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PR:BF2 Bugs If you find a bug within PR:BF2 (including PRSP), please report it here. |
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2015-01-25, 08:33 | #11 |
PR:BF2 Contributor
Join Date: Oct 2012
Posts: 1,874
Germany
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Re: Hit detection once more.
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VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them ]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy Just_Dave: i have a list about PR players, and they r categorized by their skill Para: You sir are an arse and not what the game or our community needs. AlonTavor: Is that a German trying to make me concentrate? Heavy Death: join PRTA instead - Teamwork is a must there.
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2015-01-25, 09:39 | #12 |
PR:BF2 Developer
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Re: Hit detection once more.
They are registering, but didn't do enough damage, probably.
Hit points, body armour, hit detection - it's all mixing in one problem, which leads to unpleasant game experience. Is there dedicated topic regarding this issue? Or we should expect some sort of fine tuning in next update? |
2015-01-25, 09:54 | #13 |
PR:BF2 Contributor
Join Date: Oct 2012
Posts: 1,874
Germany
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Re: Hit detection once more.
3 body shots are the most you can take with 5.56mm rounds(and similar variants), but I can see 5 shots triggering blood, each indicating a hit. However, it appears not all 5 hits triggered damage since 3 hit are always enough to kill.
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VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them ]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy Just_Dave: i have a list about PR players, and they r categorized by their skill Para: You sir are an arse and not what the game or our community needs. AlonTavor: Is that a German trying to make me concentrate? Heavy Death: join PRTA instead - Teamwork is a must there.
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2015-01-25, 10:29 | #14 | |
Retired PR Developer
Join Date: Jun 2006
Posts: 3,835
Japan
Location: Tokyo
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Re: Hit detection once more.
Quote:
So basically no, it's not something that can be addressed. | |
2015-01-25, 15:45 | #15 |
Retired PR Developer
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Re: Hit detection once more.
for devs this is probably relevant regarding the tnk issue:
https://www.realitymod.com/forum/f34...andomness.html |
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2015-01-25, 15:53 | #16 |
Join Date: Sep 2008
Posts: 192
Germany
Location: Munich
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Re: Hit detection once more.
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2015-01-28, 19:48 | #17 |
Join Date: Nov 2009
Posts: 782
Germany
Location: OMG becky look at her butt <3
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Re: Hit detection once more.
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2015-02-03, 12:43 | #18 |
Join Date: Apr 2010
Posts: 128
Brazil
Location: Rio de Janeiro
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Re: Hit detection once more.
Body armor in a vietnam war solider? I thought they had only used Flakjackets, which were design to stop explosion fragments, certain shotgun shells, and low velocity bullets. I've been recording my PR matches, and the more I watch it, the more I see cases like this, where I shoot someone and they don't die or even get wounded. I'm the guy on the RPK video above, my ping was good, the other guy's ping was the same, I sprayed the first, then the second, I even stopped firing because of the redidsh smoke poping up, I thought it was more than enough for him to die. RPK uses either 5.45mm or 7.62mm, since it is NVA, they probably used the older 7.62 models. So that 6-7 "visually hitting shots" did not do enough damage? Sure they didn't. The guy didn't even go to critical state, when your vision gets blurry and dark. Now, if you take his m16 and shoot a vietcong toe twice, bye-bye.
IMO BLUFOR needs a nerf on their "armor". It also happens in BLUFOR vs BLUFOR, but gets ridiculously imbalanced when it's BLUFOR vs OPFOR, in the matters of damage done. For example, some insurgents using bolt action weapons, blufor should be good as dead, getting hit on the chest with those WW1/Early WW2 weapons, cmon. |
2015-02-03, 17:04 | #19 |
Retired PR Developer
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Re: Hit detection once more.
None of the Vietnam factions have any form of body armor in game.
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2015-02-03, 18:00 | #20 |
Join Date: Dec 2012
Posts: 492
Brazil
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Re: Hit detection once more.
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Tags |
detection, hit |
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