Changing scopes and aimpoints

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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ludwag
Posts: 108
Joined: 2009-06-28 21:23

Changing scopes and aimpoints

Post by ludwag »

Imagine your squad walk around in the forest and you see an enemy fob far away. They have not seen you yet. Then you equip your gun with a scope and you open fire. And when you enter city streets you change back to iron sights by taking the scope of your gun.

I know you know how to do it. Don't tell me it is not possible. It is the same thing as the AR and marksman. The deployed and the undeployed AR is actually two different guns. And you have made a nice animation when you switch between those two that makes it look like you are not switching gun, but just deploying/undeploying it. The same thing can be done with assault rifles. You have two guns, one with scope on it and one with iron sights. When you change gun, you only have an animation where your dude attach the scope or take it of.

I am sure you have been thinking about this before. What do you think about it?
Mj Pain
Posts: 1036
Joined: 2008-05-07 21:18

Re: Changing scopes and aimpoints

Post by Mj Pain »

I know R-Dev Mosquil have been working on backup sights.
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Changing scopes and aimpoints

Post by gazzthompson »

resuggestion:

https://www.realitymod.com/forum/f18-pr ... nging.html

Not Realistic:
[R-DEV]Ninja2dan wrote: And yes, soldiers are taught not to remove anything from their weapon once in combat unless that component is broken. Quick-change optic mounts are designed to allow the soldier to modify his weapon system depending on the mission at hand BEFORE the mission, not during. The only time I would ever suggest messing with optics on a weapon is if you need to add or remove a night optic. And with many of the newer NODS in use now, they can be attached and removed without altering the primary optic.
ludwag
Posts: 108
Joined: 2009-06-28 21:23

Re: Changing scopes and aimpoints

Post by ludwag »

Quick answers. I understand the problem. But are the backup sights from Mosquil coming?
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Changing scopes and aimpoints

Post by gazzthompson »

No confirmation as far as i know, but hes a DEV and it seems to work well so assume so.
Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: Changing scopes and aimpoints

Post by Zemciugas »

It also would be nice if the devs could implement the weapon switch thing for kits, so that you could sellect a m4 with red dot, irons or a acog. Because it gets quite annoying to spawn with acog in a cqb map and switch every time you need at supply crate. This would be realistic
Quick-change optic mounts are designed to allow the soldier to modify his weapon system depending on the mission at hand BEFORE the mission...
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: Changing scopes and aimpoints

Post by myles »

Zemciugas wrote:It also would be nice if the devs could implement the weapon switch thing for kits, so that you could sellect a m4 with red dot, irons or a acog. Because it gets quite annoying to spawn with acog in a cqb map and switch every time you need at supply crate.
The why dont you just pick M4 red dot when on cqb maps?
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

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Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: Changing scopes and aimpoints

Post by Hotrod525 »

you dont change you're sight in the middle of the battle, for the simple reason that you're optics are zeroed if you move it, change it, or alter it in any way, you will lose you're Zeroing.
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octo-crab
Posts: 389
Joined: 2008-06-01 22:08

Re: Changing scopes and aimpoints

Post by octo-crab »

Gonna lock this for the following reasons:
A) Not realistic to remove a scope during battle
B) Resuggestion
C) Mosquill is working on something better. Let's hope it pans out.
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