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PR Changelogs The changelogs for recently released Project Reality versions

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Old 12-06-2016, 11:11 AM   #21
TBoy205
Default Re: PR:BF2 v1.4.3.0 Changelog

Quote:
Originally Posted by [R-DEV]Arab View Post
What's the issue with them?
They hardly provide any smoke cover compared to their thrown or launched (from vehicle countermeasure systems) counterparts.

The grenedier's smoke has become almost useless to the point where players no longer use it.

This initially came up when all of the smokes were updated but it seems as if the current implementation does not meet the same goal as the other smoke updates.

The smokes for the grenade launcher will pop and have a decent amount of cover for a few seconds, but then fades to a lesser, almost non-existent, separate effect.

The tank rounds are much worse but have a similar issue. They basically don't work. People have been constantly asking what "WP" rounds are because when they shoot them, they don't do anything to resemble a smoke screen as they are intended to. Players have even been stating that they think WP does does not stand for white phosphorus and instead it is some kind of attack munition (not sure what to call it...like an ap or heat round, not defensive such as smoke) such as an incendiary round.

I assumed this issue had been long known. I can make a post with videos/images if it would be helpful.

Thanks for the reply.

EDIT:

After further investigation it seems that the smoke rounds for the Challenger 2 have been fixed and are working properly. The only request for the tank rounds now is for the smoke to last the same time as a handheld smoke.

I will post in the bug section examples of the grenade launcher smoke.

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Last edited by TBoy205; 12-06-2016 at 12:25 PM..
Old 12-06-2016, 09:34 PM   #22
Vista
Default Re: PR:BF2 v1.4.3.0 Changelog

Tboy, grenade smokes from a grenade launcher shouldn't be compared to a vehicle deployed smoke system...

They are fine. If you see a guy set up on a window you can smoke him out pretty well and use that time frame to move up. It serves its own purpose. It's fine.
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Old 12-07-2016, 10:23 PM   #23
[R-CON]Yrkidding
PR:BF2 Contributor
PR Server License Moderator

[R-CON]Yrkidding's Avatar
Default Re: PR:BF2 v1.4.3.0 Changelog

Quote:
Originally Posted by Vista View Post
Tboy, grenade smokes from a grenade launcher shouldn't be compared to a vehicle deployed smoke system...

They are fine. If you see a guy set up on a window you can smoke him out pretty well and use that time frame to move up. It serves its own purpose. It's fine.
It's still significantly less useful than it used to be, he is right that the duration of actual smoke cover is very much less than it used to be, was a little disappointed when that change was made a while back. Inevitably, this means that this probably already underused tool will be used even less often.

You are, of course, correct that it can't be compared to a vehicle deployed system. I can't remember if this is an accurate statement or not but I think part of the reasoning behind the change was that grenadier smoke grenades in modern armies are typically smoke signals of some sort as opposed to being meant to actually provide smoke concealment of a position, therefore the grenadier smoke rounds in PR were changed to reflect that, much like the coloured smoke signal grenades that SLs have. I might be entirely wrong about that though.

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Old 12-09-2016, 10:38 PM   #24
sjkimber
Default Re: PR:BF2 v1.4.3.0 Changelog

I've thrown m67 grenades and cooked a couple before. I have never noticed any fuse noise as audible as in game.
The fuse noise is way too loud, almost sounds like you're throwing a smoke instead of a fuse burning...

I think this whole fuse noise thing is overthinking. At least with modern grenades I don't believe fuses have ever made enough noise to be audible to the thrower.
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