Thoughts from a FNG
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[email protected]
- Posts: 13
- Joined: 2011-08-02 18:32
Thoughts from a FNG
I'm pretty new to PR but was wondering if anyone else felt the same way I do about the weapons manipulations. What I'm talking about is all the hand movements your solider makes every time he switches to his weapon. I can see where a quit check of a mag before inserting it and the left tilt to make sure that the bolt is fully forward is realistic, but that pulling back of the charging handle for the chamber and round check is really a waste of time. And when I say a waste of time I mean doing it every time you go from one thing or another back to the weapon. Now of course this is only my opinion and you have every right to disagree but it's done so often that it is almost a nuisance, example... climbing a ladder. Not to mention when switching back from some of your items. I don't know about anyone else but most of my deaths are doe to this unnecessary movement. Or maybe I'm just the f-ing new guy that doesn't know how the game is played.
...Thanks for your time...
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killonsight95
- Posts: 2123
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Re: Thoughts from a FNG
The reason it's there is realism and that with BF2 you can't code the game via animations, so the game can't count when you've already pulled your gun out before so it can't tell wether it should play animation 1 were you check the chamber and animation 2 were you don't.
PR2 and i think PR:ArmA2 will allow for the thing you want though.
PR2 and i think PR:ArmA2 will allow for the thing you want though.

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Smiddey723
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Re: Thoughts from a FNG
it stops people quickly switching from one weapon to another
i just think its to simulate time from switching from one weapons to another or getting your assault rifle off your back after grabbing a grenade or something
i just think its to simulate time from switching from one weapons to another or getting your assault rifle off your back after grabbing a grenade or something
.:2p:.Smiddey
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[email protected]
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Re: Thoughts from a FNG
I see; I've been thinking that is was a flaw in the designing of the mod but it's not it is a BF2 limitation. And yeah I totally dig the realism of the chamber check but from personal experience they are only done after the admin load and or weapons malfunction.killonsight95 wrote:The reason it's there is realism and that with BF2 you can't code the game via animations, so the game can't count when you've already pulled your gun out before so it can't tell wether it should play animation 1 were you check the chamber and animation 2 were you don't.
PR2 and i think PR:ArmA2 will allow for the thing you want though.
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Rudd
- Retired PR Developer
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Re: Thoughts from a FNG
Its all part of trying to slow down the gameplay, to be less twitch fire COD style.
But yeah, your point is well taken.
But yeah, your point is well taken.
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Rhino
- Retired PR Developer
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Re: Thoughts from a FNG
As previously stated, animations with BF2 are slightly limited in this respects and yes, as a result animations can get slightly repetitive but what we have is the best balance between realism, engine limitations and gameplay and according to our MAs, soldiers are trained to perform these weapon drills should be applied at every reload etc anyways, not just at "malfunctions" as they prevent jams etc.
From my some what limited understanding of the ARMA2 engine, the animations side of things is one of its bigger downfalls.killonsight95 wrote:PR:ArmA2 will allow for the thing you want though.
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killonsight95
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Spec
- Retired PR Developer
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- Joined: 2007-09-01 22:42
Re: Thoughts from a FNG
ArmA 2 animations are a lie. There aren't any. 
But ye, I'm quite glad about this delay. It's clearly a gameplay element more than a realism thing. I mean, look at the heavy ATs, of course you don't need to spin them around several times in real life.
I believe apart from slowing down gameplay (to give an advantage to the patient player, which is the way PR is meant to be played, rather than quick run and gun style) there is mainly one reason for all these animations:
It's gun pr0n
Seriously, PR is full of it. In no other game, taking out a weapon looks as awesome as in PR. Even taking out a detonator or smoke grenade can have a 2 second animation, and it just looks cool that way
But ye, I'm quite glad about this delay. It's clearly a gameplay element more than a realism thing. I mean, look at the heavy ATs, of course you don't need to spin them around several times in real life.
I believe apart from slowing down gameplay (to give an advantage to the patient player, which is the way PR is meant to be played, rather than quick run and gun style) there is mainly one reason for all these animations:
It's gun pr0n
Seriously, PR is full of it. In no other game, taking out a weapon looks as awesome as in PR. Even taking out a detonator or smoke grenade can have a 2 second animation, and it just looks cool that way

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[email protected]
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Re: Thoughts from a FNG
This is very true, I haven't seen anything like it since the original AA-SFSpec wrote: It's gun pr0n
Seriously, PR is full of it. In no other game, taking out a weapon looks as awesome as in PR. Even taking out a detonator or smoke grenade can have a 2 second animation, and it just looks cool that way![]()
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80HD
- Posts: 121
- Joined: 2011-06-30 21:05
Re: Thoughts from a FNG
While an experienced Marine or soldier (Infantryman) could indeed manipulate certain items much faster, it would depend greatly on that persons skill as well as their individual equipment configuration. Using a sling, you could let go of a rifle, pull pin twist pull throw, and then swing said rifle back into position.
For gameplay, though your average Marine MEUSOC is going to be far more proficient that the rank and file Hamas soldier, and even a basic MEC infantryman, it would be pretty lame to try and model that against the player.
If you want more realistic (faster) weapon switching, do you also want weapons jams? Do you want to clean the dirt out of you stuff? Sweat effects? Fatigure, dehydration, random fear checks, fumbles, MRE splatters, videos of your girlfriend getting railed by the linebacker from your high school football team?
For gameplay, though your average Marine MEUSOC is going to be far more proficient that the rank and file Hamas soldier, and even a basic MEC infantryman, it would be pretty lame to try and model that against the player.
If you want more realistic (faster) weapon switching, do you also want weapons jams? Do you want to clean the dirt out of you stuff? Sweat effects? Fatigure, dehydration, random fear checks, fumbles, MRE splatters, videos of your girlfriend getting railed by the linebacker from your high school football team?
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Scot
- Posts: 9270
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Re: Thoughts from a FNG
Jesus... ookk then... maybe take a time out huh?80HD wrote:If you want more realistic (faster) weapon switching, do you also want weapons jams? Do you want to clean the dirt out of you stuff? Sweat effects? Fatigure, dehydration, random fear checks, fumbles, MRE splatters, videos of your girlfriend getting railed by the linebacker from your high school football team?
A tip; if you are switching weapons, make sure you're in cover (behind a wall, in a room, behind a car), at the very least crouched, so if an enemy does come, you have that extra half second or so to prepare yourself. So for example, if you throw a grenade, after throwing it, get in cover, switch back to rifle, then move on. That way, you should minimize your death count a little
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[email protected]
- Posts: 13
- Joined: 2011-08-02 18:32
Re: Thoughts from a FNG
Since you asked, I'll take the time and answer. If their going to have you take that extra 2 seconds to ready the weapon before you can use it why not add a jam feature as I see it it's pretty much the some thing. And as for all those other hypothetical, well there just asinine.
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: Thoughts from a FNG
tip from me, never switch to something that doesnt shoot unless you're 100% it's clear, or you have a buddy covering you, just like in real life.
i never pull out nades around a corner unless i have at least one other buddy sitting their with his rifle covering it first.
same goes for ladders, if you can get someone covering, that is best. if the surounding terrain does not allow, have someone toss a nade up top while you wait at the top of the ladder just under the edge of the platform. Hop over the top the moment after the nade goes off.
i never pull out nades around a corner unless i have at least one other buddy sitting their with his rifle covering it first.
same goes for ladders, if you can get someone covering, that is best. if the surounding terrain does not allow, have someone toss a nade up top while you wait at the top of the ladder just under the edge of the platform. Hop over the top the moment after the nade goes off.
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: Thoughts from a FNG
IMO I think it's just filler for an equal time required for weapons to "deploy".[email protected] wrote:I'm pretty new to PR but was wondering if anyone else felt the same way I do about the weapons manipulations. What I'm talking about is all the hand movements your solider makes every time he switches to his weapon. I can see where a quit check of a mag before inserting it and the left tilt to make sure that the bolt is fully forward is realistic, but that pulling back of the charging handle for the chamber and round check is really a waste of time. And when I say a waste of time I mean doing it every time you go from one thing or another back to the weapon. Now of course this is only my opinion and you have every right to disagree but it's done so often that it is almost a nuisance, example... climbing a ladder. Not to mention when switching back from some of your items. I don't know about anyone else but most of my deaths are doe to this unnecessary movement. Or maybe I'm just the f-ing new guy that doesn't know how the game is played.
...Thanks for your time...

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Maverick
- Posts: 920
- Joined: 2008-06-22 06:56
Re: Thoughts from a FNG
80HD wrote: videos of your girlfriend getting railed by the linebacker from your high school football team?
PLEASE don't say that


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Chuc
- Retired PR Developer
- Posts: 7016
- Joined: 2007-02-11 03:14
Re: Thoughts from a FNG
As mentioned before, if the engine could support 'holstering' and the delays associated with that, the whole deploy animation/delay mechanic would be very different. On average it takes 2.5 seconds to pull out a rifle or primary weapon. Ideally we'd split that time between holstering the weapon and taking out another item.
I'm glad you like the animations though. As spec said earlier, it's intended to be gun porn.
I'm glad you like the animations though. As spec said earlier, it's intended to be gun porn.
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Maverick
- Posts: 920
- Joined: 2008-06-22 06:56
Re: Thoughts from a FNG
Weapon jamming is hardcoded, please refer to the Already Suggested suggests thread here[email protected] wrote:Since you asked, I'll take the time and answer. If their going to have you take that extra 2 seconds to ready the weapon before you can use it why not add a jam feature as I see it it's pretty much the some thing. And as for all those other hypothetical, well there just asinine.
https://www.realitymod.com/forum/f18-pr ... tions.html





