tiny tweaks. Big improvements.
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twisted
- Posts: 127
- Joined: 2005-09-15 02:27
tiny tweaks. Big improvements.
a couple of thoughts based on playing PRMM 03 for a while now.
nothing big.
1. give assualt more m203 nades closer to real loadouts. increase blast radius to reflect reality. make more reliable to aim at distance. make blast hurt all caught in explosion radius.
2. remove knife from support. remove grenades. give one more ammo count.
3. make accuracy of sniper 'settle' quicker when prone and still.
4. give engineer more 2 mines.
5. make mines/claymores persist even when player dies but with a max number per person put down equal to number of mines in loadout .
6. add an accuracy 'settling' time to the LMG's when standing and crouched - this reflects that they are bigger weapons and need some time to position.
7. reduce the 'settling' time until full accuracy of the ak47/ak101.
8. reduce weapons auto return after firing. rifles don't automatically flop back onto target. make it so you have to use mouse to return weapon to aim on target.
9. tighten up SMG accuracy to reflect real life controlability.
10. reduce inital deviation on assualt rifles when stationary - the first bullet should go pretty much where you aim.
11. add setup time before weapons can be fired when diving prone. LMG's/sniper = longest time, SMG's shortest time.
12. remove mounted LMG crosshair. it's easy enough to walk the shots onto target and inconsistent.
13. increase time before BLUEFOR id comes up when resting sights on a target. know your enemy not rely on artificial crutches.
14. make rifles move at different speeds depending on their size. that way a SMG would be much more useful in CQB than a bigger weapon.
15. add toggleable crouch.
16. increase SF/ assualt stamina. reduce supports stamina.
17. try and model penetration values. so ak47 bullet can go through wood, etc.
nothing big.
1. give assualt more m203 nades closer to real loadouts. increase blast radius to reflect reality. make more reliable to aim at distance. make blast hurt all caught in explosion radius.
2. remove knife from support. remove grenades. give one more ammo count.
3. make accuracy of sniper 'settle' quicker when prone and still.
4. give engineer more 2 mines.
5. make mines/claymores persist even when player dies but with a max number per person put down equal to number of mines in loadout .
6. add an accuracy 'settling' time to the LMG's when standing and crouched - this reflects that they are bigger weapons and need some time to position.
7. reduce the 'settling' time until full accuracy of the ak47/ak101.
8. reduce weapons auto return after firing. rifles don't automatically flop back onto target. make it so you have to use mouse to return weapon to aim on target.
9. tighten up SMG accuracy to reflect real life controlability.
10. reduce inital deviation on assualt rifles when stationary - the first bullet should go pretty much where you aim.
11. add setup time before weapons can be fired when diving prone. LMG's/sniper = longest time, SMG's shortest time.
12. remove mounted LMG crosshair. it's easy enough to walk the shots onto target and inconsistent.
13. increase time before BLUEFOR id comes up when resting sights on a target. know your enemy not rely on artificial crutches.
14. make rifles move at different speeds depending on their size. that way a SMG would be much more useful in CQB than a bigger weapon.
15. add toggleable crouch.
16. increase SF/ assualt stamina. reduce supports stamina.
17. try and model penetration values. so ak47 bullet can go through wood, etc.
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Lev_Astov
- Posts: 85
- Joined: 2005-08-30 21:43
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Shining Arcanine
- Posts: 429
- Joined: 2006-05-29 21:09
I think that existing mines/claymores should not disappear when a player puts down more. When a military is fortifying its positions, just imagine what would happen if their claymores disappeared as the engineers put down more. That does not happen in reality, it should not happen in a modification called Project Reality. I also think that the engineers should also be able to pick up mines and disarm enermy mines. It would make their class much more valuable. I think DICE is working on that last one though.
I think that this should only appear on vehicles (as in reality there are signs on tanks and other things indicating that they are US controlled) and not appear for infantry.twisted wrote:13. increase time before BLUEFOR id comes up when resting sights on a target. know your enemy not rely on artificial crutches.
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NiGHTWoLF
- Posts: 880
- Joined: 2006-03-12 16:41
I think the only way to do this will be to make the kit bags not ever disapear, since whenb the kit bag disapears so does the mines etc since they are basically linked I think, and I'm sure you dont want loooad of kit bags lying around when your trying to fight in a firefight do you?twisted wrote: 5. make mines/claymores persist even when player dies but with a max number per person put down equal to number of mines in loadout .

You're most probably a noob
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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
The other day on Mashtuur, I was by the river next to the Mosque and saw some guys by the road blocks over on the western bank. I judged the angle, waited a few seconds for my accuracy to "boost" and fired. Next minute I see three men jump in the air. I killed them all. It's fine, thanks.1. give assualt more m203 nades closer to real loadouts. increase blast radius to reflect reality. make more reliable to aim at distance. make blast hurt all caught in explosion radius.
In real combat, just about everyone on the field carries a knife, they're standard issue, as are the grenades. Someone like the support class would be sure to have them in reality. Also, if you can't get enough kills with 200 rounds, I guess you just need more practise, not more bullets. 200 should last you a good few minutes, most people have plenty of time to see an ammo bag before they run dry. And besides, those boxes are heavy...2. remove knife from support. remove grenades. give one more ammo count.
What's the rush? At the moment this kit is apparently abused, so let's not make it any easier. After all, in real life it takes even longer to set up. As a sniper you should take your time, you don't need to be so trigger happy.3. make accuracy of sniper 'settle' quicker when prone and still.
Those things are pretty big... Besides, 2 mines, two tanks down, and they're mostly on a spawn timer of almost 10 minutes. That's more than enough, at least you get to use them tactically without having to spam them up.4. give engineer more 2 mines.
I think this should work like ammo bags. You drop 2, 2 stay. You die a few times, but as long as you stay engineer they'll stay too. You spawn as something else, they go. You drop another one, one goes. Simple, but I guess it's harder to code...5. make mines/claymores persist even when player dies but with a max number per person put down equal to number of mines in loadout .
This suggestion is pretty good, actually. For once, it's not someone asking for them to be stupidly innaccurate when standing because they're "big". I imagine as they're heavier they would be harder to keep still, so having more of a deviation transition would make them a little harder to tame after sprinting and when you go into iron sights.6. add an accuracy 'settling' time to the LMG's when standing and crouched - this reflects that they are bigger weapons and need some time to position.
Seems fair, I'm not so sure about the AKs so I'll leave that answer to one who does.7. reduce the 'settling' time until full accuracy of the ak47/ak101.
Gravity? I'm guessing this is an engine thing anyway, something the game's hardwired to do.8. reduce weapons auto return after firing. rifles don't automatically flop back onto target. make it so you have to use mouse to return weapon to aim on target.
They're not so accurate in real life. Either way, in game they do their job fine: to give the Engie something to rely on when he gets in trouble.9. tighten up SMG accuracy to reflect real life controlability.
Engine. The deviation can be set for each position and the transitions can be adjusted, but that's about it, I think.10. reduce inital deviation on assualt rifles when stationary - the first bullet should go pretty much where you aim.
Reflects my insta prone fix idea where when you dive, the current weapon you're holding is redrawn when you hit the floor. Generally, the draw times for smaller weapons are faster and the times for larger weapons are longer, so if that was implemented it'd work out.11. add setup time before weapons can be fired when diving prone. LMG's/sniper = longest time, SMG's shortest time.
They're working on putting an actual iron sight on these that we should see in the future. For now, it's the best way to simulate this.12. remove mounted LMG crosshair. it's easy enough to walk the shots onto target and inconsistent.
I like this idea, I hope it's something that's going to be addressed. Enemies should never be indentified, friendlies should require you to look at them for a bit and squad members should always be identified.13. increase time before BLUEFOR id comes up when resting sights on a target. know your enemy not rely on artificial crutches.
Generally, the guys who use the smaller weapons also have the smaller kits and so are faster anyway. Despite a guy in CQB holding an SMG, you have to realise he has mines on his backs and no matter how light his gun is, he's no lighter himself.14. make rifles move at different speeds depending on their size. that way a SMG would be much more useful in CQB than a bigger weapon.
Useful, but I'm so used to holding it down it's no big deal.15. add toggleable crouch.
Agreed. The Spec Ops should be the fastest on the field, the support guy should be the slowest. Simple.16. increase SF/ assualt stamina. reduce supports stamina.
I know penetrable materials are possible, but most models in the vBF2 (and thus PRMM) don't use it so much. More of these in custom statics would be nice, such as fences and such.17. try and model penetration values. so ak47 bullet can go through wood, etc.
Got some good ideas there, generally.
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TobiasReaper
- Posts: 8
- Joined: 2006-06-05 19:43
this (in combination with the newly added slight delay to go prone) actually sounds like a VERY good insta-prone fix!Quote:
11. add setup time before weapons can be fired when diving prone. LMG's/sniper = longest time, SMG's shortest time.
Reflects my insta prone fix idea where when you dive, the current weapon you're holding is redrawn when you hit the floor. Generally, the draw times for smaller weapons are faster and the times for larger weapons are longer, so if that was implemented it'd work out.
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Shining Arcanine
- Posts: 429
- Joined: 2006-05-29 21:09
From what I understand, they are not linked. I recall reading on the official Battlefield 2 that DICE made sure of that.NiGHTWoLF wrote:I think the only way to do this will be to make the kit bags not ever disapear, since whenb the kit bag disapears so does the mines etc since they are basically linked I think, and I'm sure you dont want loooad of kit bags lying around when your trying to fight in a firefight do you?
I would like a toggeable crouch too.hop_ic wrote:I really wish you would do this. Please! Make it an option too so people can custimize their set up even more.
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fred450
- Posts: 132
- Joined: 2006-05-20 15:37
Nothing big? That's pretty much everything the mod needs, in my opinion. Excellent ideas!!!twisted wrote:a couple of thoughts based on playing PRMM 03 for a while now.
nothing big.
About the grenade launcher, the problem is that the slug ricochets on certain targets, depending on the angle, and explodes somewhere else, so everybody ends up missing a lot (mainly at vehicles). I'd love to see that fixed and all the other ideas on the topic.
Last edited by fred450 on 2006-06-06 21:36, edited 1 time in total.
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duckhunt
- Retired PR Developer
- Posts: 3314
- Joined: 2005-08-28 18:20
IRL, If you fire off a 3 round burst, your not going to be left aiming at the sky afterwards, Taking control of a weapon properly, as these polygonal warriors have been trained to do, causes you to return to original point of aim after firing.twisted wrote:8. reduce weapons auto return after firing. rifles don't automatically flop back onto target. make it so you have to use mouse to return weapon to aim on target.
Fair points though
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fred450
- Posts: 132
- Joined: 2006-05-20 15:37
You mean soldiers are trained to return to original point of aim after shooting? So you are concluding yourself that the weapon doesn't do it alone? You should pull the mouse after firing ingame then, be trained for that.duckhunt wrote:Taking control of a weapon properly, as these polygonal warriors have been trained to do, causes you to return to original point of aim after firing.
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duckhunt
- Retired PR Developer
- Posts: 3314
- Joined: 2005-08-28 18:20
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twisted
- Posts: 127
- Joined: 2005-09-15 02:27
can't do much for the firm grip but the keeping pointed on target automaticlaly seems to take away some of the skill promised by a reality mod.duckhunt wrote:What I mean is if you are taking control of the weapon correctly, i.e a firm grip and keeping it pointed at its target, basic marksman principles. The weapon with return to origional position, near enough. You still need to adjust a bit though.
being able to utilise basic marksman principles in-game is what will decide between skill based play and arcade-gaming. i'd rather be shot (in-game only lol) by someone who has learnt and understood how to control the muzzle climb caused when shooting in game.
it's another place where skill can manifest itself in game.
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[k]MuffinMaster
- Posts: 172
- Joined: 2006-04-20 17:37
I think a "Ironsights-delaytime" is quite possible I'll mess around with the values later... Maybe I can fix up that recoil-stuff... AK's M-16 wandering into the sky while you can fire a full belt of the RPK standing... and still look down the street... and that's rubbish!twisted wrote: 6. add an accuracy 'settling' time to the LMG's when standing and crouched - this reflects that they are bigger weapons and need some time to position.
11. add setup time before weapons can be fired when diving prone. LMG's/sniper = longest time, SMG's shortest time.
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-MuffinMaster, former [R-CON]
".....there's a life past those weapons you know." -[R-DEV]Gaz

".....there's a life past those weapons you know." -[R-DEV]Gaz








