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Old 06-22-2009, 12:31 AM   #41
M.Warren

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Default Re: Sniper VS Scoped MG

Quote:
Originally Posted by lockpicker.=P View Post
I've already talked about this in another topic but.. this game without headshots is just ridiculous.

"oh, there are so many other fatal places to hit, the headshot can't just be the only one.. so we just took it out.."

Ah cmon.. headshots should deliver instant kill (for obvious reasons).. center mass and dunno if possible, pelvis shots should incapacitate instantly and legs/arms shots serious bleeding.
That's the problem with the politics in PR at times. A formidable kit becomes labeled with prejudice and stereotypes because of the potential "player types" it may attract. Shame that those beliefs cause countermeasures to be coded into the game. The very same countermeasures that also have a negative impact on the players that wish to use it the right way.

At least Snipers were finally given a G.T.L.D. as standard equipment as it's a vastly important tool for the job. Shame it wasn't there all along. Now if we can only get a Silencer on our issued pistols, but that's something that may never happen. I'm still waiting for the guille suits to be modeled on our soldiers again. I can tell you from personal experience that the suits had worked many times in the past when I was hiding in dense foliage and people passed within 5 to 10 meters of me. Good times... Good times...

Take the Blue Pill or take the Red Pill?


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Old 06-22-2009, 12:31 AM   #42
lockpicker.=P

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Default Re: Sniper VS Scoped MG

Quote:
Originally Posted by Solid Knight View Post
Unlike the torso, there a few lines of trajectory that will result in a less than fatal wound on a human head. Having fatal head shots makes more sense than the hardcoded vehicle destruction mechanisms where you can shoot the corner of a bumper and have the entire vehicle explode with the force of a 100 pound bomb.
yay, but try to convince the devs

the headshots should return imo

Quote:
Originally Posted by M.Warren View Post
That's the problem with the politics in PR at times. A formidable kit becomes labeled with prejudice and stereotypes because of the potential "player types" it may attract. Shame that those beliefs cause countermeasures to be coded into the game. The very same countermeasures that also have a negative impact on the players that wish to use it the right way.

At least Snipers were finally given a G.T.L.D. as standard equipment as it's a vastly important tool for the job. Shame it wasn't there all along. Now if we can only get a Silencer on our issued pistols, but that's something that may never happen. I'm still waiting for the guille suits to be modeled on our soldiers again. I can tell you from personal experience that the suits had worked many times in the past when I was hiding in dense foliage and people passed within 5 to 10 meters of me. Good times... Good times...
Yeah, i have some good stories on operation ghost train playing as chinese, that ghillie suit made some miracles :P.. even in tad sae.. as you said, good times!

At least we got our GTLDs.. silencers would be good too, but shooting a guy in his head while running when he is 700m away from you.. then while you reload, you see a medic glueing his brains with an epipen and a first aid kit.. i would trade any combat clothes, any silencers for working headshots u.u

RBR lock.=P - BRASIL!


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Last edited by lockpicker.=P; 06-22-2009 at 12:36 AM..
Old 06-22-2009, 12:33 AM   #43
GR34

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Default Re: Sniper VS Scoped MG

rom what I under stand IRL the MiniMi or SAW are very accurate weapons they are good the way they are. Maybe the deviation on rifles snipers and marksmen should be reduced.



and tbh its not that accurate, the fact you get the kills is because of the amount of rounds you are putting down range

In game name Joshey

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Last edited by GR34; 06-22-2009 at 12:41 AM..
Old 06-22-2009, 01:00 AM   #44
M_Striker

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Default Re: Sniper VS Scoped MG

Quote:
Originally Posted by Conman51=US= View Post
that pretty much explains why, they were in the open

but what i mean about the marksman is that usually the sniper got the first shot off because the sniper had a greater zoom.

Of course a sniper would loose if the MG saw him first or if they saw eachother at the same time, Snipers arent supposed to work well wile being fired upon

really if you could take out a scoper rifleman than you can take out the AR too
think about it, the rifleman has a shorter settle time and can probably head shot you if he saw you first
The fact is, the AR can fire maybe 30 rounds accurately at the same spot in a second. A sniper can fire 1. As you know, the sniper even when steadied is difficult to use, especially when targeting moving targets. Why risk the shot when i could use an AR which has 29 more redeeming shots, all of which i can spread out to make sure i dont miss the target.


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Old 06-22-2009, 01:05 AM   #45
gclark03

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Default Re: Sniper VS Scoped MG

Deviation is probability, and LMGs throw enough bullets at the target to have a 'hit chance' equal to or greater than that of a marksman.

Those tracer bullets are fired from a really loud gun with a high rate of fire, so 'stealth' and 'auto rifleman' have absolutely nothing to do with each other. Beyond that, however, the LMG is the new Marksman. (The scoped rifleman was already the new Marksman, but the scoped LMG takes it a step further.)
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Old 06-22-2009, 01:31 AM   #46
zlzgrom86
Banned
Default Re: Sniper VS Scoped MG

its called project reality.

in reality, headshots kill.
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Old 06-22-2009, 01:36 AM   #47
gclark03

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Default Re: Sniper VS Scoped MG

In Project Reality, they don't. That they should changes nothing.
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Old 06-22-2009, 02:04 AM   #48
Snazz
Supporting Member

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Default Re: Sniper VS Scoped MG

Now I know what you're thinking, did he fire 200 shots or only 199?

I'm curious what the real life advantage of marksmen are over scoped auto-rifleman then, perhaps they have better scopes.

Quote:
Originally Posted by zlzgrom86 View Post
in reality, headshots kill.
In reality people don't respawn, people don't take multiple shots to the torso and keep fighting just because someone poked em with an epipen...yada yada.

There's a point where realism unfortunately conflicts with engine limitations and game play, in the case of head shots the devs made a compromise. Not exactly a popular decision, not necessarily the best.
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Last edited by Snazz; 06-22-2009 at 02:15 AM..
Old 06-22-2009, 02:09 AM   #49
Rudd
Retired PR Developer
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Default Re: Sniper VS Scoped MG

the LMG should not just require 2 people in the squad. That encourages sniper team behavour. If anything it should require a full squad Problem is people woudl join, spawn LMG< leave squad and then your squad cannot request it anymore until the (as my friends accross the pond day) Douche nozzle dies.

When patch 1.5 comes there will hopefully be prone/crouch etc modifyers allowing teh LMG to be nerfed a bit in a realistic manner.

The ONLY acceptable ways the LMG can be nerfed at this point are

1) Recoilwise, when viewing through a scope the recoil should really be felt?

2) Overheat, how fast should the LMG overheat? A stricter overheat would reward bursts of fire rather then 'GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAH!' firing


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Old 06-22-2009, 02:10 AM   #50
M.Warren

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Default Re: Sniper VS Scoped MG

This is my suggestion:
  • Sniper Rifles should be capable of getting 100% fatal headshot chance at ranges less than 800 meters and a 50% fatal headshot chance over-range.
  • DMR's should be capable of getting 100% fatal headshot chance at ranges less than 600 meters and a 50% fatal headshot chance over-range.
  • Automatic Rifleman should be capable of getting a 50% fatal headshot chance at ranges less than 500 meters and a 25% fatal headshot chance over-range.
  • Assault Rifles should be capable of getting a 50% fatal headshot chance at ranges less than 500 meters and a 25% fatal headshot chance over-range.
  • Submachine Guns should have a 50% fatal headshot chance at ranges less than 100 meters and a 25% fatal headshot chance over-range.
  • Pistols should have a 50% fatal headshot chance at ranges less than 50 meters and a 25% fatal headshot chance over-range.

Now, when I say 50% fatal headshot chance I don't mean by tweaking the accuracy of a weapon or other factors. I simply mean that when a headshot is sustained on a soldier, he has a 50-50 chance (under the circumstance of the weapon having a 50% fatal headshot rating) of either dying instantly or surviving with injury via a random "dice roll" chance.

So basically:
Soldier 1: Fires
Soldier 2: Withstands headshot.
Game Server: Randomly decides if it's a fatal shot or a injury sustained hit.
Soldier 2:
A. Dies.
B. Withstands an injury and requires medical attention.
Sniper Rifles and DMR's have a 100% fatal headshot rating, thus giving this kit a special edge over common kits. If a Sniper Rifle (800m) and a DMR (600m) hits a soldier in the head at ranges over the specified limit of 100%, it then becomes a 50% chance to kill or severely injure it's victim.

For weapons that are set at a 50% chance to fatally headshot will scale down to 25% if a hit is made over it's specified limit. In example; a Submachine Gun (100m) and a Pistol (50m) hits a soldier in the head at ranges over the specified limit of 50%, it then becomes a 25% chance to kill or severely injure it's victim.

I figured this is far better than having no headshots kill at all vs. having all headshots kill. In a way, it simulates a soldier managing to survive a hit with his helmet on but also in a way, giving gameplay balancing and purpose to kits in a new level.

This should also encourage the use of Sniper Rifles and DMR's as a "countermeasure" to LMG gunners as well. (Figured I would point out that concept so I'm not labeled as going off topic.)

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Last edited by M.Warren; 06-22-2009 at 02:22 AM..
 


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