Adding the Sniper breathing affect to all weapons.

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R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: Adding the Sniper breathing affect to all weapons.

Post by R.J.Travis »

flickflackingfligger wrote:how about fixin this bug on the aim deviation: ive seen snipers going from crouch to stand and get freaking 1 shot kills, even though they are ducking up and down to zero in.... freaking lame! and it works cuz i tried it too :mrgreen:
thats nit a bug it takes allot more skill to snipe from standing more time.

If a sniper can only snipe from a laying down he will just get counter sniped because everyones looking for a laying down guy with a rifle as soon as you fire.

so if you can shoot from the bunker instead of the hill = better.

there are real video of snipers killing real people standing up. crouched is used allot by real snipers as well as you can make your body to become a plate forum to fire from. :wink:
Twisted Helix: Yep you were the one tester that was of ultimate value.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Adding the Sniper breathing affect to all weapons.

Post by McBumLuv »

ChiefRyza wrote:I really didn't think it would be that hard to count a few seconds in your head, in fact, its almost a natural reflex to wait the correct amount of time if you get the hang of it.
But that's so counter-intuitive, and this would at least give some feedback in a pretty creative manner.

I like the suggestion personnally. Though, really the sound should only play when you've sighted in, so play it perhaps as you sight in, and after each shot maybe?

The only problem it might have, otherwise, is if you're firing several shots, if we simply add the audio you'd hear it echo (like pressing 3 multiple times with the sniper). To fix that, make it so that if you shoot the breathing stops. Then, make it only breathe about a second after the shot is taken, so that if you're on full auto you wouldn't hear it begin to breathe, get interrupte, begin to breath again, get interrupted, etc...
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R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: Adding the Sniper breathing affect to all weapons.

Post by R.J.Travis »

McLuv wrote:But that's so counter-intuitive, and this would at least give some feedback in a pretty creative manner.

I like the suggestion personnally. Though, really the sound should only play when you've sighted in, so play it perhaps as you sight in, and after each shot maybe?

The only problem it might have, otherwise, is if you're firing several shots, if we simply add the audio you'd hear it echo (like pressing 3 multiple times with the sniper). To fix that, make it so that if you shoot the breathing stops. Then, make it only breathe about a second after the shot is taken, so that if you're on full auto you wouldn't hear it begin to breathe, get interrupte, begin to breath again, get interrupted, etc...
you could fix the eco affect by playing the affect 2 secs after your gun has stopped firing

so if your firing fast it would not play in tell you have fully stopped firing for 3 secs maybe 0.4.

you really need it for the first shot and when you want to time every shot every 3 secs.

ChiefRyza wrote:I really didn't think it would be that hard to count a few seconds in your head, in fact, its almost a natural reflex to wait the correct amount of time if you get the hang of it.
Its unfair to say you can get the hang of it because there are new players! and this would help them understand the deviation and we lose more players to the Deviation system then anything Help PR help Its players help keep the servers full! Make it so the player has some kinda idea what going on with there Deviation so they keep playing and keeping the mod alive!
Last edited by R.J.Travis on 2009-05-31 00:55, edited 1 time in total.
Twisted Helix: Yep you were the one tester that was of ultimate value.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Adding the Sniper breathing affect to all weapons.

Post by McBumLuv »

R.J.Travis wrote:you could fix the eco affect by playing the affect 2 secs after your gun has stopped firing
Exactly what I was thinking, and I'd go so far as to have it only happen when you sighted in. Though it should also play after you've sighted in, without having fired a shot.

This thread is winful, and gets my not-so-often used

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Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: Adding the Sniper breathing affect to all weapons.

Post by Smegburt_funkledink »

As a sniper, being away from the front line, you can easily hear the breathing sound, not so sure about everyone else.

If this was implemented and always happened (if you can't press another key to activate the sound) wouldn't it get a bit annoying?
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Adding the Sniper breathing affect to all weapons.

Post by McBumLuv »

Smeg, it would only happen if you're sighted in, and even then it would only happen if you've taken a shot and waited a second or so, or right after you've sighted in.

It wouldn't be that spammy, and it wouldn't last as long as the sniper's one. Think wait 2 seconds after the shot, 3-4 seconds of breathing, and you've just waited 5-6 seconds reducing the deviation to it's minimum without much interference.

So, if you're suppressing someone in semi automatic taking one or two seconds between shots, you wouldn't even hear it at all. Only when you're lining up for a long shot or w/e.
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Adding the Sniper breathing affect to all weapons.

Post by McBumLuv »

Just wanted to bump this, because I think it's an interesting idea to provide bio-feedback on how your rifle is acting. If Deviation is a substitue for weapon sway, ballistics, and the time it takes to swing a gun around IRL, then providing such an aid would be a good substitute to simply knowing that the bullet is going where your cross hairs are pointed.
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Jonathan_Archer_nx01
Posts: 327
Joined: 2006-12-22 12:42

Re: Adding the Sniper breathing affect to all weapons.

Post by Jonathan_Archer_nx01 »

Iron sights ring - post lining up animation would be better.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Adding the Sniper breathing affect to all weapons.

Post by McBumLuv »

Jonathan_Archer_nx01 wrote:Iron sights ring - post lining up animation would be better.
Well I wouldn't mind seeing some sort of sway as a visual aid for the deviation, but it's been suggestion before and shot down. Wouldn't really be different for the iron sights, any sort of animation to show deviation has been shot down because it's not representative of where the bullet will actually go.
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@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: Adding the Sniper breathing affect to all weapons.

Post by @bsurd »

the sound is not needed i think.

If you play the game a couple of hours, you have to know when your gun is ready to fire... I dont need this sound even for sniper. And if some one thinks he must have a sound. Zoom in your gun, count 1,2,3,4 in your head and fire... not such a big deal that a change is needed...
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