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Old 12-07-2009, 01:18 PM   #41
[R-CON]Tim270
PR:BF2 Contributor
Default Re: Unbalanced weapons

- Is the whole purpose of the weapon not simply to put a high amount of fire down and suppress, not act as a an automatic sniper?

- Should these weapons not be fired in bursts to be accurate rather than 70~ rounds fired consecutively and still being insanely accurate?

-If this weapon is so good in real life, why is it not issued as a the standard weapon - Imo the obvious reasons why it is not should be taken into account ingame.


I dont see how you can argue that its 'overpowered' in real life and so it should be the same in the game when there are so many other examples of the opposite ingame ---- for the sake of balance.


Is it really realistic that someone with a SAW could honestly drop to the floor, deploy, sight up and kill me - with accurate fire - Before I was able to shoot him with an AK - with accurate fire at say under 50m?
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Old 12-07-2009, 01:56 PM   #42
Alex6714

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Default Re: Unbalanced weapons

Quote:
Originally Posted by Tim270 View Post

Is it really realistic that someone with a SAW could honestly drop to the floor, deploy, sight up and kill me - with accurate fire - Before I was able to shoot him with an AK - with accurate fire at say under 50m?
He might, he might not, but thats a problem with the AK, not the SAW.

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oh, they're fire and forget all right...they're fired then they forget where the target is
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Old 12-07-2009, 01:59 PM   #43
snooggums
Default Re: Unbalanced weapons

Quote:
Originally Posted by Tim270 View Post
- Is the whole purpose of the weapon not simply to put a high amount of fire down and suppress, not act as a an automatic sniper?

A single shot will be as accurate as any other comparable weapon, and while it may have a slight accuracy increase over regular rifles I don't believe it has the same 600m accuracy as an actual sniper rifle. I've always been able to hit a target with an acog rifle at the same distance as the auto rifle, just not suppress it as well.

- Should these weapons not be fired in bursts to be accurate rather than 70~ rounds fired consecutively and still being insanely accurate?

I'm fairly certain the firing characteristics are based on real world usage, ie still very accurate after a lot of firing. Have you noticed a standard assault rifle is just as accurate after burning through 5 clips on auto?

-If this weapon is so good in real life, why is it not issued as a the standard weapon - Imo the obvious reasons why it is not should be taken into account ingame.

There's the much more expensive, heavier, faster fired bullets from the auto rifles. A regular assault rifle is more versatile and you don't usually need to be throwing as much heavy ammunition downrange. There are only 2 'reloads' and one kit available per squad for a reason.

I dont see how you can argue that its 'overpowered' in real life and so it should be the same in the game when there are so many other examples of the opposite ingame ---- for the sake of balance.

A good point. I think the goal was to make them much more powerful to make it a true fire support weapon. In real life people don't carefully fire back when they think the enemy might miss, which makes most other weapons much more effective than they should be, so to make the auto rifle even more of a fire support weapon it needs to be more powerful than that.

Is it really realistic that someone with a SAW could honestly drop to the floor, deploy, sight up and kill me - with accurate fire - Before I was able to shoot him with an AK - with accurate fire at say under 50m?

You should be able to kill him first, the AK only has a 2 second settle time on ironsights. At 50m an autorifle hitting the ground should be one giant head target and completely inaccurate for a few seconds.
I think you might be approaching the situation incorrectly. I usually win against an auto rifle in close quarters if he is not already set up, only losing out if I rush myself instead of counting to two. If he is at range he is supposed to be more effective than you.

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Old 12-07-2009, 02:36 PM   #44
PuffNStuff
Default Re: Unbalanced weapons

You should not be able to put the saw in undeployed mode and run around a corner and take out the guy camping the corner who is sitting just 10m away while walking (in muttrah). The undeployed saw is a close quarters beast. Just walking around with it, it keeps just enough accuracy to be able to throw some bullets and kill anything within 20m. I used it once while running around in bi ming, I was unstoppable. I killed a squad and half just by sprinting, spotting, crouching and fireing killing them while they tried to take aim. The saw does need nerfing, but only in undeployed mode.
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Old 12-07-2009, 08:44 PM   #45
Sirex[SWE][MoW]
Default Re: Unbalanced weapons

I posted a link in the third page to a post where i answerd all of your question. But since you obviously can't open a link i repost the text that concerns your questions.

Quote:
Originally Posted by Tim270 View Post
- Is the whole purpose of the weapon not simply to put a high amount of fire down and suppress, not act as a an automatic sniper?
In short, no, it was desinged to kill large amount of infantry, see world war one for more information. The main purpose is not to suppress the enemy, it is to kill. This is a really common misconception, this and that recon can't do combat. Seriously why would you design a personal weapon capable of firing full auto accurate fire over 800meters with over 500 rounds and then tell the operator not to kill any enemines but instead let his comrades with puny rifles try to do that? SERIOUSLY did you think on the western front ww1 during an enemy assault they went "OH don't kill the enemies with the machinegun, only fire around their toes to suppres and i get the 500 men large company with my trusty repeater rifle!!!!" God, people somtimes i wounder if you think at all....

Quote:
Originally Posted by Tim270 View Post
- Should these weapons not be fired in bursts to be accurate rather than 70~ rounds fired consecutively and still being insanely accurate?
Yes they should and they are in game, but on longer ranges it is reccomended to fire up to 25 shoot bursts irl.

Quote:
Originally Posted by Tim270 View Post
-If this weapon is so good in real life, why is it not issued as a the standard weapon - Imo the obvious reasons why it is not should be taken into account ingame.
This seantence just makes me angry at you, but i will post a response from my link. Short answer is that it is expensive and you can't carry AT weapons/other things (mines,squad radio, explosives, ATmissile, AA missile, Sniper rifle etc etc) at the same time as a machinegun.

"Qoute Sirex, from the link you failed to read"
"It's a machinegun what do you expect? A machinegun is the ultimate hand-held anti-personal weapon. A mg irl is better at ranges up to 700-800 meters. Ordinary riflemen often don't receive training on to hit a target above 500 meters and often not above 300 meters while almost every mg gunner gets trained to shoot at 800 meters and that with iron sights! The few things an assault rifle is better at is logistical not using so much ammunition and still can be semi effective compared to a machinegun and having a much cheaper weapon then a machinegun (often an assault rifle is 10 times cheaper then a machinegun) and have a easier time to deploy handgrenades. One of the strength of a an assault rifle is to get the first shot of if you have contact with an enemy, it is easier to have the a rifle sighted and get the first shot of, but in turn machinegun can fire unsighted and guide the weapon by the dust that the bullets create in the ground.

That is the reason why many nation armies don't have pure riflemen. In a Swedish mechanised infantry rifle squad of 6-7 people we have 2 mg gunners (M240) 1 two man grenaderifle team (Carl Gustaf m48 ) with assault rifles and 2 squad leaders with an assault rifle (AK5 (Swedish version of FN FNC80)) and both of them carry a AT4 and then we may have an extra soldier with an assault rifle and a AT4. No pure riflemens."

Quote:
Originally Posted by Tim270 View Post
I dont see how you can argue that its 'overpowered' in real life and so it should be the same in the game when there are so many other examples of the opposite ingame ---- for the sake of balance.
But it is overpowered inreal life. In the Swedish army which is a manly organisation as opposed to the US marines we issue the M240 as a one man weapon which is used in assaults, even in Urban figting. So the answer is that irl a machingun is overpowerd compeared to a automatic carbine.


Quote:
Originally Posted by Tim270 View Post
Is it really realistic that someone with a SAW could honestly drop to the floor, deploy, sight up and kill me - with accurate fire - Before I was able to shoot him with an AK - with accurate fire at say under 50m?
No, but that is the games fault. But a SAW should almost win over you in any situation if you only have an automatic carbine.
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Old 12-07-2009, 09:02 PM   #46
CAS_117
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Default Re: Unbalanced weapons

Sirex[SWE][MoW] I agree 100% with what you said. The only thing I would like to point out is that the issue here appears to be the LMG's ability to perform as an assault rifle. The problem is the assault rifles, not the MG's.
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Old 12-07-2009, 09:22 PM   #47
google
Default Re: Unbalanced weapons

Quote:
Originally Posted by Sirex[SWE][MoW] View Post
But it is overpowered inreal life. In the Swedish army which is a manly organisation as opposed to the US marines we issue the M240 as a one man weapon which is used in assaults, even in Urban figting. So the answer is that irl a machingun is overpowerd compeared to a automatic carbine.
How many ******* times does it need to be stressed that PR is a game. Combat in PR is nowhere near realistic and PR can never get anywhere close to a milsim. Yes, it's nice that the DEVs gave the MG proper power (as opposed to other FPSs in which MGs are portrayed as horribly innacurate lead pumps), but, as CAS117 said, the assault rifles are not as good as they ought to be in comparison to the MG.

Also, people still fail to see the real reason why MGs are overpowered in the game. LMG gunners in PR can abuse the engine in such a way that defies realism so that they almost always have an advantage even if they shouldn't.

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Old 12-08-2009, 12:18 AM   #48
sprint113
Default Re: Unbalanced weapons

I always felt that switching to deployed mode was basically analogous to the LMG setting up the gun and area around him. Would it be possible to prohibit all WASD movement while in deployed mode, or at least severely reduce speed?Thus, if the LMG comes under fire or want to reposition, they would need to undeploy, get up, move and redeploy.

Another way that would introduce some realistic limitation to the LMG (and all guns... and vehicles) would be if it was possible to have the game cap the rotation speed when prone. Something where regardless of ingame mouse speed or driver level mouse acceleration, when the player is prone, the fastest speed they can rotate is capped at some slow speed. Or maybe limit the angle they can rotate, like in the HMG. Not sure if this is possible with the BF2 engine though.

Like positioning a HMG, the initial location and direction you decide to set up the LMG should be an important factor. It should still be a killing machine in the particular direction, but pretty much completely vulnerable from the flanks.
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Old 12-08-2009, 04:15 AM   #49
Nehil

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Default Re: Unbalanced weapons

Quote:
Originally Posted by sprint113 View Post
Like positioning a HMG, the initial location and direction you decide to set up the LMG should be an important factor. It should still be a killing machine in the particular direction, but pretty much completely vulnerable from the flanks.
I think some guy did this a while ago and posted som vids/pictures. The SAW was deployable. That is, he would drop it on the ground, and then crew it like a .50 cal MG. I think it had limited aim angle, so once it was dropped it wouldn't be able to turn 180 degrees in half a second. But I don't know if it was deployable on walls and such like other stationary MGs.

It looked pretty badass tho. Don't know why they didn't use it, but I guess they had a good reason. Perhaps something like this could be done in PR2?

More on topic;

I don't know what can be done to balance out the MG/AR in game. However, some have suggested that the MG is not the problem. I think I agree, the assault rifles need to be looked at again, thoroughly. Then again, the game engine might be the limiting factor here.
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Old 12-08-2009, 08:42 AM   #50
MadFF
Default Re: Unbalanced weapons

Quote:
Originally Posted by sprint113 View Post
Like positioning a HMG, the initial location and direction you decide to set up the LMG should be an important factor. It should still be a killing machine in the particular direction, but pretty much completely vulnerable from the flanks.
This reminds me a lot of how the lmg works in Day of Defeat:Source... undeployed, the mg is crazy inaccurate -- deployed it is deadly accurate, but with a limited coverage area/arc of fire. But... the lmg is also limited in DoD:S, usually only two allowed per side.

This is an interesting thread!
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