Fix the unrealistically slow PTRS round

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Trotskygrad

FNG / Fresh Meat
Aug 14, 2011
1,302
37
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on top of corner ruins
When I use the PTRS against infantry (on mamayev), I find that I have to lead targets by a ridiculously large amount, compared to the mosin-nagant or other guns. This is unrealistic as hell, since the PTRS has a much greater muzzle velocity than the mosin, so the bullet would reach the target faster and require less lead.

Please fix this.
 

Guggy

FNG / Fresh Meat
Jun 9, 2012
38
5
0
In addition, how is the penetration of the PTRS versus concrete IRL? I imagine it'd be a useful anti-sniper weapon ingame currently, but I havent had much luck penetrating most cover with it.

EDIT: In fact, it seems rifle caliber rounds dont penetrate even normal drywall ingame particularly well :(
 

Andrew Blake

FNG / Fresh Meat
Dec 6, 2011
680
200
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In addition, how is the penetration of the PTRS versus concrete IRL? I imagine it'd be a useful anti-sniper weapon ingame currently, but I havent had much luck penetrating most cover with it.

EDIT: In fact, it seems rifle caliber rounds dont penetrate even normal drywall ingame particularly well :(

IRL they should be able to penetrate sand bags, but in game they can't AFIK. too bad really...
 

Trotskygrad

FNG / Fresh Meat
Aug 14, 2011
1,302
37
0
on top of corner ruins
yeah the penetration on the PTRS on terrain is significantly lacking

buffing this would be great, it's not like the PTRS is extremely overpowered against infantry anyways, I would argue the opposite.
 

Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
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I also have the feeling penetration in general is lacking.

It seems like beyond a certain distance, penetrative power drops off sharply. I was trying to test this on Grain Elevator the other day (to find out how to shoot through the walls of the Conveyor Tower) and I found that beyond maybe 50 meters, rifle bullets won't penetrate that grey texture of the tower itself. At closer ranges, however, they will in fact penetrate.

Doesn't make much sense to me, since a rifle round still maintains a vastly overwhelming majority of its velocity and energy after traveling even 200 meters.
 

Andrew Blake

FNG / Fresh Meat
Dec 6, 2011
680
200
0
yeah the penetration on the PTRS on terrain is significantly lacking

buffing this would be great, it's not like the PTRS is extremely overpowered against infantry anyways, I would argue the opposite.

It's powerful enough in terms of damage, imo.
 

Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
0
Belgium
Sorry for the slightly OT, but if anyone wants to test the penetration of different walls and bullets, add me on steam.
 

clambo

FNG / Fresh Meat
Sep 17, 2007
411
111
0
Northern Virginia
I have to agree. I'll spray a wall with an entire magazine from an LMG, and not get a single hit... It's kind of annoying...

On the other hand, I've cut practically buildings in half with the LMGs - even through the ceilings they penetrated. You can penetrate at least one wall in most of Barracks, Apartments, Spartanovka. Multiple kills per mag or belt.
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
i wouldn't be surprised if the client side hit detection isn't being applied to the AT rifle, as it's not currently applied to the tank weaponry.
 

Kukki

FNG / Fresh Meat
Aug 29, 2011
55
5
0
overally, AT Rifle feels underpowered when it comes to penetrating walls ando ther obstacles. Something is wrong with them. After GOTY patch you can sometimes deploy at rifle and until you redeploy it you'll shot with blank rounds that harm noone.
 

ross

FNG / Fresh Meat
Jun 9, 2010
778
53
0
Australia
shuntyard.blogspot.com
I also have the feeling penetration in general is lacking.
The ballistics in RO2 feel very lacklustre compared to Ostfront. Mekhazzio would be able to confirm/deny this for sure, but I don't think I see ricochets much (if at all) in this game - I jumped on Ostfront to quickly check out a map I never got to play before RO2 came along, and it wasn't long before I began blasting off rounds at things to watch the tracers skip along the ground before fizzling out. It may just be the new tracer effect not being quite as visually fetching, but I suspect ricochets in general are just not as much of a thing as they were in the first game. I know his mutator had an advanced ballistics option which added all sorts of fun things and made it feel a lot more satisfying, but I'm not sure if this was incorporated into the game or not.

I do remember seeing tank shells actually rolling off my front armour plate during beta, and was surprised they had such a detailed model, though :eek:
 
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Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
I've always missed the "laser" tracers from RO1. The effect was admittedly a bit over the top but it did look pretty cool. That was only a client-side graphical effect, though, none of the real shots behaved at all like that, and RO1's ballistics in general were a lot more crude than RO2's.

Anyhoo, in stock RO2, tank AP shot can skip and bounce under select conditions, but there's no ricochets or any other deviation on the bullets or tracers. My mutator didn't just toggle that on, that was all new from an overhaul of core shot behavior. TWI chose not to go with my redesign. Admittedly, it did have a higher bandwidth overhead than the stock model, so I can't fault them for it, but it does irk me to see the one-way wall penetration bug still in the game :rolleyes: Even though the stock game has client-side hit detection now (huzzah) I'm idly pondering updating my mod just for weapon behavior changes, but I'm not sure if there's enough demand for such a thing to justify the labor.
 

ross

FNG / Fresh Meat
Jun 9, 2010
778
53
0
Australia
shuntyard.blogspot.com
I would love to see it. There's no point in the game doing realism by halves... having things like adjustable sights and so on doesn't really seem consistent with the incredibly oversimplified vanilla ballistics.