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Old 2017-04-24, 07:44   #21
[R-MOD]FFG
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Default Re: Infantry weapon damage changes

I've been having a blast destroying kids today.I think the changes to 7.62 vs 55.6 combat is pretty dank. Im sure Ban will be upset his crosshair shotgun got nerfed. But overall been pretty fun and seemingly fair. I didn't lose a fight thinking, If only I had a higher fire rate gun.

One thing I did notice is that Shotguns seemed to take alot more shots to kill crates and pop locks. On multiple occasions with the 590 on kokan today did it take me 7 shots to open a gate.

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Old 2017-04-24, 08:43   #22
inb4banned
Default Re: Infantry weapon damage changes

Quote:
Originally Posted by Mostacho View Post
Al basrah gameplay is broken

Asad khal gameplay is broken

bayam gameplay is broken

falluhja gameplay is broken

gaza gameplay is broken

fools road gameplay is broken

karbala gameplay is broken

Op archer gameplay is off chart broken

mestia gameplay is broken

Ramiel gameplay is broken

General maps gameplay is worst
+ all the Vietnam maps. This was ok before, but could be made better (on Vietnam maps).

How it should work for good gameplay balance on Vietnam maps: torso shots to kill at 50m:
Mosin 1
M14 2
SKS 2
AK 2
RPK 2
M60 2
M16 3
PPSH 3

Damage dropoff should make Mosin 1 shot range almost unlimited, M16 3 shot range would be pretty limited but not nearly as mush as PPSH. SKS and M14 would still be good at ranges, AK would fall behind.

Similarly you could balance 900RPM rifles with bigger damage dropoff.

This kind of balancing would differentiate the weapons more and make it more interesting. What we have now is some half assed system that breaks the balance and ruins maps for the sake of faux realism.
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Old 2017-04-24, 09:20   #23
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Default Re: Infantry weapon damage changes

sbeneh is particularly rough too
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Old 2017-04-24, 10:40   #24
[R-CON]​Chuva_RD
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Default Re: Infantry weapon damage changes

Just tested, lower legs and body armor have same armor coefficient; tested on russians on Grozny; sure about SVD, Mosin, Ak74M, AKM, PKT, Mosin gangster edition, Simonov

Bayonet of Ak74m deal 9 HP if stab to lower legs, 78 HP against hands, from 22.5HP to 27 HP against boots with decreasing distance, do from 8 HP to 20 HP against knees of laying man with half of it not being registered, could do dead-dead or dead of -180HP or -100.5HP if stab to body armor.

I'm wondering how a knife can penetrate armor of 3rd or 4th class of protection where besides kevlar it have 3-5mm plates; looks like Ka-Bar can't penetrate for more than 2cm of kevlar/2nd class of protection (https://www.youtube.com/watch?v=7q8p6DfxaGE). This is not median for all knifes of course but a good example of wide-spreaded knife's performance.

Buckshots is pure random, if specialist aim for upper half of body he could deal damage from 40 to 80 HP; if he aim at lower half and legs he deal up to 40 HP in mean. Shots in body armor from 1 step do stable loss of 35 or 40 HP, do not remember how many exactly. Shots in torso and limbs do less damage than shots to body armor. I doubt this should be so, IMO buckshots should make people dead after torso shots.

Chinese rifles best in the game, chinese crewman is the best PDW and probably the best CQB weapon in game.

Pistols can't headshot.
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Last edited by [R-CON]Chuva_RD; 2017-04-24 at 12:03..
Old 2017-04-24, 11:51   #25
LimitJK
Default Re: Infantry weapon damage changes

higher damage on (assault-)rifles is justified for the sake of realism, as long as it doesnt break gameplay.
keep in mind that getting downed doesnt equal death, but being wounded and unable to fight which is usually the case when you get hit in RL.
i hope the damage dropoff on range against unarmored bodyparts doesnt get exaggerated as being hit should still have a significant impact on the soldiers ability to fight. it doesnt make sense to have a soldier be temporaly impaired (as reflected in the state of wounded) just after he is riddled with bulletholes (4+ shots).

pistol damage against unarmored bodyparts should not be too low either. 2 hits close range are more than enough to impair a soldier, and put him into a state of being wounded.

one possible balance tweak for bolt action rifles against unarmored upper body areas would be to make it an insta dead-dead kill, or let it penetrate bodyarmor.

shotguns are currently too weak, doesnt justify its use when you need 3 point blank shots to kill an enemy.


question about the armor areas: does the upper torso area on regular forces consist of one armor material, or are there weakspots at the sides (below the arms), as there should be a reduced level of protection in RL too.
could you make the damage materials on the sodier models public?


and as mentioned before, this update enhances the lack of balancing on high firerate rifles.
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Old 2017-04-24, 12:44   #26
sweedensniiperr
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Default Re: Infantry weapon damage changes

But wait, I thought the RPM of guns and only RPM make guns OP...

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Old 2017-04-24, 15:14   #27
operativac
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Default Re: Infantry weapon damage changes

I guess the DEVs secretly want us to shoot people in the dick?
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Old 2017-04-24, 15:34   #28
X-Alt
Default Re: Infantry weapon damage changes

FAL and G3 got a much needed buff. Great time with the 7.62x51 death squads in INS now.


But please make Sbeneh immersive.
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Old 2017-04-24, 15:53   #29
DogACTUAL

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Default Re: Infantry weapon damage changes

Quote:
Originally Posted by sweedensniiperr View Post
But wait, I thought the RPM of guns and only RPM make guns OP...
Welcome to the nerfers' circlejerk...
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Old 2017-04-24, 16:23   #30
Vista
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Default Re: Infantry weapon damage changes

Quote:
Originally Posted by sweedensniiperr View Post
But wait, I thought the RPM of guns and only RPM make guns OP...
Not really, DEVs have demonstrated that you can also make OP guns by increasing their bullet damage.

So instead of nerfing the Bullet vomit guns, let's make their opposite as OP now, so now you can experience true realism by dying in 0.3s after seeing the enemy. Good stuff!
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Last edited by Vista; 2017-04-24 at 17:03..
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