project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Feedback > Infantry
23 Aug 2024, 00:00:00 (PRT)
Register Developer Blogs Members List Search Quick Links

Reply
 
Thread Tools Display Modes
Old 2021-09-20, 08:22   #11
[R-DEV]​UTurista
PR:BF2 Developer
Supporting Member

UTurista's Avatar
Default Re: Recoil has destroyed gunplay

Quote:
Originally Posted by rogdozz View Post
Can someone explain to me what the purpose of the recoil update was?
There's a post with a video explaining the reason: https://www.realitymod.com/forum/sho...d.php?t=151301.

TLDR: Recoil was broken in the sense of how it was being calculated by the game and now its fixed.

It is possible that some tweaks might be needed here and there since they have been configured with the old system in mind but like everything in this game this will be done in its due time.

Quote:
Originally Posted by Danesh_italiano View Post
Simply because a group of 10~15 people (devs/testers) WANT IT. Always has been like this with almost all changes in PR... the only exception was the bullet/ragdoll damage that somehow got reverted.
That's the definition of any mod. We're a team of volunteers that try to do the best for the game but we will undoubtedly be biased for things we like.
Don't know any mod that is not like that, why would anyone volunteer to do something they disagree or dislike?!

Want to change something? Learn how to code, implement your changes and the present them instead of just complaining.
The intention is not to seem rude it just, you're not understanding the concept of volunteers.


Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
UTurista is offline Reply With Quote
Old 2021-09-20, 09:04   #12
rogdozz
Default Re: Recoil has destroyed gunplay

Quote:
Originally Posted by AlonTavor View Post
Make semi-auto a viable option, and nerf 900RPM
I think you should look at insurgent AKs then, auto recoil is somewhat fine but semi auto recoil is too high imo. They’re both equally unviable at mid range, only option is to get in close and use full auto
rogdozz is offline Reply With Quote
Old 2021-09-20, 09:11   #13
rogdozz
Default Re: Recoil has destroyed gunplay

This idea that more realism = better gameplay is stupid. If we reduce recoil too much we end up having a game like SQUAD where it’s so easy to get shots on target that if you see the enemy first, you can kill 3-4 of them before they even have time to react… and people start lonewolfing more to try to ambush enemies like that, because playing together as a squad isn’t worth it if one enemy can inflict so much damage before you have time to react together as a squad. That’s like 50% of what’s wrong with SQUAD game.
rogdozz is offline Reply With Quote
Old 2021-09-20, 10:12   #14
[R-DEV]​AlonTavor
PR:BF2 Developer
Supporting Member
PR Server License Administrator
Default Re: Recoil has destroyed gunplay

Quote:
Or am l missing something
-Recoil animation is faster. Easier to adjust after semi auto.
-Semi auto RPM was increased, you can click pretty fast now.
AlonTavor is offline Reply With Quote
Old 2021-09-20, 12:52   #15
UncleSmek
Default Re: Recoil has destroyed gunplay

I agree with Danesh,
Problem is One person already did something that degraded the game and the devs continued to give him more influence over all of the weapons in the game.
UncleSmek is offline Reply With Quote
Old 2021-09-22, 23:19   #16
556
Banned

556's Avatar
Default Re: Recoil has destroyed gunplay

Im just gonna say that the new recoil really makes a lot guns harder to use like the AKM or the C7A2.
They kick way more than they used to and its almost impossible to control them.In some maps like falcon the AK74M doesn't really stand a chance against the C7NLD when enemies can laze you.I really don't understand why change something that was working already sure it had its flaws but not every gun kicked like a mule.This really makes CqC combat 1 sided and semi-auto doesn't really work against full-auto.

Would really appreciate if it was toned down a bit or it was reverted back to the old system most people aren't really happy with this change in gun recoil.
556 is offline Reply With Quote
Old 2021-10-13, 23:43   #17
WingWalker
Default Re: Recoil has destroyed gunplay

Quote:
Originally Posted by UncleSmek View Post
The recent changes to recoil has completely revamped gunplay and if weapons remain as disfunctional as they are, referring to the G3 mainly these kinds of updates are useless.
Its just the same with the AR changes earlier. You are completely changing something that is working. What is the reason for these changes?
I think the G3 needs more recoil.
WingWalker is offline Reply With Quote
Old 2021-10-15, 23:08   #18
dcm
Default Re: Recoil has destroyed gunplay

The current recoil system is fucking ass. I dont know what they claimed to improve, because mag dumping weapons in semi auto and firing at the beginning of a burst fucking sucks now. It feels like there's a first shot recoil multiplier(ala bf) which really throws off your aim. You cant predict how much recoil your gun is gonna give. You cant compensate for it either. It's extremely noticeable at close range. Full auto guns are now even more powerful in cqb. Long range undeployed semi autos suck even more now. The only thing this recoil change did was cement the dominance of full auto weaponry. The old recoil system felt more smoothed out. It was more fair and predictable. At least semi autos had a chance to put up a fight. Now forget about it.
dcm is offline Reply With Quote
Old 2021-10-16, 09:10   #19
[R-DEV]​AlonTavor
PR:BF2 Developer
Supporting Member
PR Server License Administrator
Default Re: Recoil has destroyed gunplay

Just to be sure, you're playing Battlefield 2: Project Reality, not the GTA V mod called Project Reality. Right?

Because everything you said is literally the opposite of what changed. There's no first shot multiplier, the animation for the first shot stops faster than before. Fixing the fullauto desync made full-auto much more predictable. Its barely noticeable with iron sights below 50m. Semi auto total recoil is literally untouched. Full auto is now not effective above 75m. Semi auto can now fire almost as fast as full auto, making well placed shots effective even under 50m.

You're either experiencing some insane placebo or you're not playing the same game we're playing.
AlonTavor is offline
Last edited by AlonTavor; 2021-10-16 at 09:20..
Reply With Quote
Old 2021-10-16, 13:31   #20
BL4CK_DR4GON
Default Re: Recoil has destroyed gunplay

Impressed to see this unfriendly dev's behavior..

The shooting and recoil mechanics were awesome, no need to change them at all! And yes, it is s*it now! I can't understand, all over these years we should improve the game and not change something we all liked.

Quote:
You're either experiencing some insane placebo or you're not playing the same game we're playing.
It really seems like you DEVS are playing another version of the game or something, because it is impossible to understand. So many things to focus like map development, moving mechanics, factions, new functionalities and options for our gameplay. Who really make this game is us, the players!

I was at least hoping to read something like, we will reconsider your comment and we'll comeback to discuss this subject and find a better way to proceed with this. (OR WE'LL CHANGE IT FOR THE WAY IT WAS)

Oh, and that deviation mechanic... =(
BL4CK_DR4GON is offline
Last edited by BL4CK_DR4GON; 2021-10-16 at 13:37..
Reply With Quote
Reply


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. The time now is 00:11.