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#31 |
![]() Join Date: Jan 2008
Location: Quebec, Canada
Posts: 624
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#32 |
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
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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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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#33 | |
![]() Join Date: May 2007
Posts: 18
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first off all. Devs awsome work!!! this game is THE game for me.
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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..
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#34 | |
![]() Join Date: Jul 2006
Location: Dourados - Brazil
Posts: 74
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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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#35 | ||||
![]() Join Date: Feb 2006
Location: US
Posts: 2,895
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-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:
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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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"Push the Envelope, Watch It Bend"
Tool ~ Lateralus |
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#36 | |
![]() Join Date: May 2008
Location: Asad Khal
Posts: 1,962
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#37 | |
![]() Join Date: Oct 2006
Location: small island north of florida...NFLD
Posts: 373
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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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#38 |
![]() Join Date: Jul 2007
Location: Bavaria
Posts: 354
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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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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Is that your radio poking me SL? Oh.. Ohgod.. It's not!" |
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#39 |
![]() Join Date: Mar 2008
Location: Bucks...just ask Gandalf for directions.
Posts: 202
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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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#40 |
![]() Join Date: Aug 2008
Posts: 16
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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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| Tags |
| aim, input, soldier, time |
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