project reality header
Go Back   Project Reality Forums > Developer Blogs
22 Aug 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

    This is the worst update, Gameplay is horrible.
    Posted 07-24-2017 at 04:36 PM by [GER]Birnd [GER]Birnd is offline
  2. Old Comment

    Infantry weapon damage changes

    Originally Posted by LordHenryWotton View Comment
    A sniper rifle should always have a one-shot kill, but be difficult to master due to bullet drop.
    Not really, unless it's 50cal sniper round hitting the body - then the fact of wearing or not wearing ballistic armor tends to become pretty meaningless.

    Smaller calibers, like 7,62mm - well, they behave like "any other" 7,62mm rounds.. body armor works to an extent.
    Posted 07-09-2017 at 06:49 AM by Unit-RX400 Unit-RX400 is offline
  3. Old Comment
    LordHenryWotton's Avatar

    Infantry weapon damage changes

    It's more realistic, that much is certain, but surely this takes time to get used to. I was 5m from a US soldier the other day, playing as an Insurgent Medic with a Skorpion machine pistol. Its 9mm cartridge did absolutely nothing, even though I dumped an entire magazine in his torso. Luckily my squadmate saved me with his AK-47, taking down the enemy in one or two hits, otherwise I'd been dead! I guess this encourages even more teamwork, which is a good thing.

    To be honest, the only change I disagree with is the nerfed sniper rifles. I've never felt that they're OP - and I've played since 0.98 - nor has anyone else I've spoken to complained about the snipers before. A sniper rifle should always have a one-shot kill, but be difficult to master due to bullet drop. There are so many dangers to contend with as a sniper, such as having to camoflague one's self, experiencing a lot of tunnel vision due to being scoped in often, and having no medic nearby. High damage should compensate for these dangers, just as it was before the patch.

    I've played Muttrah City once or twice since the patch, both as USMC and MEC, and I feel that MEC doesn't have too much of an advantage over the USMC. Although the risk of being ambushed is more of a danger to the USMC than to the MEC, the USMC still have an advantage in close-quarters combat since their M16's and M4's have higher fire rates and more ammo, and to be fair the G3 is quite big and bulky, somewhat difficult to operate at anything but a long distance.

    In short, I'd say this new system is still balanced (apart from the snipers), but it is asymmetrical balance, where different sides have their own advantages. It's kind of like an RTS game, where one unit type is stronger against one thing than another, but also comparably weak compared to another. Rock-paper-scissors, if you will.
    Posted 06-17-2017 at 07:06 AM by LordHenryWotton LordHenryWotton is offline
    Updated 06-17-2017 at 07:35 AM by LordHenryWotton
  4. Old Comment

    Infantry weapon damage changes

    Maybe use an energy of bullets


    //base on number 30//
    762x39 is about 2200J = 2200/30 = 73
    556x45 is about 1800J = 1800/30 = 60
    9mm is about 600J = 600/30 = 20
    and see bullets velocity graph of there to make losing damage stage..
    also do with energy may not good for .45ACP lover
    that 9mm have more energy than it,
    but some time 9mm pass through and left an energy same as .45ACP....
    this is horsepower driver logic that the car have more power but not let a power to the ground at all, it up to size of the wheels and the contact area.

    and that you do the target to get more damage is balls...
    it look so funny man..shoot them at the balls it will got damage than thorax with armor
    Posted 06-11-2017 at 02:44 PM by ALOIXIA ALOIXIA is offline
    Updated 06-11-2017 at 02:52 PM by ALOIXIA
  5. Old Comment
    carmikaze's Avatar

    Twitter Rage!

    Hope the cats will make it into the game soon. Nice pair of references you got there!
    Posted 06-11-2017 at 07:58 AM by carmikaze carmikaze is offline
    Updated 06-14-2017 at 02:57 PM by carmikaze
  6. Old Comment
    Posted 06-09-2017 at 11:00 PM by Aniallator Aniallator is offline
  7. Old Comment
    [R-DEV]Rhino's Avatar

    Twitter Rage!

    hehe, will still be posting blogs/highlights of finished things with full details but trying out Twitter as a way of showing WIP stuff as its being made mostly, with also giving the chance for the community to offer some critic/feedback as its being made too

    Yet to see how well it will work out in the long term but seems to be off to a good start so far, cheers guys!
    Posted 06-09-2017 at 05:49 PM by [R-DEV]Rhino [R-DEV]Rhino is offline
  8. Old Comment
    Mouthpiece's Avatar

    Twitter Rage!


    Me too. I'm an oldschool blogger (been bloggin' from 2004) so I never saw the need for twitter. I even despised it back when it came out because of the word limit. Come to think of it I still dislike the limit. Why limit my thoughts, eh? Why? WHY/!?@@? ?

    Ontopic: Nice to see PR evolving their PR, if you know what I mean (Pun not intended).
    Posted 06-09-2017 at 01:18 PM by Mouthpiece Mouthpiece is offline
  9. Old Comment
    operativac's Avatar

    Twitter Rage!

    I guess I'll need to make a Twitter account now...
    Posted 06-09-2017 at 09:12 AM by operativac operativac is offline
  10. Old Comment
    doop-de-doo's Avatar

    GPO updates for

    The first flags are single objectives, while the A,B & C routes always pair a side-objective with one of the bunker flags. Both bunker and its side-objective must be captured to advance.

    1 = South Village
    2A = Western objective + S. Bunker
    3A = Northwest objective + N. Bunker
    4 = Northeast CP
    Posted 06-01-2017 at 12:46 AM by doop-de-doo doop-de-doo is offline

All times are GMT -4. The time now is 08:55 AM.

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