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Old 2014-06-05, 01:00   #51
Wheres_my_chili
Default Re: Breacher Class Problems

Breacher is fine. Sure, i'm not totally thrilled that they put a scope it its rifle but sometimes thats the way the cookie crumbles. Its not like it makes things unbalanced.
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Old 2014-06-05, 01:05   #52
LiamBai
PR Tournament Admin
PR Server License Moderator

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Default Re: Breacher Class Problems

Please take the discussion of removing nades to another thread; this is about optics.

IRL scopes feel totally dfferent. Having an ACOG on your gun doesn't give you the huge tunnel vision it does in PR, and particularly for the US Army class I feel this is a huge problem, with only two of the kits having a sight available other than ACOG/red dot. Variety is the spice of life.

And still nobody's mentioned the solid slugs. Those have just disappeared from the game, and I loved them to bits. I know a rifle is generally more effective, but the slugs really had their moments and benefits. How do other people feel about this?


And these people saying shotguns aren't good... just wow. I hope I meet you guys when clearing buildings.


Liam: $ mkdir .ssh && chmod 700 .ssh
Vista: $: command not found
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Old 2014-06-05, 01:17   #53
Roque_THE_GAMER

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Default Re: Breacher Class Problems

Quote:
Originally Posted by LiamBai View Post
Please take the discussion of removing nades to another thread; this is about optics.

IRL scopes feel totally dfferent. Having an ACOG on your gun doesn't give you the huge tunnel vision it does in PR, and particularly for the US Army class I feel this is a huge problem, with only two of the kits having a sight available other than ACOG/red dot. Variety is the spice of life.

And still nobody's mentioned the solid slugs. Those have just disappeared from the game, and I loved them to bits. I know a rifle is generally more effective, but the slugs really had their moments and benefits. How do other people feel about this?


And these people saying shotguns aren't good... just wow. I hope I meet you guys when clearing buildings.
the British alt Breacher was the best marksman, lol.
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Old 2014-06-09, 09:40   #54
Death!
Supporting Member

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Default Re: Breacher Class Problems

Quote:
Originally Posted by LiamBai View Post
Please take the discussion of removing nades to another thread; this is about optics.

IRL scopes feel totally dfferent. Having an ACOG on your gun doesn't give you the huge tunnel vision it does in PR, and particularly for the US Army class I feel this is a huge problem, with only two of the kits having a sight available other than ACOG/red dot. Variety is the spice of life.

And still nobody's mentioned the solid slugs. Those have just disappeared from the game, and I loved them to bits. I know a rifle is generally more effective, but the slugs really had their moments and benefits. How do other people feel about this?


And these people saying shotguns aren't good... just wow. I hope I meet you guys when clearing buildings.
We should have "fake BUIS" like we have in ArmA 2 ACE where you can look over your scope even if you don't have a real BUIS or a small reflex sight on it.

MEC and US forces could greatly get benefits from it on CQB.

Pic related:
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Old 2014-06-09, 14:15   #55
Rudd
Retired PR Developer
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Default Re: Breacher Class Problems

Quote:
We should have "fake BUIS" like we have in ArmA 2 ACE where you can look over your scope even if you don't have a real BUIS or a small reflex sight on it.
we have discussed this in our private section, the problem is PR's size now. There are alot (jesus, moses and mohammed...so many) of weapons that would need this added, and we don't have the animators available anymore.
A determined person with the right skillset could do it, but we'd need to find that person.


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Old 2014-06-09, 14:33   #56
Death!
Supporting Member

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Default Re: Breacher Class Problems

Quote:
Originally Posted by [R-DEV]Rudd View Post
we have discussed this in our private section, the problem is PR's size now. There are alot (jesus, moses and mohammed...so many) of weapons that would need this added, and we don't have the animators available anymore.
A determined person with the right skillset could do it, but we'd need to find that person.
Sad news

Thanks for your reply, I appreciate that.
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Old 2014-06-20, 22:58   #57
curahee150
Default Re: Breacher Class Problems

why was the solid slug for the British removed anyway? And why was the breecher given an optic instead of iron sights or red dot sights?
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Old 2014-06-21, 12:09   #58
[R-CON]​Frontliner
PR:BF2 Contributor
Default Re: Breacher Class Problems

If you don't want a scope, press ALT on the loadout screen <.< The German Breacher has had a scope ever since and it doesn't feel any less useful by comparison.

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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Old 2014-06-22, 02:43   #59
curahee150
Default Re: Breacher Class Problems

I never said that I didn't want to use it, just makes for a lot more specialist lone-wolfs, there wasn't too many before the is was implemented.
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Old 2014-06-23, 21:44   #60
xleathery420x
Default Re: Breacher Class Problems

I'd like to see the Iron sights brought back for the US Army/USMC Alt for specialist/breacher because it would add some variety instead of everyone except heavy kits having ACOGs and aimpoints.

I also believe that Iron sights beat the Aimpoint in CQB as you can see a lot more of your surroundings when you have iron sights up compared to the Aimpoint. You can look down the iron sights and still have a good view of your room/hallway/alley whatever which you can't really do with the aimpoint as it takes much more space on the screen. to have the same level of visibility you need keep your weapon resting and bring the sights up to shoot when you see an enemy which takes longer then just moving the front sight post the the thing you want dead. I hope you get what I'm trying to get across with the sights, I could try and elaborate more if this is not clear enough.


Another breacher thing is the slugs, was kinda sad to see them go from the Brit Alt kit but I kinda get them being a little OP. I was thinking mabye give 1 tube(5-9 shells) of slugs to breacher classes that only get a shotgun like the taliban alt or US vietnam alt breacher because they are almost useless at ranges plus 50 metres, even 25 metres plus they are almost only good for dumping a tube of buckshot for suppression while the other guys get more percise shots.
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