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Old 09-01-2008, 01:03 PM   #31
Howitzer

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Default Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by Pvt.King View Post
(about , See the ennemy - headshot gameplay) Never saw this happened in 0.75 since there is a factor called "Deviation". if you headshot someone in the first shot, you are just lucky.
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Old 09-01-2008, 01:08 PM   #32
gazzthompson

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Default Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by thebusdriver View Post
are you actually serious ???
yea, this mod is aimed not only to be "realistic" but provide a environment for teamwork , people not willing to work as team and ruin the mods intentions of good gameplay should leave, there are ALOT of quality mods out there not depending on teamwork for gameplay.


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Old 09-01-2008, 01:26 PM   #33
sunken
Default Re: Input on Aim Time from a US Soldier

first off all. Devs awsome work!!! this game is THE game for me.

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
i think that Salah ad din is really on to something here. I have some suggestions to


1 running speed
you make alot off noise, and it takes a loong time to get the sight upp and to acheive accuracy. imo the running/sprint time should be increased

2 normal walking speed
should be as it is now

3 (dont know the proper english word for this but) something like)

Situation awearness mode. Like when you are in an wery hostile area. Weapon to the shoulder A very short time to get the sight upp and aglined(like the 0.75). Ready to fire and you walk quite slowy.



My biggest problem right now as an squadleader is to keep my soilers in a desent formation.
(almost typed propper formation but lets face it. everyboudy dosent have military training)
everybody is jusst running around as fast as they can. It would be really nice in an squad who apply propper tacics (walk slowly, guns to the shoulder, etc in formation) has an advantage to these running fools

the longer sprint time is to make it possible for an individual soilder to be able to catch upp with the rest off the squad

normal walking speed is jusst for transport in squad formation. (we have big maps now)

"heads upp mode" is the speed im gonna make my squad to walk in an hostile area covering rooftops, corners, etc etc

Think these few things would realy increse both tactics, teamplay and mostly realistic experiance


BTW im not from uk. sorry about the crappy English %)
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Last edited by sunken; 09-01-2008 at 01:53 PM..
Old 09-01-2008, 01:35 PM   #34
Duende

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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.
This action work if you are ina building, but if you are in open field the you loose sight of the battlefield.

The only thing that is messing with the combat is the sighting. All other stuff are wrking fine. We are slow to move now, but not to slow like in Americas Army.
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Old 09-01-2008, 02:44 PM   #35
00SoldierofFortune00

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Default Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by Pvt.King View Post
Never saw this happened in 0.75 since there is a factor called "Deviation". if you headshot someone in the first shot, you are just lucky.
This always happened in 0.75. This wasn't luck, it was just common. Whenever someone would see an enemy, the engagement would go like this

-Two troops see each other
-Both insta-prone
-Whoever insta-proned and fired first would usually win

The "Deviation" in 0.75 was a joke because if you went prone, it pretty much eliminated it, especially with the QBZ and SA80.

Quote:
In 0.8, most animation are slow like we are shooting at the shooting range, not in combat, not under pressure(such as the SAW picking up animation in undeploy mode). DEV said it's not realistic, BUT it's "promotes realistic behavior". OK, fine. So all who don't like it has to adopt all this.
They had to be slow to slow down combat because 0.75 was no different from vanilla. Now, instead of insta-prone ingagements, it actually forces people to get to cover first and the winner of the engagement is determined by who has the better tactics, not who is the faster shooter or hits the ground first.

Quote:
Originally Posted by ReaperMAC View Post
So everyone that I know, had atleast 7/10 of their deaths as headshots. There must be some really lucky people back in v.756.
I agree LOL!

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.
+2

Yall have figured out that if you crouch and walk with the iron sights up on the Rifleman, Medic, and Engineer kit, that you walk pretty fast while crouched and zoomed? The Iron Sights now have a major advantage over the scopes in CQB.

I don't think many people have figured that out yet.

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Old 09-01-2008, 04:16 PM   #36
Tirak

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Default Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by 00SoldierofFortune00 View Post
This always happened in 0.75. This wasn't luck, it was just common. Whenever someone would see an enemy, the engagement would go like this

-Two troops see each other
-Both insta-prone
-Whoever insta-proned and fired first would usually win

The "Deviation" in 0.75 was a joke because if you went prone, it pretty much eliminated it, especially with the QBZ and SA80.



They had to be slow to slow down combat because 0.75 was no different from vanilla. Now, instead of insta-prone ingagements, it actually forces people to get to cover first and the winner of the engagement is determined by who has the better tactics, not who is the faster shooter or hits the ground first.



I agree LOL!



+2

Yall have figured out that if you crouch and walk with the iron sights up on the Rifleman, Medic, and Engineer kit, that you walk pretty fast while crouched and zoomed? The Iron Sights now have a major advantage over the scopes in CQB.

I don't think many people have figured that out yet.
Never really ran into that problem, but I suppose some people have. I agree, there should be some delay in SCOPE IN and SCOPE OUT, but it's far too long now, halveing it would be good.


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Old 09-02-2008, 05:33 AM   #37
[DVB] Avalon.ca

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Default Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by [R-PUB]MAINERROR View Post
Oh yes he is. Everyone not able/not wanting to perform teamwork/teamplay should just move to another game. Simple as.
I seem to remember a very common phrase amongst the PR devs in the not so distant past, "you can mod the game, but you cannot mod the Players". your suggestion to punish the non teamwork oriented players sounds like to it should be more of a server side issue that should be enforced there. i know if i have someone in my squad that wishes to "lonewolf" or not listen to what i need him to do, he is simply removed from my squad.
since the release of .6 and on, when ever there was complaints about game play and new options, the phrase "this is a realism mod" was used greatly. is this nolonger a binding or has game play been made the issue again? pronespaming, bunny hopping, grenade spamming annoys the hell out of me like the rest of you, but tweaking the game just to get rid of a player type might be overkill. TG server has seemed to keep alot of issue at bay some how, perhaps it's about admins?


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Old 09-02-2008, 06:06 AM   #38
Phoenix.86

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Default Re: Input on Aim Time from a US Soldier

I love the new system, gets finally rid of insta proners that were a big issue in .75, and the "in reality i can do this..." doesn't count imho since this is still a game and there need to be balance things(see supression effect...) since players can do things impossible in rl(respawn etc.). So just deal with it and go into combat with the loadout fitting the situation.


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Old 09-02-2008, 06:12 PM   #39
tanky
Default Re: Input on Aim Time from a US Soldier

people keep talking about headshot kills in 0.75...i never got that many and i played alot. remember you can't hit an artery in this game. any wound that isnt a head shot can be magically healed by a medic...not realistic. the headshots i think countered this in the only way possible with the engine. if you kept getting headshotted...try running to cover?
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Old 09-02-2008, 08:20 PM   #40
Endrek
Default Re: Input on Aim Time from a US Soldier

So far my experience with 0.8 is that hip shots are a really bad idea unless you're practically point blank. Your accuracy is about 50% of what it is with scope, movement deviation aside. You guys are asking for the wrong change with scope up time. What you should be asking for is the ability to move faster with scope up, at least with the aimpoint/iron sights. The soldiers move at the speed of molasses with scope up. If I were on point for a squad clearing street corners IRL I would surely not be holding my rifle at my hip. Similarly I see footage all the time of RL soldiers moving with raised rifles at a pretty good pace. Just increase the movement speed when using scope (only for the aimpoints/irons if possible) to something in between the current scope and non-scope speeds.
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Last edited by Endrek; 09-02-2008 at 08:33 PM..
 


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