project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > Project Reality Mod Archives > PR Feedback Archives > PR v0.87 Feedback Forum
PR Time:
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read

Contact Support Team Frequently Asked Questions Register today!

 
 
LinkBack Thread Tools Display Modes
Old 09-02-2008, 11:02 PM   #41
EOD_Security-2252

EOD_Security-2252's Avatar
Default Re: Input on Aim Time from a US Soldier

Does anyone else think that it is completely insane that PR devs are disagreeing with guy who has actually used the weapon and practically is what PR is trying to make the characters? (I understand the whole gameplay argument, but it is just weird).


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

Informally retired modder - Projects:
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
,PSC Faction
EOD_Security-2252 is offline
Old 09-03-2008, 03:26 AM   #42
HughJass

HughJass's Avatar
Default Re: Input on Aim Time from a US Soldier

I belive there can be only 1 sequence for zoom in and out? (zoom in is one, and zoom out is just played backwords???)

if not, the zoom in time should be a little quicker (for 1 second to about .7) and zoom out should be about a half a second.


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.
HughJass is offline
Old 09-03-2008, 04:21 AM   #43
Flanker15
Supporting Member

Flanker15's Avatar
Default Re: Input on Aim Time from a US Soldier

I like the slow scope up time. It makes the iron sight rifle more useful in close combat. It's a trade off: you can have better long range precision or you can have faster aiming, before you got both with the scoped rifles leaving the iron sight rifles in a bad spot.

Help Project Reality in Australia, join the bigD community!

To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
Flanker15 is offline
Old 09-03-2008, 08:24 AM   #44
thebusdriver
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
1. the only thing that changed is that now you have to wait a considerable amount of time after insta-proning to give your shot a 60% possibility to actually hit the target


Quote:
Originally Posted by 00SoldierofFortune00 View Post
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.
just because you get to cover doesnt mean your enemy does. the first second you look around that corner might already get you killed, but thats where the uber-l33t tactics come in right ?

3. whenever i engage someone with a scoped rifle (includeds the reddot stuff) at close range, to hit something i either need to scope in and sit there without movement for 3 sec to hit him or the enemy has to fill the whole screen so i can engage without zoom

so, lets close this with a lil frontline story:
once upon a time, i grabbed a sniper kit (mec) and began climbing a roof. it was a wonderful day in muttrah city. i reached the top and found a usmc rifleman, at this time he didnt look in my direction. so i went a lil closer to investigate, take a look at his combat cloths you know - i was prone btw - when he turned around.
i looked at him, we both started the painfully long get-the-scope-up procedure. after that, we looked at each other again for aprox 5 (!) seconds, but this time through the scope. to my personal surprise, i actually won this engagement by headshot-ing an enemy soldier @ 0.5m with the sniper rifle.

pls, you named the mod project reality ... and now its like a coke truck loaded with horses.
thebusdriver is offline
Old 09-03-2008, 02:29 PM   #45
Bendit
Default Re: Input on Aim Time from a US Soldier

I really like what PR Devs have done. I appreciate the new animation time for scopes, although on another thread a DEV mentioned the time may be adjusted a little (0.2-0.3 seconds less) in future. In city combat I find the ironsights have a great edge at the shorter ranges. Finally it pays a squad to have a good mix of weapons - scoped and not.
Bendit is offline
Old 09-03-2008, 04:12 PM   #46
[R-CON]ReadMenace
PR Contributor

[R-CON]ReadMenace's Avatar
Default Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by EOD_Security-2252 View Post
Does anyone else think that it is completely insane that PR devs are disagreeing with guy who has actually used the weapon and practically is what PR is trying to make the characters? (I understand the whole gameplay argument, but it is just weird).
No, because there are plenty of people on the Dev team that are mil, or ex-mil.

-REad
[R-CON]ReadMenace is offline
Old 09-03-2008, 06:58 PM   #47
GreedoNeverShot

GreedoNeverShot's Avatar
Default Re: Input on Aim Time from a US Soldier

The ACOG scope was destroyed in this release. The Officer kit and Rifleman ACOG went from the best to being the worst. Since you have no crosshairs to aim in CQC, you are useless there, and in ranged combat, by the time you pull your scope up, the enemy is behind cover, or already shot you.
The insurgents are now officially better than the USMC and USA officers/ranged rifleman in combat in this release... The insurgents, with little or no training, and an extremely inaccurate weapon, have an advantage. All the other animations take a while also, but I could care less to be frank, as long as this is rectified.

The people in the Marines, where everyone is a rifleman first, has a crappy rifleman kit....? With that amount of training, you would think it would be extremely unbalanced to their favor.

I liked .75 combat, I was usually SL and never experienced any gameplay like vanilla bf2.

P.S. I was awesome with the iron sight rifle, I never saw anything wrong with it.

"If you outlaw guns, only Outlaws will have guns."
GreedoNeverShot is offline
Old 09-03-2008, 08:04 PM   #48
EOD_Security-2252

EOD_Security-2252's Avatar
Default Re: Input on Aim Time from a US Soldier

Read, British Army and US Military have different expectations and different soldiers.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

Informally retired modder - Projects:
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
,PSC Faction
EOD_Security-2252 is offline
Old 09-03-2008, 08:13 PM   #49
[R-DEV]Duke
Lead Beta Tester - EU
Project Reality Beta Tester

[R-DEV]Duke's Avatar
Default Re: Input on Aim Time from a US Soldier

Methinks that all those of you getting angsty about your lack of insta-zoom are almost definately those of you that scored the most insta-prone headshots in 0.7. Similarly,im fairly sure that those in favour of the changes (such as myself), were those to whom 0.7 gameplay was immensely frustrating as quicker reflexes, not strategy or tactics, won the day. Not that theres anything wrong with being an accurate shot or having quick reflexes, but this clearly made fire fights incredibly unrealistic as any rifle with a scope had the RL advantages of ironsights (quick draw speed) coupled with the advantages of the scope (accurate ranged fire). This made the use of ironsights defunct, as it was effectively accepting second best.

The fact of the matter is, someone with a 4x scope SHOULD be disadvantaged in CQB compared to ironsights or reflex scopes (not accounting firing from the hip of course). Similarly, someone with an ACOG SHOULD have the advantage in ranged engagements compared to reflex scopes or ironsights. This is now how it is in-game.

Now, as the precise reason for these advantages/disadvantages cannot be properly reflected in game (target aquisition speed, lack of situational awareness, aim speed etc etc) then what might only be a minute difference in aim time between a reflex and ACOG in RL must be exaggerated in order for the real advantages of each weapon IRL to be correctly portrayed. Thats it. Its in the same league as the depiction of killing civies with your ziptie to substitute arrest and detainment (and hence absence from the battlefield). Discussing the real precise speeds of scope in-times of various weapons is therefore a moot point. Adapt and get over it.

Personally ive found the changes to have had a hugely beneficial effect on tactical gameplay. The squad that out-manoeuveres and out-strategises his opponent will now win, as they rightly should.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


[R-DEV]Eggman - At one point it said Realtitty which I think was a Freudian...
[R-DEV]Duke is offline
Old 09-03-2008, 08:19 PM   #50
[R-CON]ReadMenace
PR Contributor

[R-CON]ReadMenace's Avatar
Default Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by EOD_Security-2252 View Post
Read, British Army and US Military have different expectations and different soldiers.
I'm confused, are you saying that the military advisers on the Dev team are all Brits or Americans? Neither of which is true.

-REad
[R-CON]ReadMenace is offline
 


Tags
aim, input, soldier, time
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 08:05 PM.


Powered by: vBulletin. ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2012, Project Reality.