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Old 08-14-2010, 11:54 PM   #11
goguapsy

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Default Re: Rounds per minute

Quote:
Originally Posted by boilerrat View Post
If that is the case of balancing, how many of the gun's fire rates are unrealistic?

It would be nice to have everything real despite the balancing issues.
Yes, but as Jigsaw said, this is Project Gameplay, not Project Reality (in some points).

Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple!
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Old 08-15-2010, 12:15 AM   #12
boilerrat

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Default Re: Rounds per minute

If all of the rates were realistic, let's take insurgents for example.

If their guns started turning less effective than blufor, they would start using IEDs more and run and gun stuff.. compared to toe-to-toe

It could change the play style a lot.


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Old 08-15-2010, 12:47 AM   #13
goguapsy

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Default Re: Rounds per minute

Quote:
Originally Posted by boilerrat View Post
If their guns started turning less effective than blufor,
What do you mean by less effective? According to Sebastian Junger's "WAR" (very good book about the soldiers in Korengal Vally btw, very good reading), some firefights with cyclic firing resulted in lots of jams in US-made guns due to the internal recoil-absorber they have.

The AK-47s, on the other hand, have a HUGE recoil but don't have much inside to be jammed, because it is so simple.

(I'm supposing we are talking about RPM on small-arms, right?)


EDIT:
Oh and if I recall correctly, Junger said that the insurgents (Taliban) resorted to roadside bombs due to the huge firepower advantage the US had over them (talking about jets and choppers). As that difference isn't THAT big in-game, I believe that the game is somewhat balanced at the moment, I'd say it actually favors the insurgent side, meaning that a while a well-coordinated BLUFOR team can simply rape the insurgents, a disorganized BLUFOR can get crippled by a lone insurgent in a Gary... Or an RPG, or a techie, or an IED, or a marksman, or a RPK gunner...

Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple!
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Last edited by goguapsy; 08-15-2010 at 12:52 AM..
Old 08-15-2010, 08:26 AM   #14
Turner

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Default Re: Rounds per minute

I was playing around on the bf2 editor and made a Jackhammer have 900RPM and no recoil, with 900 rounds of ammo lmao

In war, there are no unwounded soldiers. - Jose Narosky
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Old 08-15-2010, 11:15 AM   #15
Jaymz
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Default Re: Rounds per minute

BF2 enforces firing rates divisible by 1200.

Every single cyclic firing rate in PR is made as close to reality as possible. If you find one that isn't, please report it in the appropriate section with sources to show the RoF in reality.


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