project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Feedback > Infantry
23 Apr 2018, 00:00:00 (PRT)
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read

Closed Thread
 
Thread Tools Display Modes
Old 04-23-2017, 10:51 AM   #1
[R-DEV]Mats391
PR:BF2 Lead Developer
Supporting Member
PR Server License Moderator

[R-DEV]Mats391's Avatar
Default Infantry weapon damage changes

Post feedback regarding the damage changes here.
More information about change here: Infantry weapon damage changes - Project Reality Forums


Mineral: TIL that Wire-guided missiles actually use wire
[R-DEV]Mats391 is offline
Old 04-23-2017, 12:06 PM   #2
QuickLoad
Default Re: Infantry weapon damage changes

well, MEC just got even more harder hitting rifles.
sniper kit is going to be used for longer ranged applications, which i THINK is a good thing.
marksman now offers just a bipod and slightly higher magnified optic compared to the rifleman, at the cost of not being able to support squad with ammunition.

someone DID speak about re-adding high caliber 12.7x99+ sniper/SA rifles.
maybe some maps will have a pickup kit for SASR rifles, but at this same time I only see this being used in mostly negative ways.

so overall, I don't really support or unsupport it with conviction-
but I like how body armor will be more realistic.
QuickLoad is offline
Old 04-23-2017, 12:35 PM   #3
inb4banned
Default Re: Infantry weapon damage changes

Much of the weapon balance before was fine. I like the bigger damage dropoff over distance and the shotgun nerf.

The problem is on Vietnam maps the M14 will be a 1 shot kill - automatic rifle. Vietnam has the Mosin which is also 1 shot kill, but is manual. That's a huge difference.

Same thing for G3, MG3 etc. on a map like Sbeneh will be very unfun for Ins.

Why not just add damage dropoff as you have, then address problematic weapon balance by tweaking these numbers instead? Gameplay > "realism".
inb4banned is offline
Old 04-23-2017, 01:12 PM   #4
Rabbit
Default Re: Infantry weapon damage changes

Quote:
Originally Posted by inb4banned View Post
Same thing for G3, MG3 etc. on a map like Sbeneh will be very unfun for Ins.
More reason for Mineral to finish SAF.

Rabbit is offline
Old 04-23-2017, 01:56 PM   #5
[R-DEV]Mineral
PR:BF2 Lead Designer
Supporting Member
PR Server License Administrator

[R-DEV]Mineral's Avatar
Default Re: Infantry weapon damage changes

Quote:
Originally Posted by Rabbit View Post
More reason for a animator to appear out of nowhere.
fixed for ya

[R-DEV]Mineral is offline
Old 04-23-2017, 02:50 PM   #6
Heavy Death
Default Re: Infantry weapon damage changes

A breacher on Fallujah had real trouble knocking down wooden doors with the shotgun. I didn't test it myself and maybe he was doing it wrong, but still, look into it.

Heavy Death is offline
Old 04-23-2017, 04:10 PM   #7
Wing Walker
Default Re: Infantry weapon damage changes

WOW.

Something like this is what I've had on my PR-wishlist since I first started. It seemed very possible to me when I started poking around the tweak files and seeing the different factors you can change for a "PR-ballistics" system.

Nice work!

I'm sure there will be some wrinkles, but that is why its all fun.

I look forward to trying it all.

Feedback:
On...
"(I may have to remove some of the M14's on Vietnam for example)."

I'm not sure the M14 would give much advantage over the AK in the jungle. At closer range the x39 would be just as penetrative as the .308.

The 14 would have less ammo capacity, more recoil, and slower fire rate than the AK. There would be one advantage in longer range shooting but on a jungle map that is not the normal situation.

In PR:WW2 the difference would be a lot more prevalent, Semi-auto 30-06's vs Bolt actions / sub-machine guns...

Thanks DEVs!
Wing Walker is offline
Old 04-23-2017, 04:48 PM   #8
viirusiiseli
Banned
Default Re: Infantry weapon damage changes

Shot at a guy laying down 10 meters in front of me, his head toward me, fired 6 rounds with the shotgun. Last shot killed him. Pretty useless, since his head was the first thing pointing toward me.
viirusiiseli is offline
Old 04-23-2017, 06:50 PM   #9
Rabbit
Default Re: Infantry weapon damage changes

Man yall freak out hardcore about changes likes these immediately. Remember how many patches we lived with a bipolar deviation?

Rabbit is offline
Old 04-23-2017, 07:14 PM   #10
Vista
Default Re: Infantry weapon damage changes

Quote:
Originally Posted by Rabbit View Post
Man yall freak out hardcore about changes likes these immediately. Remember how many patches we lived with a bipolar deviation?
Well the meta shifted from one side to the other...

The M240 and MG3 are all one-shot-bullet-vomiting gods now.

How is it reasonable to give AUTOMATIC rifles one shot capability? If the MG3 was powerful now it's just fucking ridiculous
Vista is online now
Closed Thread


Tags
damage, infantry, weapon
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -4. The time now is 09:45 PM.


Powered by: vBulletin. ©vBulletin Solutions, Inc.
All Content Copyright ©2004 - 2018, Project Reality