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Old 09-01-2008, 09:24 AM   #21
@bsurd

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Default Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by Salah ad Din View Post
Isn't there a third mode of weapon usage around, where the soldier has the gun on shoulder height and propped against it, but is not sighting?

The Sniper Rifles can have three Zoom modes, can't the Assault Rifles and Carbines get three, too?
1: Hip
2: Shoulder
3: Ironsight/Reflex/Scope
that sounds great! is it possible?
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Old 09-01-2008, 10:05 AM   #22
Duende

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Default Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by firstroundko108 View Post
I am a US Infantry soldier and I have to say I can get my ACOG up alot faster than the current delay time that is set. Yes, the .75 time was too fast but the .8 is too slow. I almost feel offended. I can assure you that my fellow soldiers and I can pull up a target on our ACOGs alot faster than that.

And I hate to downtalk the game at all because I am literally amazed by it. Fantastic job!
I´m not a soldier, boot a shooter, and I use to be a lot quicker than the game.

The animations are all amazing. But to slow, they make a impression that the person ingame aren´t in a war, they are testing equipement por de Department of Defense, or are in a high power competition.

Theese animations would be better if they get faster.
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Old 09-01-2008, 10:12 AM   #23
tanky
Default Re: Input on Aim Time from a US Soldier

i definitley agree the anims need speeding up. watching him raise the scope or reload is almost painful. I think the 3 sec wait for accuracy (and deviation on top of that) was enough to stop run-and-gun gameplay, the slow aim speed feels forced and unnatural imo, they totally destroy close-quarters combat...if you have a scope in a city firefight you are dead.
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Old 09-01-2008, 11:34 AM   #24
Artnez[US]
Supporting Member
Default Re: Input on Aim Time from a US Soldier

It's only frustrating if you're caught running (most people).

Next time you guys play, try this mode of movement:

1) Start in cover.
2) Identify closest cover in the direction you're headed.
3) Run to cover.
4) Stop, look around.
5) Repeat.

You'll notice that you'll have the drop on the enemey 90% of the time this way.
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Old 09-01-2008, 11:49 AM   #25
[R-DEV]bosco
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Default Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by Artnez[US] View Post
It's only frustrating if you're caught running (most people).

Next time you guys play, try this mode of movement:

1) Start in cover.
2) Identify closest cover in the direction you're headed.
3) Run to cover.
4) Stop, look around.
5) Repeat.

You'll notice that you'll have the drop on the enemey 90% of the time this way.

+1

and if you expect enemy contacts to be very close, walk with your scope up.


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Old 09-01-2008, 12:01 PM   #26
Zimmer
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Default Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by [R-PUB]bosco View Post
+1

and if you expect enemy contacts to be very close, walk with your scope up.
Did this myself in ramiel one of my sq mates rush up one level of a building he was shot I scoped and walked up the .:iGi:. insurgent didnt stand a chance shot a burst of bullets right in his chest.

I like the changes alittle uncomfortable with the animation time but that is because I am really played in with the old scoping time.

And pistols ftw.

People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox

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I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
"Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
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Old 09-01-2008, 12:11 PM   #27
LithiumFox
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Default Re: Input on Aim Time from a US Soldier

personally i have learned to enjoy the changes

They are good. I didn't even really notice how long it took to reload

=D It's fine, just get used to it ^_^

and that "walk around the corner and get shot instantly" thing....

=D people dolphin dove and tried to scope me....

NONONO

You keep out of scope for CQC/CQB(combat and battle)
You DONT use your sprint to get places, find a ride or jog, it helps keep your weapon ready for enemies to begin with.

the devs said it would be harder to get used to the release, and i believe it is almost as great as .5, if not better. PR is not a fast paced game, which is GREAT. Taking the time to plot and destroy thy enemies is a much better use of time than *RUN-POINT-CLICK-DIE* =/ that all other FPS's are

DEVS, THANK YOU FOR MAKING A UNIQUE FPS EXPERIENCE THAT ONLY A MODDING COMMUNITY COULD ACHIEVE CAUSE THEY DONT HAVE TO WORRY ABOUT PLEASING EVERYONE FOR THEIR MONEY =D we love you! (especially now that you have a new animator and coderedfox =D)



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Old 09-01-2008, 12:39 PM   #28
gazzthompson

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Default Re: Input on Aim Time from a US Soldier

learn to hip fire !!!! ive never used a scoped weapon in CQB (only range conditions) but i would imagine using a scope in CQB would be a massive hindrance. but i have learned how to hip fire VERY effectively, i can hip fire to about 20m anything over i use scope. though with the new deviation changes i hip fire alot less with ironsights as i can walk and shoot effectively :P and love it.


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Old 09-01-2008, 12:56 PM   #29
thebusdriver
Talking Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by gazzthompson View Post
Quote:
Originally Posted by thebusdriver View Post
u cant force teamwork
either ppl play together on their own or they dont, but these ultra-high reload/aiming times are completely useless
no but you can punish people who dont work as a team so they leave the mod.
are you actually serious ???
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Old 09-01-2008, 01:01 PM   #30
[R-DEV]MAINERROR
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Default Re: Input on Aim Time from a US Soldier

Oh yes he is. Everyone not able/not wanting to perform teamwork/teamplay should just move to another game. Simple as.


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