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Old 11-21-2006, 07:40 AM   #1
blnz

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Lightbulb Possibility to carry 3+1 RPG rounds.

Hi there!
First off, sorry if this has already been discussed (and sorted out).

Can it be possible to carry 3+1 RPG rockets?
In movies (Ok, not the most reliable source) I have seen people running around with a backpack containing 3 rockets. This, of course, weights a whole lot (each grenade weights from 2 to 4.5kgs each*)

I hope you think about this, as I think it would be a lot better and more realistic (If I was a RPG-trooper I would surely take an extra rocket with me, even if I had to carry it around :-D)

Thanks for a great mod!

*source: http://world.guns.ru/grenade/gl02-e.htm


EDIT: Found http://realitymod.com/forum/t11470-f...-light-at.html - but the topic does not mention anything about the loadout..
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Old 11-21-2006, 07:44 AM   #2
luizinhuu

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i myself think the HEAVY AT should carry 3 rockets, but that's a personal note


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Old 11-21-2006, 07:45 AM   #3
$kelet0r

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Personally I think that the light AT class could use a 1+1 RPG with the damage toned down for one slightly from what it is now
It's also why I want the reloadable SMAW kept - it's just such a damn awesome weapon
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Old 11-21-2006, 11:18 AM   #4
Mekstizzle
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My ideas:

SMAW needs it's sights changed. Very innacurate/looks crap compaired to RPG sights. Not so sure about british LAW sights. Same for AA sights. Don't know why the RPG sights are just so much better than the others. Seriously they're like 100000X better.

RPG gunner/Light AT should get Carbine/SMG with a fair amount of ammo and 1 extra rocket, damage to MBT's needs to be reduced and perhaps APC's too, and tail shots on attack helicopters should make them catch fire then explode/spin out. Direct hits on attack helicopters should, of course, be instant explosion. Ammo pack would replenish 1 rocket, then ammo pack would go away.

Keep the speed.

Backblast should be made more noticeable.

That's all i got for now.
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Old 11-21-2006, 11:25 AM   #5
$kelet0r

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Quote:
Don't know why the RPG sights are just so much better than the others. Seriously they're like 100000X better.
I doubt they're very realistic though. I think the Light AT kits needs no changing - one extra rocket is an option but the job of taking out armour is that of Heavy AT only with a pistol and a Javelin 1+1
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Old 11-21-2006, 11:31 AM   #6
robbo

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I totally agree with 3 more RPG grenades,

how frustrating is it on Muttrah city when your the MEC and the SA7 doesnt lock on so you use the RPG but youve only got one shot . Maybe give the engineer a 'Rocket Pack' like an ammo bag but only for rockets that includes SMAW's RPG's LAW 80's (I thought they were fire an forget?) Heavy ATs and the Chinease one
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Old 11-21-2006, 11:32 AM   #7
$kelet0r

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The rifleman has an ammo bag - use it
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Old 11-21-2006, 11:53 AM   #8
blnz

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Quote:
Originally Posted by $kelet0r
The rifleman has an ammo bag - use it
Yeah, but its just.. I've seen backpacks with space for 3 rockets, why aren't they supplied to the forces?

And its not like there is a limited supply of RPG's and RPG-grenades:

Quote:
The World Market for Man-Portable Anti-Armor and Bunker Buster Weapons," the Forecast International Weapons Group expects the market will produce nearly 1.9 million weapons, worth $5.33 billion, through 2014.
Quote:
Dean Lockwood, a weapons systems analyst at Forecast International, notes the Russian RPG (Ruchnoy Protivotankoviy Granatomet) line of weapons continues to dominate this market. Under the auspices of the Rosoboronexport organization, the combined output of Russian defense contractors will account for over 68 percent of man-portable anti-armor and bunker buster weapon production, worth over 51 percent of the total market value, through 2014. The most significant production will involve the Russian RPG-26 and RPG-27. According to Lockwood, "Combined production of these two weapons will account for over 54 percent of all new production, worth over 31 percent of the total market value, through 2014." Nevertheless, the ubiquitous RPG-7 remains the man-portable anti-armor weapon of choice worldwide.
Now I don't know about the rebel forces, I mean they consist of civilians (and veterans) - but they must have some sort of weapon-stash, their are usually funded by a large group of supporters..

Quote:
Originally Posted by Mekstizzle
RPG gunner/Light AT should get Carbine/SMG
Yeah, an AK47(or a AKS-74U) would be good.. For the rebels no rifle would make more sense, but its all about the supply of weapons - maps with defending rebels should have more weapons than maps with attacking rebels

Hope all this makes sense!
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Last edited by blnz; 11-21-2006 at 12:06 PM..
Old 11-21-2006, 11:54 AM   #9
noir-colombia-

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nope i love how is it right now, let u think better how to use it.

im an light at user too, (when the m4 pisses me of with the low recoil) and i love to think about on minimissions, like : u need to take down the littlebird at the norwest of ur position (done), now u need to search a suply zone (because riflemans doesnt seem to take care of supliing u), and ur new mission is to take down the gunnerry specialist over the vodnik with ur rpg.

i play like that and its really cool, the only problem is that, like i said before, riflemans doesnt seem to get noticed when do u need ammo, (even when u shoot them and block their way saying "im bingo on ammo, do u COPY!!! MUThe....!!!)

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Old 11-21-2006, 12:22 PM   #10
MMad
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1+3 would be way too much, imo. 1+1 seems about right.
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