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Old 12-06-2009, 05:55 PM   #11
burghUK

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Default Re: Unbalanced weapons

Reality is unbalanced, so a game displaying reality in the name should be unbalanced.

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Old 12-06-2009, 05:58 PM   #12
Drunkenup
Default Re: Unbalanced weapons

Quote:
Originally Posted by crAck_sh0t View Post
Reality is unbalanced, so a game displaying reality in the name should be unbalanced.
You are my idol. Look at the Taliban, and insurgentcy, using Weapons dating back to 1947. Not too many things are balenced in real life, that includes Warfare.

Edit: Is your avitar the Butler from Fresh Prince of Bel Air?
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Old 12-06-2009, 06:39 PM   #13
ice cold killa 2009

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Default Re: Unbalanced weapons

I have noticed a trend in this mod. It seems that if somthing actully does what it is ment to do people demand it be removed. ex. the tanks coaxil gun was too good so it was nerfed, jeeps at FOBs got troops moving so jeeps got the boot, light AT to deadly so it got nerfed and reduced, marksman could hit far targets and people cried, AR can put lead downrange in a effective manner so they wined. This is a bad trend we have of wanting any weapon or tool that acctually works to be removed. I hope the DEVs see this trend too and put a stop to killing off any thing that does as its ment to do. SAWs should be allowed to do what SAWs do best, KILL THE ENEMY. (I do still say the DEVs should make rifle fire more on target faster.)


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[FONT="System"]ICE COLD KILLA 2009[/FONT]
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Old 12-06-2009, 06:43 PM   #14
[R-MOD]Spec
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Default Re: Unbalanced weapons

(@Drunkenup)

Geoffrey! Haha, yes, yes it is!

Sorry, but for some reason I'm laughing at the moment. I'd never have thought I remembered that name, or even that character.

*cough* Okay, unbalanced weapons. Warfare. Well. It's a game so balance must be there somehow, but that has been discussed quite a bit. The thing is - LMGs are not exactly unbalanced. They are more powerful but limited in numbers - and usually, both factions have them. Pretty fair. Maybe a bit tweaking here and there, but they're not that bad.
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Old 12-06-2009, 08:50 PM   #15
[R-CON]Tim270
PR:BF2 Contributor
Default Re: Unbalanced weapons

Quote:
Originally Posted by Drunkenup View Post
You are my idol. Look at the Taliban, and insurgentcy, using Weapons dating back to 1947. Not too many things are balenced in real life, that includes Warfare.
And yet the afghans have resisted invasions for hundreds of years, how do you explain that 'imbalance'.

Believe it or not, this is a game. To my understanding its about implementing as much realism as the engine allows while retaining balance.

I would argue that the SAW does unbalances this due to its nature and the effect it has on gameplay in some instances. You can say oh its like that in real life so it should be like that in the game, but then how do you account nearly all other weapons and vehicles that are based on game balance rather than strict realism?

I still stand-by that its not the settle time with the saw that is the problem, the fact that it suppresses, while getting more accurate as you fire. Thus making it impossible to counter in some circumstances.

Another thing, I would say that without zoom/Scopes, AR's actually added to teamwork, your SL had to spot and mark and direct the AR's fire and adjust it. Now I see people just sitting in the usual sniping locations with the gun :\

Not to mention the BTR-60's 5.56 bug where you can kill and APC with about 100 rounds from the SAW!
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Old 12-06-2009, 09:45 PM   #16
00SoldierofFortune00

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Default Re: Unbalanced weapons

I would be fine with the SAW being how it is now at long ranges, but the way it is now at close range is rediculous. Its the best overall weapon ingame. The point of the SAW is to stay back and provide suppressing fire, but since it is so accurate from up close, it allows people using it to engage targets in CQB. And by CQB, I mean face to face, not 20-30M away. The accuracy of the SAW undeployed in CQB really needs to be nerfed severly so that it requires a squad in order to move effectively and get into position with. The accuracy of it when the bipod is down is fine how it is now though.

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Old 12-06-2009, 10:25 PM   #17
Ironcomatose

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Default Re: Unbalanced weapons

Quote:
Originally Posted by 00SoldierofFortune00 View Post
I would be fine with the SAW being how it is now at long ranges, but the way it is now at close range is rediculous. Its the best overall weapon ingame. The point of the SAW is to stay back and provide suppressing fire, but since it is so accurate from up close, it allows people using it to engage targets in CQB. And by CQB, I mean face to face, not 20-30M away. The accuracy of the SAW undeployed in CQB really needs to be nerfed severly so that it requires a squad in order to move effectively and get into position with. The accuracy of it when the bipod is down is fine how it is now though.
What do you suggest? Make the saw just plain old miss anything under 50 meters? Now thats ridiculous. See the issue with the saw is the fact that this is a video game. The reason why a SAW in real life is no good in CQB is because its big, heavy and bulky making it a pain in the ass to use in tight hallways and rooms. Not to mention that its full auto which means shooting all kinds of rounds into and through walls which is not good when you have marines on the other side. Being that this is a video game none of those things take effect.


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Old 12-06-2009, 10:40 PM   #18
00SoldierofFortune00

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Default Re: Unbalanced weapons

Quote:
Originally Posted by Ironcomatose View Post
What do you suggest? Make the saw just plain old miss anything under 50 meters? Now thats ridiculous. See the issue with the saw is the fact that this is a video game. The reason why a SAW in real life is no good in CQB is because its big, heavy and bulky making it a pain in the ass to use in tight hallways and rooms. Not to mention that its full auto which means shooting all kinds of rounds into and through walls which is not good when you have marines on the other side. Being that this is a video game none of those things take effect.
No, but its way too accurate right now under 50M and that effects gameplay in a negative way. A G3 is likely to kill you or at least put you down in 1 shot to the body, but its made (or at least attempted) to be 2 shots to kill with for gameplay reasons. Samething here.

A lot of the weapons ingame are more powerful than they really are in real life or weaker than they are in real life, but if we make every weapon as realistic as possible, the game just wouldn't be fun. As I suggested, the only way that most people are going to treat the SAW as a real Light Machinegun is to lessen the accuracy in CQB and make it more of a medium to long range weapon to be used for suppressing fire as it was intended to be. So everytime they move, especially in the urban maps, they are forced to be with their squad or else they will be pretty helpless against other enemies (not completely, but you get the point).

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Old 12-06-2009, 11:31 PM   #19
Bellator
Default Re: Unbalanced weapons

Quote:
The rifles are ridiculously innacurate.
No, they're not. At 50-100 meters, rifles do generally well if you know how to use them. But rifles need to be somehow improved at closer ranged combat from my experience. This way, the SAW would not rape every one at cqc.

Quote:
Perhaps 1 shot kills to the torso for 7.62x51mm weapons
No, the G3 is already powerful enough.

The problem is, often, that people still dont know how to use it.
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Old 12-06-2009, 11:52 PM   #20
Solid Knight
Default Re: Unbalanced weapons

Hint: All weapons are accurate a close range. How do you have an accurate long range weapon that is inaccurate at close range?
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