Weight system and changing the RPG
2013-08-31, 01:33 PM (This post was last modified: 2013-08-31, 02:07 PM by dm.mossberg590a1.)
#11
RE: Weight system and changing the RPG
The thing is its not an rpg anymore its a smaw. Does the smaw have a timed explosion?

Also rpgs are really accurate with good ammunition and a trained operator... maybe it would explode in 3 seconds if not detonated yet. Rpgs can fire almost any rocket including 105 mm rockets also... since there is no wind in acr there is no crosswind problems, otherwise snipers would have to compensate for that.

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"C makes it easy to shoot yourself in the foot; C++ makes it harder, but when you do it blows your whole leg off." - Bjarne Stroustrup
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2013-08-31, 02:07 PM
#12
RE: Weight system and changing the RPG
Making the RPG explode no further than 25 meters is easily implementable, but this image says it should be 900 meters.

Best regards,
Victor
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2013-08-31, 04:49 PM
#13
RE: Weight system and changing the RPG
Yes, 900 meters to explode, but again, it goes back to the horrible accuracy thing. Those things (RPG-7s) aren't made with quality in mind, but rather quantity. I don't know if people have the time, patience, or finances to zero in a RPG, but I know most of them are really inaccurate. BTW, I wasn't aware that the RPG can be modified to fire almost any rocket. It is a "recoilless" design though, right? So recoil should be pretty low.

Also, the rockets themselves have a chance to be duds. There are numerous stories from soldiers about how they faced death head on when an RPG impacted in their vicinity, but the grenade didn't explode.

So yeah, it goes back to the point about how to nerf the god-darn thing.

DSO
Windows 8 fanboy =D
"Not dead, can't quit"
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2013-08-31, 05:00 PM (This post was last modified: 2013-08-31, 05:03 PM by dm.mossberg590a1.)
#14
RE: Weight system and changing the RPG
DSO, most of the RPGs were poorly made, and haven't been maintained in like 20 years. Even the AKs used by the Taliban are so old they are breaking and jamming on them like crazy... However, the design is far from being a bad design, it is just screwed by poor maintenance in an environment so bad like 50% of all the weapons available in the world don't work properly in it.

The recoil in a RPG is zero, since all of the recoil is directed backward. So you only feel the recoil if your standing behind the RPG while its firing o_O.

As for nerfing the RPG, making it so it doesn't explode until 15 meters away from you and automatically exploding at 80 meters or so (since that is the average range it is used) would work to nerf it, especially if the rocket is moving at a slow enough speed.

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"C makes it easy to shoot yourself in the foot; C++ makes it harder, but when you do it blows your whole leg off." - Bjarne Stroustrup
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2013-08-31, 05:08 PM
#15
RE: Weight system and changing the RPG
-facepalm- I completely forgot about the arming distance. I like the specs you give! I dunno about making the RPG slower still. maybe make it basically a very fast grenade so that gravity only makes it drop like, 5 meters at 79 meters would nerf it?

Nice joke about the backblast on the RPG. I think many insurgents learned first hand to be clear of the backblast in a combat situation. It's also quite hilarious in milsim games when the noob that has the AT weapon doesn't announce that he's firing the damn thing, and the entire squad gets incapacitated. (FORK YOU NOOB!!!)

DSO
Windows 8 fanboy =D
"Not dead, can't quit"
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2013-08-31, 06:57 PM
#16
RE: Weight system and changing the RPG
I think 80 might be a little long. What maps actually have a length that long? I think 35 is much more reasonable(most of the way across the map on longhorn)
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2013-09-01, 09:23 AM (This post was last modified: 2013-09-01, 09:25 AM by Victor.)
#17
RE: Weight system and changing the RPG
Maybe we could make it so that the RPG has a 15% chance (it'll be underpowered if this is too high) to fail to explode. Also, the RPG would loose its effectiveness if we add an arming distance (minimum distance), but a maximum distance might be a good idea.

Best regards,
Victor
//victorz.ca
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2013-09-01, 09:29 AM (This post was last modified: 2013-09-01, 09:37 AM by DeltaStrikeOp.)
#18
RE: Weight system and changing the RPG
15% sounds good Victor. It'll get people to seriously reconsider using that thing. It should have around the power of a barrett round if it doesnt explode so that when it hits somebody, they're gonna have a hard time.

I think a small minimum distance to explode would be a good thing. I've seen a lot of people accidentally suicide with the RPG.

DSO
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"Not dead, can't quit"
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2013-09-01, 10:58 AM
#19
RE: Weight system and changing the RPG
I think a minimum distance is better than a failure to explode. Most of the failure to explodes is from lack of maintenance in desert environments. With good ammunition, there is very little chance for a failure to explode. Also, I don't like having a random aspect to the game, so skill doesn't even matter, only luck.

[Image: name_zps459dc421.gif]
[Image: cooltext1206791925_zps58ab60b5.gif]

"C makes it easy to shoot yourself in the foot; C++ makes it harder, but when you do it blows your whole leg off." - Bjarne Stroustrup
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2013-09-02, 10:48 AM (This post was last modified: 2013-09-02, 10:50 AM by Victor.)
#20
RE: Weight system and changing the RPG
But the people's ability to accidentally suicide with the RPG is one of the things that balances the RPG, so a minimum range would actually boost the RPG.

But adding a short maximum range wouldn't be that realistic (or would it?) The RPG won't fly forever, even if you shot it on the moon, but it would take a long distance before it actually explodes from the timer. A long maximum range (920 meters) would be realistic, but it would have no effect in most maps.

Best regards,
Victor
//victorz.ca
Code:
Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|)
My antithesis compares favorably with _that of_ any high magnitude of pwnage. (|-me| > |-p|, |me| > |p|)
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