my ping is low enough to be able to aim for the head.
Last edited by Spec on 2011-01-02 01:39, edited 1 time in total.

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