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Old 09-09-2010, 01:49 AM   #31
ComradeHX

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Default Re: Jumping and Falling

Quote:
Originally Posted by Total_Overkill View Post
You know when you stub your toe in PR, and you slowly bleed to death?

Fall damage is directly tied into that...

Raise the damage, and we're gonna insta gib ourselves
Taking a 30km hiking trip after stubbing my toe/separated toe nail(fencing, I landed on my toe after jumping and hitting the other guy on the shoulders...) made me believe that PR is closely simulating Reality when small bleed = death.

I almost did not make it over the last hill, and had to be assisted in climbing down.

Now... if there was a QBZ-95 with a bayonet laying around there and have a nice traditional chinese communist song playing in the background, I would run over the hill at full speed...

But anyway, stubbed toe = really affects performance especially in combat (3 weeks after hiking, I came back to U.S. and played an airsoft game by camping in the building/woods like a sniper but with my QBZ-97...cannot run...) If it is problematic in airsoft, it is problematic in real war.

So... since I am alive right now... I think fall damage is just right in PR...


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Old 09-16-2010, 10:41 AM   #32
Darknecron

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Default Re: Jumping and Falling

Quote:
Originally Posted by EW_SK View Post
How can you tell if you havent tried ... In BF 2 engine there is no difference with the kit you have...A HAT can jump as many times as a medic or a riffleman
Actually, this is incorrect. I have done some modding myself, and there are two preprogrammed weight classes, light and heavy, which can be configured with completly different speed/stamina drain time/stamina regain time/health, etc. I also created three extra ones; Very Heavy, Medium, and Very Light. If Project Reality was the same, I would think the kits would be categorized as follows.

Very Light: Pilot, Unarmed
Light: Sniper, Crewman
Medium: Rifleman, Officer, Specialist, AP, Marksman, Medic, Grenadier
Heavy: AR, Combat Engineer, LAT
Very Heavy: HAT, AA

Quote:
Would it be posible to have a button that allow you to jump over small fence like in ArmA II or ArmA I with ACE ?
Changing jump to a multifunction key would be usefull. You can jump over two or three foot objects, and when you encounter a 6-foot wall, you can press the same button to climb over it. That would be a game changer.

Also, I think for smaller obstacles (6 inches to 2 feet) that "jump" would be a step-up animation and take much less stamina.

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Last edited by Darknecron; 09-16-2010 at 12:00 PM..
Old 09-16-2010, 11:55 AM   #33
lucky.BOY
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Default Re: Jumping and Falling

Quote:
Originally Posted by Darknecron View Post
Actually, this is incorrect. I have done some modding myself, and there are two preprogrammed weight classes, light and heavy, which can be configured with completly different speed/stamina drain time/stamina regain time/health, etc. I also created three extra ones; Very Heavy, Medium, and Very Light. If Project Reality was the same, I would think the kits would be categorized as follows.

Very Light: Pilot, Unarmed
Light: Sniper, Crewman
Medium: Rifleman, Officer, Specialist, AP, Marksman, Medic
Heavy: AR, Combat Engineer, LAT, Grenadier
Very Heavy: HAT, AA
I am not a modder, and yes, there are some weight classes in vBF2, but they stick to a player, not to a kit, AFAIK. I have read this somewhere on forums... (not a relevant information, i know). So, you cant apply weight classes on requestable kits (HAT, AA).


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Old 09-17-2010, 05:05 AM   #34
Exonar

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Default Re: Jumping and Falling

When I jumped a fence, lost the last of my stamina AND then came under fire, my first instinct was to jump around and dolphin dive. I obviously don't anymore and spend another 15 seconds to walk around, but I still get angry at the fact that I could not simply step over that knee high wall. We're talking about soldiers here; humans pushed to their peak of physical fitness, not fat camp kids.

Maybe (if possible) drain double the amount after jumping twice. Or simply make invisible ramps on knee high objects like the ones added to some of the insurgency maps' sidewalks.


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Old 09-17-2010, 12:06 PM   #35
Dev1200

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Default Re: Jumping and Falling

Quote:
Originally Posted by Looy View Post
Maybe this was put in to discourage bunny hopping, but jumping disables your weapon for about 3 seconds anyway so bunny hopping is already useless.
In times where evasiveness is more important then having a ready weapon, people will bunnyhop to avoid getting killed. Such as trying to get around a corner from an AR, sniper, etc.


It's very pathetic, but I find no problem in keeping the system the way it is. However, I'm sure lowering fall-damage might also have some effects elsewhere in the game, such as getting ran over.


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Old 09-18-2010, 01:20 AM   #36
Truism
Default Re: Jumping and Falling

Quote:
Originally Posted by Darknecron View Post
Actually, this is incorrect. I have done some modding myself, and there are two preprogrammed weight classes, light and heavy, which can be configured with completly different speed/stamina drain time/stamina regain time/health, etc. I also created three extra ones; Very Heavy, Medium, and Very Light. If Project Reality was the same, I would think the kits would be categorized as follows.

Very Light: Pilot, Unarmed
Light: Sniper, Crewman
Medium: Rifleman, Officer, Specialist, AP, Marksman, Medic, Grenadier
Heavy: AR, Combat Engineer, LAT
Very Heavy: HAT, AA
Interesting post. The devs and military advisors would be the ones to come up with the list, but a few of those strike me as very wrong. It would look more like:

Very Light: Pilot, Unarmed
Light: Crewman
Medium: Rifleman, LAT, AP, Marksman, Medic
Heavy: Officer, AR, Specialist, Grenadier,
Very Heavy: Sniper, Combat Engineer, HAT, AA

Reasons: Specialist squad weapons and their ammo can be pretty weighty, particularly the ammo. 18 HEDP 40mm's is a tonne of weight, and anything over a single firstline of ammo on an AR can be crippling. Radios like PR officers carry also wear you down. Specialist mobility equipment like MOE kits, shotguns and the like that Specialists model carrying can also be a pretty serious burden. Snipers and combat engineers also carry a lot of weight - snipers usually carrying extra rations, water, equipment and perhaps even a radio while combat engineers carry cumbersome explosives.

Conversely Claymores and LATs are pretty light and you only carry one. Medical equiment is bulky but generally doesn't weigh very much.

HAT and AA are frankly a little ridiculous to even have on the chart. A stinger weighs about 15kg loaded while an RBS-70 weighs roughly 90kg. An Eryx comes in at 16kg. Carrying one of these crew served weapons, as well as ammo, body armour and extra equipment starts to become a bit of a joke if you want to talk about sprinting and hurdling fences.

On a final point, DM could fit into heavy depending on what country you're talking about. I've heard of some countries DM's carrying a ridiculous amount of weight in the form of extra ammo but that's all case by case stuff and I've never had it confirmed.

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Old 09-24-2010, 10:41 AM   #37
Darknecron

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Default Re: Jumping and Falling

Quote:
Originally Posted by Exonar View Post
When I jumped a fence, lost the last of my stamina AND then came under fire, my first instinct was to jump around and dolphin dive. I obviously don't anymore and spend another 15 seconds to walk around, but I still get angry at the fact that I could not simply step over that knee high wall. We're talking about soldiers here; humans pushed to their peak of physical fitness, not fat camp kids.

Maybe (if possible) drain double the amount after jumping twice. Or simply make invisible ramps on knee high objects like the ones added to some of the insurgency maps' sidewalks.
Exactly.

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