Infantry weapon damage changes

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Allahu Akbar
Posts: 109
Joined: 2017-04-30 15:17

Re: Infantry weapon damage changes

Post by Allahu Akbar »

Nightingale87 wrote:Do you really take all that into consideration in the 3-4 seconds that a firefight lasts????....
Yes, because with M14 the firefight(if 1v1) ends as soon as you click.

If you never tried M14, camp in a bush with M14 for easy kills(shoot torso -> kill instantly).
Spraying with M16 works but usually only 1v1 or 1v2.
Bonecrusher76
Posts: 42
Joined: 2016-01-17 19:52

Re: Infantry weapon damage changes

Post by Bonecrusher76 »

Allahu Akbar wrote:1. a round being stopped by armour doesn't mean zero damage is caused.

2.Also how many armor can stop depends on whether it's ceramic or solid metal plate, thickness...etc.

1. The amount of energy delivered downrange, due to air resistance, is always less than the amount of energy (recoil) received by the shooter. The round will never deliver more energy than the recoil it produces. Therefore, a plate fully stopping a round results in zero damage.

2. I agree with you, but since the DEVs already said players in game will only be using standard FMJ and not "special AP rounds", it is reasonable to assume that ceramic plates will stop several, and metal plates will stop many, many, many, more.

Therefore, I again ask that in the interest of strict realism, all plate shots do absolutely zero damage.

I think we would all also agree that the horribly unrealistic medic healing and revive system should be completely removed from the game. A wound should require the player to spend months in the PR hospital and years in PR physical therapy before returning to duty.

(New PR kit ideas: Physical therapist & medical coding specialist)
Last edited by Bonecrusher76 on 2017-05-22 19:32, edited 31 times in total.
Allahu Akbar
Posts: 109
Joined: 2017-04-30 15:17

Re: Infantry weapon damage changes

Post by Allahu Akbar »

Bonecrusher76 wrote:1. The amount of energy delivered downrange, due to air resistance, is always less than the amount of energy (recoil) received by the shooter. The round will never deliver more energy than the recoil it produces. Therefore, a plate fully stopping a round results in zero damage.
The damage is done to the armored plate if nothing else(there's a reason why soft armor is needed behind hard plate).
Especially if ceramic.
Ratings are for about 6 rounds (NIJ lv III: 6 7.62x51 ball, NIJ lv IV: 1 30-06 AP) at most, and that's not counting shots hitting the same spot.
Bonecrusher76 wrote: 2. I agree with you, but since the DEVs already said players in game will only be using standard FMJ and not "special AP rounds", it is reasonable to assume that ceramic plates will stop several, and metal plates will stop many, many, many, more.
The problem is that we can't simulate degradation of body armor(at least no way in bf2 engine that I know of).
Bonecrusher76 wrote: Therefore, I again ask that in the interest of strict realism, all plate shots do absolutely zero damage.
As mentioned above, no plate can completely mitigate damage.
Watch some youtube videos or something.
Bonecrusher76 wrote: I think we would all also agree that the horribly unrealistic medic healing and revive system should be completely removed from the game. A wound should require the player to spend months in the PR hospital and years in PR physical therapy before returning to duty.
Medic heal/revive is a gameplay necessity to keep squad together.
Just because Medic system exists that does not mean you can go full retard-game.

You can't play that game with me.
Last edited by Allahu Akbar on 2017-05-22 21:39, edited 6 times in total.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Infantry weapon damage changes

Post by viirusiiseli »

This 37-page thread is cancerous and boils down to gameplay/realism balance.

How about we just stick to gameplay = realism that kept PR great before 1.3, instead of this new

realism > gameplay that PR is turning into? Ey devs?
Rico
Retired PR Developer
Posts: 1345
Joined: 2004-08-06 16:28

Re: Infantry weapon damage changes

Post by Rico »

After with some time with this, I'm going to say I dislike the extra shot it takes to put someone down with a US rifle for example. (3 instead of 2)

It boils down to game play, and I think that has been hurt with these changes. Going the uber realistic route hasn't worked here yet and needs a little tweak.
Last edited by Rico on 2017-05-25 08:18, edited 1 time in total.
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: Infantry weapon damage changes

Post by tankninja1 »

I've found it has a pretty dramatic impact on infantry combat of Bijiar Canyons, in combination with other changes to the IDF. Not only does 5.56 occasionally not even do enough damage to cause bandage required injuries but the giant red dot makes it difficult to aim for body parts where 5.56 actually does damage.

The MEC MG3 has also become an extremely powerful weapon. Most NATO countries don't have anything that can rival it since most of the FN MAGs lack scopes making them kinda useless in a lot of situations, especially maps like Bijiar where infantry usually shoot at each other from opposite hills a mile away.
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X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Infantry weapon damage changes

Post by X-Alt »

tankninja1 wrote:I've found it has a pretty dramatic impact on infantry combat of Bijiar Canyons, in combination with other changes to the IDF. Not only does 5.56 occasionally not even do enough damage to cause bandage required injuries but the giant red dot makes it difficult to aim for body parts where 5.56 actually does damage.

The MEC MG3 has also become an extremely powerful weapon. Most NATO countries don't have anything that can rival it since most of the FN MAGs lack scopes making them kinda useless in a lot of situations, especially maps like Bijiar where infantry usually shoot at each other from opposite hills a mile away.
Remove all MG3's scopes or bring in the HK21E because muh G3 platform.

MEC is too modern, the worst offender is the Havoc.
Last edited by X-Alt on 2017-05-25 21:13, edited 1 time in total.
agus92
Posts: 280
Joined: 2016-01-03 11:11

Re: Infantry weapon damage changes

Post by agus92 »

tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: Infantry weapon damage changes

Post by tankninja1 »

agus92 wrote:Army Chief: Infantry Needs New 7.62mm Rifle | Military.com

Just leaving this here...
They want a new rifle every other year. Yet despite wasting millions, possibly billions, they just keep coming back to the M16/M4.
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Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: Infantry weapon damage changes

Post by Heavy Death »

Played a round of Shijia on the Chinese side, noticed no real changes that would alter my gameplay whatsoever. But then again, its similar caliber and both sides are wearing armor.
fecht_niko
Posts: 347
Joined: 2013-06-29 13:42

Re: Infantry weapon damage changes

Post by fecht_niko »

Heavy Death wrote:Played a round of Shijia on the Chinese side, noticed no real changes that would alter my gameplay whatsoever. But then again, its similar caliber and both sides are wearing armor.
Try Sbeneh. Much fun 1shot-scope-autorifle vs 3shot-ironsights
Danesh_italiano
Posts: 573
Joined: 2012-07-23 03:25

Re: Infantry weapon damage changes

Post by Danesh_italiano »

Image

Since people need to aim on the penis to kill more easily, can implement this ????

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:mrgreen: :mrgreen: :mrgreen: :mrgreen:
I only know that I know nothing. Só sei que nada sei. Sólo sé que no sé nada. So solo di non sapere nulla. Tantum scio me nihil scire. Je sais seulement que je ne sais rien. Tiedän vain, etten tiedä mitään. Ich weiss nur dass ich nichts weiss. Ek weet net dat ek niks weet nie. Wiem tylko, ?e nic nie wiem. Heoi ko ahau anake e mohio ana kahore au e mohio. Ngiyazi kuphela ukuthi angazi lutho.
DogACTUAL
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Joined: 2016-05-21 01:13

Re: Infantry weapon damage changes

Post by DogACTUAL »

Is it an option to make a model like RO or RS where every gun is a one or two hitter, so it doesn't really matter if guns are OP? Could be plausible, because remember wounded state in PR is only incapacitation, i guess IRL one or 2 rifle rounds should incapacitate someone (depending on circumstance).
fecht_niko
Posts: 347
Joined: 2013-06-29 13:42

Re: Infantry weapon damage changes

Post by fecht_niko »

DogACTUAL wrote:Is it an option to make a model like RO or RS where every gun is a one or two hitter, so it doesn't really matter if guns are OP? Could be plausible, because remember wounded state in PR is only incapacitation, i guess IRL one or 2 rifle rounds should incapacitate someone (depending on circumstance).
332 stupid posts.
It's always funny to read the bs you suggest. Pls do us a favour and go back to arma.
agus92
Posts: 280
Joined: 2016-01-03 11:11

Re: Infantry weapon damage changes

Post by agus92 »

fecht_niko wrote:332 stupid posts.
It's always funny to read the bs you suggest. Pls do us a favour and go back to arma.
Welp, it does work very well on RO, and it's not the most milsim game precisely.

Provided the medic meta adapts (since it's the only thing holding up the teamwork), I do see I doable.
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: Infantry weapon damage changes

Post by DogACTUAL »

Pls do us a favour and go back to arma.
Go back to EA/DICE games, they have exactly the kind of perfect symmetrical balance you crave for, where everything is mediocre in the same way. I am serious. If you had your way everytime, PR would slowly turn into Battlefield 3<.
Welp, it does work very well on RO, and it's not the most milsim game precisely.
What is this? A person that actually examines the points people make and don't dismiss them ignorantly before even trying to consider them?
Last edited by DogACTUAL on 2017-05-26 23:30, edited 2 times in total.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Infantry weapon damage changes

Post by viirusiiseli »

DogACTUAL wrote:Is it an option to make a model like RO or RS where every gun is a one or two hitter, so it doesn't really matter if guns are OP? Could be plausible, because remember wounded state in PR is only incapacitation, i guess IRL one or 2 rifle rounds should incapacitate someone (depending on circumstance).
No, the previous system with well thought out damage was perfect for PR. Guns had relative damage that represented their caliber well and played out realistically. What you're suggesting would be as mad as the current system, if not more.
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: Infantry weapon damage changes

Post by DogACTUAL »

I think the next update to the DMG system with adjustments for barrel lenghts and ammo types will probably fix quite a few things people don't like about it now.
YAK-R
Posts: 335
Joined: 2012-07-07 15:04

Re: Infantry weapon damage changes

Post by YAK-R »

DogACTUAL wrote:Is it an option to make a model like RO or RS where every gun is a one or two hitter, so it doesn't really matter if guns are OP? Could be plausible, because remember wounded state in PR is only incapacitation, i guess IRL one or 2 rifle rounds should incapacitate someone (depending on circumstance).
I think the major issue with increased damage is that there is so much variance in your round (will it register, high ping etc) that it only amplifies the engines issues.

You might have put your crosshair right on the enemy and pressed your mouse, but the 'fake' deviation system in PR might fuck you, this other bloke might have spun around and done the same, however been more lucky, his shots randomly match up, and you're rip. The lower your effective health, the more frequently this occurs.

You should not aim to copy ro2's mechanics, the respawn times and mechanics are much much more forgiving than PR.

Ultimately it comes down to realism vs gameplay, the current values are based on the idea that realism is the best and fairest way to balance guns, i don't believe that to be true.
Mostacho
Posts: 54
Joined: 2016-07-18 16:01

Re: Infantry weapon damage changes

Post by Mostacho »

With the provided feedback

how much longer it will take to get this change reversed back to the way it was?
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