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Old 09-15-2009, 05:01 PM   #11
Spaz
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Default Re: Faster aim (non scope) movement.

I really don't like the chances you guys did to the infantry movement in CA, it feels so unnatural and weird. I think the movement in PR feels a lot more realistic, it feels like you have more control of the body.

You guys have done a very good job with the vehicles but please don't change the infantry, there is no point in trying to fix something that isn't broken.


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Old 09-15-2009, 05:14 PM   #12
McBumLuv

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Default Re: Faster aim (non scope) movement.

Quote:
Originally Posted by Spaz View Post
I really don't like the chances you guys did to the infantry movement in CA, it feels so unnatural and weird. I think the movement in PR feels a lot more realistic, it feels like you have more control of the body.

You guys have done a very good job with the vehicles but please don't change the infantry, there is no point in trying to fix something that isn't broken.
Yup. Pretty much what is lacking is anyone with sufficient time and modeling/animating skills.

Here's from another thread.

Quote:
Originally Posted by McLuv View Post
Problems:

1) While using magnified scopes, players experience tunnel vision with the black screen covering everything not seen through the scope.
2) Ironsights are at a severe disadvantage at distances otherwise easy to engage at in real life due to the resolution limitation of the computer screen.
3) CQC lacks for both iron sight and magnified sights due to the fact that it is impossible to shoulder the weapon or look through the sights/backups while clearing rooms. Players must either be jogging with the gun at their hip, or must be going at a crawling pace while possibly suffering from tunnel vision due to the magnified optics.

Solutions:

1) Hollow out the magnified scopes à la Red Dot, zoom in the entire screen while leaving only roughly 50 % of the screen's area taken up by the scope, and then adding FH2 style blur.
2) Add a slight, slow zoom to ironsights to all for focusing of the eye. A zoom of 1.3-1.5 times taking a second or two to complete is an excellent solution.
3) Redo the infantry jogging/sprinting mechanics. Decrease the current walking/jogging pace to one suitable for clearing rooms, a faster walk. Decrease the current sprint to be slightly faster than the current jog, but then get rid of loosing stamina by jogging.

Animate it so that when walking the play shoulders his/her weapon and looks through the sights/backup irons. Alternatively, the speed changes don't need changeing to at least implement this last function, but they would make it both much more functional and useful when clearing buildings and realistic.
Without the proper resources, though, CAS tried getting much of that done through a purely technical and coder's point of view. What we have in the end is a less-than polished infantry mechanic. It's a workaround, and I hate workarounds.

What I'd love to see is Chuc maybe doing what I've listed for at least one weapon, with the scope and irons, just as a proof of concept.

Chuc, would you be up to it?


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Old 09-15-2009, 05:44 PM   #13
snooggums
Default Re: Faster aim (non scope) movement.

Quote:
Originally Posted by [R-DEV]Chuc View Post
It's one of those things where if we knew how to control it, we would have made those changes already. But we're still looking..
I'm not sure I understand this post. Do you mean that the scoped speed while walking is something that is not able to be changed as far as you know, as in the walking while scoped is either stuck at that speed? Or that crouching is also supposed to be at the same slow pace and you haven't figured out how to adjust that?

I guess I'm asking:

If the devs could adjust walking and crouching speeds while scoped and not scoped independently would the following be true:

Walking and running are what the devs want and would stay the same.
When a score is raised the player walks slower than normal movement, but a little faster than they do now.
When scoped and crouched the player would move the same speed or slightly slower than walking with scope up.

That's what I would expect would be the case.

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Old 09-15-2009, 09:24 PM   #14
[R-DEV]Chuc
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Default Re: Faster aim (non scope) movement.

Mcluv - I'm a busy guy, but when I have the time..

snoog - What I meant was that as far as I know, we havn't been able to work out how to adjust walking speeds when sighted in.


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Old 09-15-2009, 09:31 PM   #15
gx
Default Re: Faster aim (non scope) movement.

Is there no way to add a "sprint" to zoomed in, or is that a re suggestion that i have not seen.
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Old 09-15-2009, 10:43 PM   #16
McBumLuv

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Default Re: Faster aim (non scope) movement.

Quote:
Originally Posted by [R-DEV]Chuc View Post
Mcluv - I'm a busy guy, but when I have the time..
I know, I know,

But thanks for the hope


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Old 09-16-2009, 09:13 AM   #17
CAS_117
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Default Re: Faster aim (non scope) movement.

Quote:
Originally Posted by Spaz View Post
I really don't like the chances you guys did to the infantry movement in CA, it feels so unnatural and weird. I think the movement in PR feels a lot more realistic, it feels like you have more control of the body.

You guys have done a very good job with the vehicles but please don't change the infantry, there is no point in trying to fix something that isn't broken.
So why all the threads? Obviously at least 3 people on the forums so far would like some change to CQB lol. What you call unnatural I constantly wish I had whenever I play PR and BF2 nowadays, because when I am in CQB situation I have 2 situations: Charge in hip firing, or charge in and hope they haven't sighted up yet, wait for a target, drop to a knee or prone dive, and sight in. And they always have sighted up .

No more of that. In CA I can advance on the enemy with 4x zoom at a decent walking pace, or move up crouched at a faster crouched walk in CQB mode with scopes, or irons. Either way am completely comfortable knowing that I can hit my target below 30m while still keeping a decent pace to cover all my arcs, and in urban situations peek quickly around corners without dropping my sight. This cost me the ability to sprint over 6m/s, but I never slow down, and can still turn at an instantaneous rate so as far as I'm concerned life is pretty good.
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Old 09-16-2009, 10:09 AM   #18
snooggums
Default Re: Faster aim (non scope) movement.

Quote:
Originally Posted by [R-DEV]Chuc View Post
Mcluv - I'm a busy guy, but when I have the time..

snoog - What I meant was that as far as I know, we havn't been able to work out how to adjust walking speeds when sighted in.
Ah, haven't played regular BF2 to notice they were the same, thanks for the clarification

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Old 09-17-2009, 08:52 AM   #19
angellfall
Default Re: Faster aim (non scope) movement.

mm.. this feature is already in CA tho :/
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