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#11 |
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PR Contributor
![]() Join Date: Jan 2007
Location: Portland, Oregon
Posts: 2,804
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#12 |
![]() Join Date: Jun 2009
Posts: 465
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Maybe we can make up some kind of firing tipy, just like Full auto and semi auto, maybe 4 sloots,
Z1 ZOON MODE semi auto ZA ZOOM MODE FULL AUTO C1 CLOSE MODE semi auto CA CLOSE MODE FULL AUTO. remenbering this is for both rifles, whicht or whichout scope. has it is posted alike in the frist topic. but i don't kwon if this is posible to be do. Maybe we can make up some kind of firing tipy, just like Full auto and semi auto, maybe 4 sloots, Z1 ZOON MODE semi auto ZA ZOOM MODE FULL AUTO C1 CLOSE MODE semi auto CA CLOSE MODE FULL AUTO. remenbering this is for both rifles, whicht or whichout scope. has it is posted alike in the frist topic. but i don't kwon if this is posible to be do. if it is, maybe is also possible to be do, whicht a Shift Key. so you press Shift and you togle to the ZOON mod, this will also increse the people liking to use the long range Mod for Long ranged targuets, has well be stoped. what also is needed because you do not move when you are in a long range combat. Both Iron sings, and Scoped rifles, will have the stadard aim for close combat ranges, (what also make scoped rifles more likely to be wield for long range fietgths) so you need to press one time the aim mod, and other the sfit key, you will have the long range mod reddy, you don't need to keep pressed the sfint key, you only need to press it one time. after keep shoting, if you press the snift key another time, he will start runing and lose the aim, baking to the starndard aim mod, if you press the Aim botton (right mouse bootom) you get back to the close combat mod. i guess this will be quite complex in the start, but the sistem will work quite dinamic once you have trained a bit whicht it. because both buttons are HIGHT used in game. But if it is possible also, we can make the - bootom, to be the 11 sloot. i guess this is not to hard to change the in game core. so we can have the 2 sloots for each proposion, whictout losting anything |
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Last edited by HAAN4; 11-26-2009 at 04:36 PM..
Reason: i have a VERY VERY SIMPLER IDEIA>
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#13 |
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PR Developer
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It'd be better if you had a look at the limitations of the BF2 sight system then come back to us. 4 slots just for your primary weapon? Shift button to.. zoom in? Hmm.
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#14 |
![]() Join Date: Mar 2009
Location: Bridgewater, NJ
Posts: 786
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I'd hate to say this for the second time, Iron sights are used in some weapons for whatever purpose they require for. Whether it be for CQC battle, or it being fit in such a kit where optics would hinder the user too much. As Chuc has stated, the Primitive BF2 engine. Correct me if I'm wrong, but if we were to have zoom, we'd have to go to the older system where a image is used imitate "real" ironsights, implemented with the HUD, a system in which our optic equipped weapons use. BUT that would defeat the purpose of having the 3d Ironsights that the Animator Dev's have kindly made, having a accurate, real, true to life Ironsight. Plus your newer simpler as you've stated idea will indeed take up many needed slots.
You should go back to square one which in my opinion is flawed too. PR, as stated before, has its line between gameplay and realism. In my opinion Zooming ironsights is proposterous and reminds us of the old vBF2 days when you got a 1x zoom (I think) with all ironsighted weapons. I have pretty primitive knowlodge when it comes to BF2 coding, but I believe the Shift key, and whatever effects it controls is hardcoded to Sprint. I don't know about all you guys, but zoom on ironsighted weapons defeats all the work put into that has been put into adding the ACOG, SUSAT, G3 optic, Elcan, etc. If you want to engage targets at longer ranges, pick up something with a optic. If the texture's in BF2 weren't so low quality (in terms of graphics) than Ironsights wouldn't be such a problem, but I say we let this one go for PR2. |
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#15 |
![]() Join Date: Jun 2009
Posts: 465
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it's is not 4 sloots, it's is a kidda of 4 firing mods. just like full auto mod, and semi auto mod.
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#16 | |
![]() Join Date: Jun 2009
Posts: 465
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Quote:
so long IRON SINGS is very weak, do this they must have a balace add in the mod. like the way of aiming whicht iron sings, maybe in the CLOSE COMBAT slot of iron sings, we also make it able to walk whicht normal speed whicht you rilfle aimed, because it's not hard to walk while you rifle aimed. BATLLEFIELD 2 is not all unreal, it also have good things. Right? like the litle zoon of iron sings | |
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#17 |
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I like it the way it is, it forces teamwork, forces your squad to have some iron sight cqb guys and some scoped long ranged fighters.
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#18 | |
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PR2 Manager
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Quote:
For a start, you don't need to use separate slots to change between full auto and single-shot firing mode. Secondly, for most kits that use ironsights currently, there is not space to use a second slot for a zoomed ironsight mode. If we were to implement your idea, it would mean removing another item of equipment from most ironsight kits. We cannot create more equipment slots than the default, 9. 1-9 is all we've got to play with, and most of our kits are now maxed out. Never mind the fact that most of the DEV team are in agreement that adding zoom to ironsights is a less-than-ideal fudge. 1.25x or 1.5x zoom looks odd. Just practice with them, you'll be able to hit stuff out to 300m without any problem after a while. | |
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#19 |
![]() Join Date: Nov 2008
Location: dublin
Posts: 1,591
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LOL sloot
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Check out my Project Reaity gamplay here
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#20 |
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
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very productive comment myles.
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