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#1 | |
![]() Join Date: Aug 2007
Posts: 104
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After playing extensively during both betas me and my friends have compiled a list of the biggest flaws in our mind regarding infantry.
1. Grenade throwing and effects The exit trajectory for grenades should be in the middle of the screen, not somewhere on the top of the screen. Also add an cross hair to the screen that contains the power of the throw and direction. Especially usefull for people using trackir. Smoke grenades should not bounce multiple times when thrown. Currently it is very hard to throw CLOSE but easier to throw farther. I should be able to throw a grenade at a doorway 2 meters away, with no problems. Smoke grenades also do not bounce like superballs when thrown. Gray smoke grenades should be made more effective by increasing the smoke volume and making it more dense. Frag grenade lethal radius should be slightly increased, should also cause stamina damage to induce weapon sway. 2. Suppression effect Supression effect should be more pronounced. Perhaps add some kind of dirt effect or eyes blinking effect on the screen and the stamina penalty that is currently in use should be beefed up so that you are not able to shoot accurately because of the weapon sway. Currently it is possible to stop, lie on the ground, find the enemy and return fire very effectively. And the current stamina penalty is minimal. 3. Tracer fixes Tracers should only ignite after flying sometime, perhaps 50-100m(at least for blufor). Get tracers to work on all weapons including AKM and AKS(currently no tracers in neither weapon. Allow Squad leader to choose all tracer magazines. perhaps dim the tracers a bit on the small arms. Modern tracers do not ignite right away because of a delay material on the base of the bullet. For that reason tracers should have a delayed burn. Squad leaders having ALL tracer magazines allows the to direct fire more easily. 4. CQB Fighting in close quarters should be made a bit more streamlined. Reduce clipping a little bit, but not much. 5. Caches Caches that get stuck under the the rubble if the building collapses should be considered destroyed. There should be a list that shows anyone who has destroyed a cache to discourage ghosting. More than once the building going down has encased the cache in to a rubble cocoon making it indestructible. To make it harder to destroy caches by for example mortars perhaps decrease cache intel precision to 100m. 6. sight adjustments Every weapon that has sight adjustments in real life should have one in game. Especially DSHKM and other HMG's Currently DSHKM's sight picture prevents accuracy beyond 300 m.The bead on the front sight prevents assessing hits and renders tracers useless. 7. Stamina Carrying heavy weapons such as Javelin and Metis should be very slow and tedious and forbid from carrying more that one missile per guy. Crawling speed with heavy weapons should be reduced. Running and then stopping should cause large weapon sway if standing upright. And also the minimum sway while standing for weapons should be increased. No more standing sniper shots. It is not realistic that people stop from full sprint, turn and shoot beyond 30 meters very accurately within a split second. Overall fatigue effects while standing and crouching should increase. 8. Mines AP mines should be able to be setup to blow using tripwires (should be made time consuming). AT mines discussed here. http://www.realitymod.com/forum/f442...ank-mines.html 9.Replace map markers Replace markers for individual player by NATO squad or fireteam markers attached to leaders of that particular section. Would make people look on the map the general area where friendlies are and not exact locations. Would a make squad cohesion a must if you wish to stay unharmed by friendly fire. Would also encourage people to check if enemy before opening fire. Top fixes that should be easy to make. 1. Grenades 2. Light vehicles blowing up mines 3.DSHKM sight adjustment 4. Stamina fixes tied with the suppression PS. Is there something preventing following behavior currently in game? Quote:
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Money should not govern our every action.
Edited for your viewing pleasure by request made by Dux. |
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#2 |
![]() Join Date: Aug 2011
Posts: 20
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i Agree There should be crossairs for some weps and equipment because a person would know where your throwing a grenade
and on the bf2 mod they need to reduce suppression a bit |
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#3 |
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PR:BF2 Contributor
![]() Join Date: Jun 2006
Posts: 2,334
Location: Tokyo
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#4 |
![]() Join Date: Aug 2007
Posts: 104
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some more feedback...
Snipers/marksmen The biggest issue lately has been these Over powered sniper/marksmen experts of all ranges. Something is clearly wrong with the marksmen and snipers. mid16, [pac-ec] guys, angelfall, [rfp] Muss and others routinely finish rounds with 20-50 kills and the common factor among them is the fact that they pretty much always take the sniper rifle or the marksman rifle. Off course the players in question are also skilled, but most times that i see them, they are sitting on a hill, building or some other high visibility place where they pick off players and dont even try to hide because of their weapons superiority. I hope the devs realize this is a problem. Often the gameplay is reduced to pure sniper hunt because of unrealistic effects caused by a single lone sniper on some mountain. Problems... 1. Scope is too fast and precise when lifting scope to eye level. 2. Scoped aim is too fast and easy to move around. 3. Scoped aim Sways far too little. 4. Recoil of these rifles is smaller than for assault rifles. 5. Lack of recoil allow user to observe own impacts without any problems, regardless of range. 6. Death for a sniper means nothing, he is down only for a minute until he is back in the game after spawning to an rallypoint of FO and walking 1 minute. 7. Lack of wind 8. Cannot be supressed.(try it yourself, enjoy your respawn timer) Solutions... -Increase weapon sway, sight in time, recoil and the amount of dust kicked of by the rifle Significantly. -Implement a realistic weapon zeroing function that requires some practice. -Also increase the "mass" of the weapon to prevent incredibly fast turn rates. - Make the sniper rifle and marksman a "pickup weapon" where you have to take it from the armaments of an FO each time the user dies. |
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Money should not govern our every action.
Edited for your viewing pleasure by request made by Dux. |
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#5 | |
![]() Join Date: Feb 2012
Posts: 199
Location: Ontario
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. The navy says 70% of the world is covered by water... Well 100% of the world is covered by air... |
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#6 |
![]() Join Date: Apr 2009
Posts: 1,791
Location: Ramat Hasharon
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Agree with 1, 2 and 3.
4 I don't think so. Recoil seems to correctly depend on ammo used. Though I'm not 100% sure here. 5 may be true, but is not unrealistic. An observer is supposed to help you correct, but you realistically can correct without an observer too (done so myself with M24, so it's definitely possible). It's just easier for an observer to do it for you because he has no recoil at all. 6 may be true, but it's the same for every other kit, so if it's a real issue it still has nothing to do with snipers directly. 7 is true but is impossible to properly fix, at least not in a way that would be realistic enough to make it worth having. Check out ACE wind, it's pretty terrible - Handling wind corrections in ACE has no similarity to how a real sniper would correct for wind IRL. 8. Snipers can be suppressed just like any other soldier. If you have no chance of hitting them, there is no real reason for them to be afraid of your shots, is there? Like 6, even if it's a problem, it has nothing to do with snipers specifically. Increasing the realism level of weapon handling would sure be great. It's not needed just for snipers, but for everyone. Weapon handling in Arma 2 is too simplified. Maybe we'll get something better in Ground Branch (by Blackfoot Studios) if enough people pledge to their kickstarter... |
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You don't mess with the Zohar!
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. My YouTube Channel: To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Arma 2 Israel: To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#7 |
![]() Join Date: Jan 2012
Posts: 8
Location: NSW
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I think the PR guys should get in contact with the ACE guys. Because many of the things listed have been fixed to some extent already in ACE.
Would make the mod develop quicker, may need to change the name though. PR/ACE mod, PRAC mod or something along those lines, to give credit to the ACE ppl for their features. And personaly the marksmen should get lots of kills, after all, they sit behind the squads and provide longer range support, they got the optics which allow them to do so. Otherwise the kit would be pointless. Use suppressive fire and Light-AT if you have too, to take them out. Or even better, a marksmen of your own team. |
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After 10 years, billions of dollars spent, thousands of lives lost, we've finaly found Osama Bin Laden... in his house.
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#8 | |
![]() Join Date: Dec 2010
Posts: 94
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Quote:
Apart from fixing those problems would be cool to have some kind of penalty when you lose a valuable kit like the sniper, similar to PR BF2 where you have to wait some time for the kit to be avaible again. Another option could be remove completely the sniper kit, after all we already have marksman kits and snipers are pretty rare on the battlefield (whats the ratio of snipers on a western army? 10 snipers per infantry batallion?) and they are supposed to act as recon units killing only high valuable targets, and lets be honest right now in the game its only a magnet for kill/death ratio whores. | |
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#9 |
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PR:A3 Project Manager
![]() Join Date: Apr 2007
Posts: 3,912
Location: UK
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We will be rewriting the kit system, and will be putting in place a more workable "restriction" system. I'd also like to see more conditions placed some classes. For example, a marksman must be in a squad of > x number of players or he loses his kit. This is to keep marksman with the squad, which is where they're supposed to be (since their function is to extend the effective firing range of a squad, not to bugger off and be mini-snipers). That kinda thing. So yeah, we're looking at this (amongst a load of other things). No promises, and as always no timescales.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-MOD]Cp: epoch if I wasn't dancing right now I'd shoot you. |
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#10 | |
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Quote:
Like sprinting, stopping to shoot a helicopter pilot at about 75m then run up to the heli and shoot all the shocked passengers. Did I mention I was standing... I've never done that with say the M-24 as it is purely linked to stamina and weight of the weapon. Since the L-96 is a custom weapon it can have improper or bad continuity like most Arma 2 add-ons, which is why I'm opting for total conversions and not a group of mis mashed add-ons. But of-course this is just a Beta *wink* *wink*.... they need to stop using the bad systems in-place from vanilla ( AKA: Medic and death system ) and start making proper use of the good ( AKA: Stamina and accuracy model ) systems. But then again... ~Nuke Edit: Come at me bro, try running from cherno to stary and pulling a 200m shot with the cz550 THEN try the AWM. Be a good sport and try before you bash. | |
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Last edited by NuclearBanane; 07-04-2012 at 09:14 PM..
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| Tags |
| accuraccy, grenades, infantry, problems, smoke, stamina |
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