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Old 06-11-2017, 12:50 PM   #1
ALOIXIA
Default Request for some rate of guns fire

Please uses this rate to look like real world.

PKM/PKP and all PK in side russian tank = 800
30MM russian auto cannon = 450
AK74 = 650
AK74U = 700
HK-G36 = 750

The 50 round of different is so big if a sound looping correctly.
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Old 06-12-2017, 03:47 PM   #2
IronFist

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Default Re: Request for some rate of guns fire

Quote:
Originally Posted by ALOIXIA View Post
Please uses this rate to look like real world.

PKM/PKP and all PK in side russian tank = 800
30MM russian auto cannon = 450
AK74 = 650
AK74U = 700
HK-G36 = 750

The 50 round of different is so big if a sound looping correctly.
http://www.realitymod.com/forum/f189...alues-bf2.html

You can't change the ROF to these type of values because of engine limitation
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Old 06-12-2017, 03:57 PM   #3
[R-DEV]AlonTavor
PR:BF2 Developer
Default Re: Request for some rate of guns fire

Engine does not support anything between 600 and 900.
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Old 06-12-2017, 04:23 PM   #4
_MB_
Default Re: Request for some rate of guns fire

Just a small idea. Would it be possible to make like invisible guns, which would shoot normal bullets and which would be shooting in equall time intervals? I mean somehow attach them to the hand of solider and have like three on the same place, but only one visible, each with 225 RPM and they would shoot with the right small delay, so the amount of bullets comming out would be constant 675 RPM?

I guess it is not possible or otherwise it had been already implemented, yet maybe it came to noones mind, so i will try.
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Old 06-12-2017, 04:28 PM   #5
DogACTUAL
Default Re: Request for some rate of guns fire

The worst limitation is still that you can't rewind or jump to a specific point in battle recorder.

The DICE employee(s) responsible for that one should be strangled.
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Old 06-12-2017, 10:35 PM   #6
mectus11
Project Reality Beta Tester

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Default Re: Request for some rate of guns fire

Please stop trying to shove in "real life realism", go play your simulators then.

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Old 06-14-2017, 11:05 AM   #7
ALOIXIA
Default Re: Request for some rate of guns fire

Ok, but the PK guns is 800 if it use 900 it will be close to real life as same as the PK in side tank.
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Old 06-27-2017, 03:16 AM   #8
Allahu Akbar
Default Re: Request for some rate of guns fire

Quote:
Originally Posted by ALOIXIA View Post
Ok, but the PK guns is 800 if it use 900 it will be close to real life as same as the PK in side tank.
You're not allowed to have better coax gun in non-NATO tanks because "balance."
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Old 07-02-2017, 05:42 PM   #9
X-Alt
Default Re: Request for some rate of guns fire

Quote:
Originally Posted by Allahu Akbar View Post
You're not allowed to have better coax gun in non-NATO tanks because "balance."
PKT 900rpm = M240 900rpm and 7.62x54R damage>7.62x51 NATO damage

stop complaining Comrade
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Old 07-14-2017, 04:43 AM   #10
Allahu Akbar
Default Re: Request for some rate of guns fire

Quote:
Originally Posted by X-Alt View Post
PKT 900rpm = M240 900rpm and 7.62x54R damage>7.62x51 NATO damage

stop complaining Comrade
#notyourcomrade

PKT would be close to balanced with higher rate of fire and previous "new" damage model, that's why it cannot have 900rpm.
If you bothered to look at previous damage chart, you would see that damage evens out at 300m and 7.62x51 nato starts doing more damage at long range (600m). Where 7.62x51 would be 3 shot kill out to nearly 600m, 7.62x54r would be 4 shot kill already.
The slightly higher damage to 300m of 7.62x54r is effectively useless in most cases(unless you hit upper leg in close range) since it only slightly affects time for target to bleed out if not killed outright.
For a tank, it probably will kill outright due to lack of movement/turning deviation.

So there is very little wrong with giving PKT 900rpm; there are NATO tanks with .50cal coax gun after all.

As for infantry versions; "800 is closer to 900 than 600" does not apply to non-NATO forces.
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Last edited by Allahu Akbar; 07-14-2017 at 04:50 AM..
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