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PR Changelogs The changelogs for recently released Project Reality versions

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Old 05-01-2017, 01:35 AM   #21
Roque_THE_GAMER

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Default Re: PR:BF2 v1.4.9.0 Changelog

Quote:
Originally Posted by 72Shaman View Post
Well you should care about reality, hence the name "Project REALITY".

Its awesome that the pistol damage was buffed, I love pistols IRL but they sucked big time in PR.

1. Many times I shot 3-5 times to the torso, people still manage to run jump turn around and kill me. Its just absurd.

2. Shooting at someone with the sniper at 200m away, on the torso, manage to run away and get healed. Absurd.

I fear PR is turning a more "Balance the game approach" than "Keep things real as it was meant to be"
I enjoy the game so much, more than any shooter but just because its realistic and its hard.
Not because you make it balanced, I'd rather go play CoD 2 then.

Please stick to your fundamentals. Stop making changes to "Make it easier and balance the game" because its not what PR is.

You want to hear about something unbalanced? CAS vs APCs, AAs, MBTs, and any other ground capable weapon is able to shoot CAS in a jiffy.

Why? Because viewdistance is limited to 400-800 on most maps. I understand this is because of performance and balance reasons but its so game-breaking when you just cant see the target untill you are at a distance where any attack aircraft is just turkey shoot for a TANK or APC or AA or whatever
Are you new to PR? they always do that, they do have to balance if they wanna keep the decent player base that they have for so long, Squad is also here following the same formula and is growing up. good example is the arma PVP community, close as it gets and a low player base, is hard to get into a game or even have people playing it outside events for being either too complicated or in general boring.

And for the CAS they are still one of the most powerful assets in the game if the team can give you laser targets so view distance can be irrelevant and if you are getting shot down in a aircraft from a APC or a tank you should not even consider to fly anyway, and the APCs and Tanks are a better overall for being self-sufficient.

Sorry i cant into English...
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Old 05-02-2017, 11:07 AM   #22
Rabbit

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Default Re: PR:BF2 v1.4.9.0 Changelog

Quote:
Originally Posted by RENEGADO View Post
Well i played PR for the first time after 1.4.6.0 update, is the grass fields in Asad Khal removed or is a bug?


Before:

Probably done so you can find the bear easier.

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Old 05-02-2017, 02:34 PM   #23
Fir3w411

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Default Re: PR:BF2 v1.4.9.0 Changelog

Just fucking give apache cannon and hellfire 15km range and add food and water bar already. PROJECT REALITY.


"Sometimes you just gotta use torture tactics."
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Old 05-03-2017, 03:50 AM   #24
DogACTUAL

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Default Re: PR:BF2 v1.4.9.0 Changelog

Don't forget the piss bar, plz also make it possible to aim your piss stream.
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Old 05-03-2017, 07:19 AM   #25
Fracsid

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Default Re: PR:BF2 v1.4.9.0 Changelog

Would it be possible to implement a pseudorandom damage range for each caliber and hit box to attempt to recreate some of the uncertainties of real life like angle of the impact, different organs, acts of god, etc? Would this be possible in the engine, and would it be possible without creating too much CPU load? It could be made so that the battle rifles don't ALWAYS kill in a single unarmored torso shot (damage range between 90 and the current 130), but stand a good chance of doing so. This would simultaneously mitigate gameplay concerns people have and increase realism. Depending on how detailed one wanted to make a random damage system (adding statistical weights to certain values or ranges), they could even simulate hard armor plates catastrophically failing or not covering the area the bullet impacts on rare occasions for torso shots.

I also think the fact that M855 ball relies on fragmentation as its wounding mechanism and won't reliably fragment below a certain velocity threshold should be taken into account in its damage past (roughly, and depending on barrel length) 200m. This is another reason damage ranges rather than static damage are a much better model, to simulate the uncertainty of M855 fragmentation. M193 ball, which would be used on Vietnam maps, has a lower fragmentation velocity threshold, and therefore fragments at longer ranges.

In my opinion, once it gets decently below that fragmentation velocity threshold it should behave very closely to 5.45, which uses yaw and cavitation as its wounding mechanism. The 5.45 projectiles are also thinner and longer, and therefore have a higher ballistic coefficient, meaning more conserved energy at range than the M855 ball. Essentially, the 5.45 would eventually overtake the 5.56 in damage at range, and also have less drop.

Edit:

The extremity (arms, lower legs) damage values seem pretty excessively high. In my opinion, pistol and intermediate caliber damage to that area should only require a field dressing to treat. Full power .30 cal and .338 should require a medic but not kill in two shots to that area. There should be a much higher drop off between damage to the vital zones of the head and torso and damage to extremities, rewarding superior shot placement.
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Last edited by Fracsid; 05-03-2017 at 07:42 AM.. Reason: Moar contentz
Old 05-03-2017, 01:59 PM   #26
fluffypancakes

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Default Re: PR:BF2 v1.4.9.0 Changelog

Quote:
Originally Posted by Fracsid View Post
Would it be possible to implement a pseudorandom damage range for each caliber and hit box to attempt to recreate some of the uncertainties of real life like angle of the impact, different organs, acts of god, etc? Would this be possible in the engine, and would it be possible without creating too much CPU load? It could be made so that the battle rifles don't ALWAYS kill in a single unarmored torso shot (damage range between 90 and the current 130), but stand a good chance of doing so. This would simultaneously mitigate gameplay concerns people have and increase realism. Depending on how detailed one wanted to make a random damage system (adding statistical weights to certain values or ranges), they could even simulate hard armor plates catastrophically failing or not covering the area the bullet impacts on rare occasions for torso shots.

I also think the fact that M855 ball relies on fragmentation as its wounding mechanism and won't reliably fragment below a certain velocity threshold should be taken into account in its damage past (roughly, and depending on barrel length) 200m. This is another reason damage ranges rather than static damage are a much better model, to simulate the uncertainty of M855 fragmentation. M193 ball, which would be used on Vietnam maps, has a lower fragmentation velocity threshold, and therefore fragments at longer ranges.

In my opinion, once it gets decently below that fragmentation velocity threshold it should behave very closely to 5.45, which uses yaw and cavitation as its wounding mechanism. The 5.45 projectiles are also thinner and longer, and therefore have a higher ballistic coefficient, meaning more conserved energy at range than the M855 ball. Essentially, the 5.45 would eventually overtake the 5.56 in damage at range, and also have less drop.

Edit:

The extremity (arms, lower legs) damage values seem pretty excessively high. In my opinion, pistol and intermediate caliber damage to that area should only require a field dressing to treat. Full power .30 cal and .338 should require a medic but not kill in two shots to that area. There should be a much higher drop off between damage to the vital zones of the head and torso and damage to extremities, rewarding superior shot placement.

I highly agree with this. Damage ranges and the pseudorandom damage would be a great idea since bullet damage is highly affected by ballistics and other factors. I honestly think that if they do the damage ranges right it would be really good. I think the devs need to take over-penetration into account since for large calibers (like 7.62s) at close range they would travel too fast to deliver a lot of energy. This would mean that instead of one shotting every person in the leg with a full-auto G3 at close range, you would have to shoot from farther so the bullet would slow down enough for it to deliver more energy. And I heard that for the M855 ball (I don't know if this is real or not) below 70 metres it only has a 50% chance of fragmenting since it is travelling so fast and fresh out of the barrel
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Old 05-04-2017, 03:43 PM   #27
50calDeathshot
Default Re: PR:BF2 v1.4.9.0 Changelog

Apparently 5.45 millimeters is longer than 5.56 millimeters now.
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Old 05-04-2017, 07:59 PM   #28
TBoy205
Default Re: PR:BF2 v1.4.9.0 Changelog

Just wanted to let you guys know that I appreciate your frequent updates. No matter how small they are. Regular updates keep the community interested in the game knowing that it's team is constantly working to improve it.

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Old 05-07-2017, 03:35 AM   #29
fenriz9000
Default Re: PR:BF2 v1.4.9.0 Changelog

With recent changes disbalance even more than before. I know you guys love your local fractions, but you making game absolutely unplayable.
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Old 05-11-2017, 06:29 AM   #30
K4on
Retired PR Developer
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Default Re: PR:BF2 v1.4.9.0 Changelog

Quote:
Originally Posted by Rabbit View Post
Probably done so you can find the bear easier.
oh my... LEGENDARY

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