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Old 03-27-2009, 09:30 PM   #11
Incomplete Spork
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Default Re: Make weapons feel short or long

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Originally Posted by ReadMenace View Post
I'd have to disagree with you on that part; deploying the stock is an additional step in readying your weapon, that does not increase the speed of presentation.


I forgot it was mandatory to collapse your stock before you pull out a nade
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Old 03-28-2009, 12:08 AM   #12
Expendable Grunt

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Default Re: Make weapons feel short or long

Quote:
Originally Posted by ReadMenace View Post
I'd have to disagree with you on that part; deploying the stock is an additional step in readying your weapon, that does not increase the speed of presentation.



This has been suggested many times, unfortunately it can be bypassed with mouses with adjustable sensitivity.

-REad
I know it had been suggested for scoped-in view, but wasn't sure about unscoped/sighted.

M.
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Old 03-28-2009, 12:42 AM   #13
[R-CON]ReadMenace
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Default Re: Make weapons feel short or long

Quote:
Originally Posted by Incomplete Spork View Post
I forgot it was mandatory to collapse your stock before you pull out a nade
I'm sorry Spork, maybe you had an additional conversation with Conman in which he explained why an 'AKS' would be quicker to deploy than a regular, fixed-stock AK47, but he didn't express that here.

-REad
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Old 04-01-2009, 07:35 PM   #14
Ace42
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Default Re: Make weapons feel short or long

The BF engines (from 42 onwards) have a number of numerical variables to change how weapons feel. It would be quite possible (and in some cases both realistic and sensible) to manipulate these to change how the weapons feel.

Some examples would be:
  • Speeding up the "draw" time, to make it quicker to switch between weapons. Easier to handle weapons are quicker to draw than clunkier ones.
  • Lowering the "fire RATE" deviation - so that easier to fire weapons can fire rapidly (on full-auto, for example) for more shots before the deviation becomes too high to hit anything (great for CQB)
  • Changing the "MAX fire deviation" for different stances (prone, standing, crouching), so that the absolute maximum innaccuracy a weapon can have due to movement, constant fire (full auto), poor stance, etc is lowered, even though the "base" deviation for it is high enough to make it useless for sniping
  • Lowering the vertical recoil RATE for heavier weapons (heavier the weapon, less it can pull up on you), such as those with the under-slung grenade-launcher, bi-pods); lowering the horizontal recoil MAX for lighter weapons to reflect their ease of use.
  • Lowering the MOVE deviation on lighter weapons designed for run-and-gunning, increase the TURN deviation for weapons that need more "sighting" time before popping off a shot.
  • Increasing the projectile drop rate / travel time / damage bleed off for weapons with lower muzzle velocities (IE shorter barrels, among other factors) so they are less accurate and damaging at long range.

This is not by any means an exhaustive list of the variables that can be manipulated to significantly change the "feel" of weapons in action and make them feel distinctive and useful in different situations.
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