project reality header
Go Back   Project Reality Forums > Developer Blogs
23 May 2017, 00:00:00 (PRT)
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read

  1. Old Comment

    Infantry weapon damage changes

    I just used 2 whole sterling mags to kill one person in Falklands. Probably 2/3 of the shots hit. He is firing back multiple one shot 7.62 and I have no idea how he missed me.

    Falklands medic has only one choice of weapon. If you are aiming for realism, you failed. No one's body armour can take 2 mags. Ever.

    Makes it pointless. Pistols same, just useless now. Breaks the game. If you want to nerf pistols and SMG, make them spray more over long range.
    Posted 04-25-2017 at 12:31 PM by peaveyyyy peaveyyyy is offline
  2. Old Comment
    Mouthpiece's Avatar

    Infantry weapon damage changes

    Same view as others - I really appreciate the intent, DEV's, but I think that the old version was better for reasons noted by others in this topic.
    Posted 04-25-2017 at 11:23 AM by Mouthpiece Mouthpiece is offline
  3. Old Comment
    Paine's Avatar

    Infantry weapon damage changes

    Roll it back. These changes clearly break balance, as was mentioned before the patch was released by everyone who looked at the numbers. Now it is clear from gameplay.

    My position is not complicated. With this change, MEC needs 1 less shot to kill in either the chest or pelvic hitbox. This breaks the game. Roll it back. Convert each box in your chart to "Shots to kill", add weapons next to the ammo, and it is clear you must roll back to fix balance.

    The numbers speak for themselves, this should have been obvious to the dev team before.

    You should have spent your time on something else. I know that sucks. Next time before you spend so much time on a project ask for feedback, from more people than you did this time.
    Posted 04-25-2017 at 10:05 AM by Paine Paine is offline
    Updated 04-25-2017 at 10:57 AM by Paine
  4. Old Comment
    arjan's Avatar

    Infantry weapon damage changes

    Can this be done for tanks and apc's aswell?
    Posted 04-25-2017 at 07:00 AM by arjan arjan is offline
  5. Old Comment

    Infantry weapon damage changes

    I've researched it, and it appears that snipers from NATO countries would be using AP .300 win mag and AP .338 lapua mag as well as .50 BMG against adversaries with quality plate armor.

    My point is, there is no possible realistic way that a NATO sniper would ever be going against a faction wearing plates and aiming for the legs because his rifle couldn't penetrate. It's not remotely realistic, and it ruins the sniper class in the game. The realistic option for in-game would be to change out all of the .308 sniper rifles on armor maps with .338. This is true for all factions, with insurgents possibly being the exception.
    Posted 04-25-2017 at 01:37 AM by Bonecrusher76 Bonecrusher76 is offline
    Updated 04-25-2017 at 01:47 AM by Bonecrusher76
  6. Old Comment
    Camel_Caravan's Avatar

    Infantry weapon damage changes

    Same as Aleon and others are saying: I really do appreciate the work which is put into improving PR, and I can see that a lot of thinking was done to bring more realism to damage formula.

    However, I feel confused about what exactly was the problem that this is trying to solve, and I feel anxious about its impact on gameplay balance.
    Posted 04-24-2017 at 03:13 PM by Camel_Caravan Camel_Caravan is offline
  7. Old Comment

    Infantry weapon damage changes

    Great work! It's really nice to see something like that, I think this is what PR needs. Keep it up!
    Posted 04-24-2017 at 12:52 PM by SucharMistrz SucharMistrz is offline
  8. Old Comment

    Infantry weapon damage changes

    I really appreciate people working on PR and updating the outdated mechanics, but in this case I have to join the people who are dissatisfied with the patch. The idea to make things more grounded in reality is nice, but it's not particularly helpful in creating fun gameplay.

    As far as I can see right now pistols and small calibre weapons are essentially useless[1], battle rifles are ridiculously overpowering at any range[2], and the gap between body armour and no body armour is wider than ever.

    Putting the specifics aside, my problem is that the current "realistic" implementation leaves big holes in the gameplay experience and balance, but by definition leaves little to tweak. If you start changing the underlying phyics, bullet mass/speed/energy, etc. the system ceases to be realistic. And at that point the whole new damage model doesn't seem to be warranted in the first place.

    Finally, I don't think that implementing a change that affects literally every player, faction and map, should be implemented in such a short notice, or at least it should be really flexible and open to criticism. Otherwise we can see how unforeseen interactions or consequences can be a real headache for players and devs alike.

    [1]: 16 chest shots to kill a guy with a Makarov. I know the Marakov is a pretty shitty pistol, but please. ?_?
    [2]: Played Muttrah, Jabal, Sbeneh, MEC is just stomping everyone with the G3's 2 or 1 hit kills.
    Posted 04-24-2017 at 12:30 PM by Aleon Aleon is offline
  9. Old Comment

    Infantry weapon damage changes

    Originally Posted by [R-DEV]M42 Zwilling View Comment
    I might remove sniper bullet drop completely) so it is easier to land a headshot.
    As a frequent and very good PR sniper, here are my thoughts. I am not at all happy with the changes, and don't believe they accurately reflect the real world.

    1. Removing the drop from the sniper bullet would be crazy. Mastering the bullet drop is what separates an excellent PR sniper from a noob.

    2. The whole concept of this patch as it relates to snipers is totally unrealistic. In the real world a military sniper going against an armored force would always use a .50BMG, .338, and/or armor penetrating ammo sufficient to penetrate the armor. The real world motto is "one shot one kill" and real world snipers would take whatever steps necessary to make that happen. They aren't generally training modern snipers to aim for the legs (or head), they are giving them equipment and ammunition sufficient to deal with armor, and training to shoot center mass.

    The problem of requiring multiple sniper hits in PR was extensively discussed in another post, and it lead to all the sniper rifles being buffed to a one-shot-kill a few patches ago. Requiring multiple shots makes the sniper totally useless (and unrealistic in purpose) in PR, as someone can take many many rounds by going to a medic and getting healed, which is itself totally unrealistic.

    The way the dynamics are after this latest patch, a sniper can chest shot, player gets healed by medic, leg shot, healed by medic, leg shot, patched from crate, head shot, revived and healed by medic. How is that at all realistic?

    I applaud you for trying to adjust damages and ranges etc to more accurately reflect the real world projectiles, but the snipers were fine, and I think these changes are very bad for the overall game play. Again, if the snipers were somehow overpowered (I don't think they were) the way to nerf them is by increasing skill cap (bullet rise and drop), not by making them require multiple hits which patches and medics can (unrealistically) heal away.

    Also, the reality of plate armor (especially steel armor) is that it would stop multiple rated rounds, so from a strict realism perspective it should stop ALL 9mm rounds, ALL buckshot, and many machine gun bursts, as well as all underrated sniper chest shots. The round either penetrates and causes massive internal damage, or it doesn't penetrate and (might) cause bruising. This new damage system, especially as it relates to snipers, isn't realistic, and makes it like vanilla BF2. And btw, 5.56 actually penetrates armor substantially BETTER than 7.62 (look it up) so this is actually backwards in the game now, from a view of strict realism.
    Posted 04-24-2017 at 11:55 AM by Bonecrusher76 Bonecrusher76 is offline
    Updated 04-24-2017 at 06:01 PM by Bonecrusher76
  10. Old Comment

    Infantry weapon damage changes

    Originally Posted by [R-DEV]M42 Zwilling View Comment
    Elaborate. It is not a perfect system by any means, but if you can come with any improvements that can actually be implemented practically, be my guest.

    Leave as it was, just increase a little the dmg on higher caliber guns

    This game is limited by its engine, you cant make the bullet damage realistic if everything else is unrealistic.
    Posted 04-24-2017 at 11:01 AM by Mostacho Mostacho is offline
    Updated 04-24-2017 at 01:04 PM by Mostacho

All times are GMT -4. The time now is 06:43 PM.

Powered by: vBulletin. ©vBulletin Solutions, Inc.
Search Engine Optimization by vBSEO 3.6.1
All Content Copyright ©2004 - 2015, Project Reality.