Weapons.

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Blizzard
Posts: 15
Joined: 2011-01-17 16:56

Weapons.

Post by Blizzard »

Hi everyone, this is my first post in the forum and I want to give my feedback for the first impression playing the game for about 20 hours. Ive never played PR before this version, so Im not totally familiarized with it. I was specting a realistic game wich promotes teamwork, I found a semi-realistic game that promotes teamwork. When I firstly joined a game I was hoping to have a better infantry experience than in BF2, and I really got to say that this mod has acomplished quite good things as squad play and troop movement, etc. Ive only noticed a weak point that remains on the weapons that I found totally unrealistic. Weapon?s accuracy is good in a relative way (accuracy relations between weapons), now Ive noticed that If you are moving while aiming down the sights bullets dont go to the aiming point considering that as a failure because moving wouldnt affect weapons accuracy, to add realism sights should sway or move, the same as when you stop running the sights should move until you recover your breath.
Another unrealistic thing I really found annoying is the effect produced by the covering fire of heavy MGs for example, things like "fear to the shots" shouldnt be simulated, althoug it should be "produced" (dont really know if I explained myself...), its like simulating blinking for example, you already blink so...
Another thing Ive noticed is that weapons dont sway, soldiers breath should be simulated because you do not move your mouse while breathing then your breathing doest not produce your weapon to sway.
Thats all Ive observed in the time Ive been playing. I want to apologize if Ive been rude or something because Im argentinian and my english its not so formal...
gaurd502
Posts: 366
Joined: 2008-03-22 14:59

Re: Weapons.

Post by gaurd502 »

Your English was fine.

Weapon sway doesn't work in BF2. So they put in deviation. I'm sure some one will post a video that explains it. Pretty much you count to about 5 after running to get a pretty accurate shot ( Except for snipers, I think its 7.)

And I can see what you are saying with suppression effects. It doesn't bother me to much either way. If I'm getting shot at ill probably act the same without it.
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Rissien
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Joined: 2008-11-07 22:40

Re: Weapons.

Post by Rissien »

'fear of being shot at' has to be simulated because quite frankly this is still a game. People arent afraid of getting shot, its more or less an inconvenience to most, and some poeple have a throwaway attitude and dont even care if they get killed.

Suppression works because it keeps players heads down, if it wasnt there theyd just pop their heads up and shoot back at the attacker wheren in reality they wouldnt risk getting shot.
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Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: Weapons.

Post by Anderson29 »

in-game name : Anderson2981
steam : Anderson2981
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Weapons.

Post by Jigsaw »

Hi Blizzard, welcome to the forums!

I'd like to try and address some of your concerns here, believe me there is a reason behind each of the gameplay issues you've noted.
  • The first thing to note is that PR is restricted by the capabilities of the BF2 (Refractor 2) engine, and thus there are many things that are simply not possible. The development team have had great success in getting past many of these issues, but there are an equal number that remain.
  • One of those is weapon sway, which whilst possible cannot be linked to bullet flight or movement. As a fix, the team implemented deviation which is a mechanic that makes your rounds deviate in a cone shape, the size of which is dependent on how long you've been moving. If you've been moving for more than 5 seconds, or have recently jumped/gone prone then your deviation will be at maximum and you will be fairly inaccurate.
  • This also covers your point on breathing, again this is all part of weapon sway and whilst sway can be done it cannot be linked to deviation or movement and therefore would be pointless and misleading, for the player, to implement.
  • Finally the suppression effect was implemented to give some added meaning and a visual prompt that you are taking incoming fire. From what I hear being under heavy fire is a particularly disorientating experience and the blurring effect is there to simulate that.

Finally please watch this video which gives a good explanation of deviation and how you can make it work for you. The values are out of date but it will give you a good idea.

Once again welcome to the community, I hope you stick around.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
MikeDude
Posts: 941
Joined: 2007-10-25 12:07

Re: Weapons.

Post by MikeDude »

+1 To Jigsaw!
Awesome explenation!
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Blizzard
Posts: 15
Joined: 2011-01-17 16:56

Re: Weapons.

Post by Blizzard »

'[R-MOD wrote:Jigsaw;1532482']Hi Blizzard, welcome to the forums!

I'd like to try and address some of your concerns here, believe me there is a reason behind each of the gameplay issues you've noted.
  • One of those is weapon sway, which whilst possible cannot be linked to bullet flight or movement. As a fix, the team implemented deviation which is a mechanic that makes your rounds deviate in a cone shape, the size of which is dependent on how long you've been moving. If you've been moving for more than 5 seconds, or have recently jumped/gone prone then your deviation will be at maximum and you will be fairly inaccurate.
  • This also covers your point on breathing, again this is all part of weapon sway and whilst sway can be done it cannot be linked to deviation or movement and therefore would be pointless and misleading, for the player, to implement.
Thank everyone for the answers. Well, I was trying hard to associate bullet direction with the weapon swaying while looking arround the mod files, but I didnt find anything useful, at least it didnt appeared to me maybe cause Im just getting started on BF2 modding. Then I thought to make some workarround for it, and Ill like to give another suggestion. What if you add swaying (reffering to the same effect while you are walking for example) while the deviation variation caused for prone/crouching/standing,is applied? Just as something that could acomplish the same function that the circle shown in the tutorial.
simeon5541
Posts: 507
Joined: 2011-01-11 22:33
Location: Serbia

Re: Weapons.

Post by simeon5541 »

About suppression,I was also very disoriented while under fire when started to play BF2,
Blur is good idea.
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Weapons.

Post by Conman51 »

Blizzard wrote:Thank everyone for the answers. Well, I was trying hard to associate bullet direction with the weapon swaying while looking arround the mod files, but I didnt find anything useful, at least it didnt appeared to me maybe cause Im just getting started on BF2 modding. Then I thought to make some workarround for it, and Ill like to give another suggestion. What if you add swaying (reffering to the same effect while you are walking for example) while the deviation variation caused for prone/crouching/standing,is applied? Just as something that could acomplish the same function that the circle shown in the tutorial.
If i remember correctly the biggest problem with sway is still that the bullets will come out of the center of your screen, if that makes sense to you. they cant make the bullets come out of the barrel of the gun. So the sway can make the barrel look like its pointing some where, but the center of your screen will be pointed some where else.
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
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-CAL ACO-
Posts: 118
Joined: 2011-04-19 00:15

Re: Weapons.

Post by -CAL ACO- »

going back to the basis of project reality is that you want to remain alive the entire game and i really punishes you for dying,
i watch nutnfancy and i've tried some of his run n gun course i constructed (airsoft though i can't afford bullets) and you shoot way worse under pressure than you do at a range or just practicing, and i know from my cousin who was just in afghanistan two years ago that when your being shot at, a lot of guys there accuracy goes out the window and you have to scream at them to get them up to a proper shooting stance so they can even shot in the right direction, (this isn't a comment on CF training it's reflective of every humans fear reflex.)
so i'm fine with the accuracy in PR, cause watch some real footage from 'astan and you'll find that no body's hitting much of anything and that explosives end up doing most of the work..
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