[Official] Weapons Feedback

Post Reply
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

[Official] Weapons Feedback

Post by BloodyDeed »

If you got any feedback regarding weapons post that in this thread.
This includes sounds, balancing, functionality, deviation and recoil.
Image
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Weapons Feedback

Post by ComradeHX »

No more shooting floor/ceiling in close range!

Is it me or does settle time for RPG-7 seem lower now?
I was able to hit a stryker twice from 100m~ with just two seconds of settle time.
Last edited by ComradeHX on 2013-06-29 11:12, edited 1 time in total.
Masaca1
Posts: 20
Joined: 2008-03-23 20:17

Re: Weapons Feedback

Post by Masaca1 »

Both the RPK-74M and QBB-95 only fire full auto despite their real life counter parts being able to fire single too.
emmanuel15
Posts: 138
Joined: 2013-06-13 16:40

Re: Weapons Feedback

Post by emmanuel15 »

i have just one major complaint about the machine guns role (haven't seen if AR have the same problem)and the complaint is: why now they have the bipods always opened?!?! well first now any MG that will ADS will get amount of round on you in no problem cause the bipods are always open (which stables the fir even standing) and second how can MG's react in CQC?!? it takes more time to ADS cause of the bipods (stabling animation added) so the enemy has the slight advantage on you in those scenerios with usually ending in or you are dead or both are dead cause of this aim advantage...keep in mind that i only had to see that happening on the PKP cause i can't install right now and haven't watch the whole stream...
"Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth."

Marcus Aurelius

IGN=Sgt.~NoMaD~
saamohod
Posts: 300
Joined: 2011-01-12 16:15

Re: Weapons Feedback

Post by saamohod »

As was said before, RPK doesn't have semi-auto fire, which is an apparent bug because you can "click" it and it still remains full auto.
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Weapons Feedback

Post by Spec »

The RPK not having semi auto, along with all other LMGs, is sadly the only known work-around to mag linking issues. it's like that for all weapons that have a deployed mode; they only get one firemode.

Also: No suggestions in this! (@ sniper silenced SMG stuff)
Image
--- currently reduced activity ---
Thanks to [R-MOD]IINoddyII for the signature!
_____________________________
Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends.
StandardSmurf
Posts: 67
Joined: 2013-06-22 17:05

Re: Weapons Feedback

Post by StandardSmurf »

Mortars sound kinda cheesy IMO. Was better before.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Weapons Feedback

Post by ComradeHX »

emmanuel15 wrote:i have just one major complaint about the machine guns role (haven't seen if AR have the same problem)and the complaint is: why now they have the bipods always opened?!?! well first now any MG that will ADS will get amount of round on you in no problem cause the bipods are always open (which stables the fir even standing) and second how can MG's react in CQC?!? it takes more time to ADS cause of the bipods (stabling animation added) so the enemy has the slight advantage on you in those scenerios with usually ending in or you are dead or both are dead cause of this aim advantage...keep in mind that i only had to see that happening on the PKP cause i can't install right now and haven't watch the whole stream...
In range where you actually need speed and bipod is too slow...hipfire with MG.
007.SirBond
Posts: 276
Joined: 2012-12-12 05:03

Re: Weapons Feedback

Post by 007.SirBond »

I'm loving the new deviation. It's perfect. The only issue I dislike is that LMG's and HMG's deployed on their bipods fire their first burst too accurate in relation to the time it takes to set up. Making a longer time to sight in when on deployed mode or a longer time to deploy the bipod would fix this issue, add maybe 2 seconds more. In real life, you have to have good posture and a firm grip before firing your first burst in order to maintain a good grouping.
F33bz
Posts: 63
Joined: 2013-03-02 06:05

Re: Weapons Feedback

Post by F33bz »

ARF on Ramiel are too OP. I think it's because of how accurate their AK is, even on full auto, and that's just quickly wiping out marine players who still rely on single/burst fire.
Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: Weapons Feedback

Post by Oskar »

The weapons handling for hand-held weapons, deviation and recoil are as good as they can be, to me. Some weapons may need minor tweaking, there may be balance issues with some factions having slight advantages (as mentioned above) but overall I don't think anything should be changed. I'm so glad this is the direction PR has taken.
Tit4Tat
Posts: 514
Joined: 2009-12-11 12:41

Re: Weapons Feedback

Post by Tit4Tat »

A bit surprised nobody mentioned this, the reload animation is bugged. When you reload whilst standing/crouch/prone it works fine, but if you change your stance whilst reloading it stops the animation.

Not sure if this applies to all maps but the mortar sound on ramiel seems to be bugged, its a whistle sound which doesn't stop (tbh sounds weird in a first place) i think you hear the sound as soon as the mortar is fired and it carriers on till it lands.
==============================================

=MeRk=_Smurf_1st


[url=selectukradio.com]selectuk.com[/url]
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Weapons Feedback

Post by Rudd »

A bit surprised nobody mentioned this, the reload animation is bugged. When you reload whilst standing/crouch/prone it works fine, but if you change your stance whilst reloading it stops the animation.
that's because of the prone animations afaik, unfortunately it's either/or. I opt for the prone animations because of the immersive factor 90% of the time when you aren't reloading a the same time :)
Image
PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

Re: Weapons Feedback

Post by PoisonBill »

m4 marksman (secondary on ramiel) only fires single
Image
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: Weapons Feedback

Post by Spook »

Weapon recoil is really nice I like it. But deviation is very bad. Its like ARMA. And I never liked deviation In ArmA. Weapons are centring way too fast. I got killed by sprinting maniacs way too often. E.g. Saarema:

An open field. I see a russian sprinting towards me (I am in the woods). I sit down, start aiming, but he is running around like crazy, I am waiting for the perfect shot. He is about 70m away from me when he notices me. He stops sprinting, crouches and starts spraying towards me immidately. before I was able to quickly adjust my aim at his new stationary positon, I was already perforated by half of his mag. And this happened on other maps aswell multiple times. Sprinting monkeys killed me with zick-zack running and crouch-spraying.

I noticed that people were running much more than in 0.98. Everyone was running around in CQB. ITs running and spraying.

if you try to move slowly there will be some guy that just suddenly runs around a corner in front of you and probably is able to kill half of your squad before you even realize where it is coming from. Then add 2 more guys to the enemy squad which do the same from different directions and and your slowly moving 8 men squad is dead in 2 seconds. You should have an advantage if moving slowly or being stationary. right now you have an advantage if you are moving fast and suprise the enemy as much as possible. So basically what BF3 is all about. Even thought deviation is bad, I think I could live with it if atleast RPs would get removed. Because this just makes everything 100times worse. Not only people risk rushing into a full enemy squad, knowing they will kill at least 3 or 4...no, now they even know that they simply can respawn right next to them and finish the rest of them.

Even though 0.98 deviation is unrealistic, it made the game unique, slow paced and alot of fun. 1.0 deviation might be more realistic but it does not work with PR because of the small map sizes and too much CQB fights. It adds nothing good to PR.

//weapons sounds, animation and everything is really awesome though! I love it. But with the above being said, all of this awesome stuff is sadly worthless.
Last edited by Spook on 2013-06-30 14:47, edited 1 time in total.
Image
Tit4Tat
Posts: 514
Joined: 2009-12-11 12:41

Re: Weapons Feedback

Post by Tit4Tat »

[R-DEV]Rudd wrote:that's because of the prone animations afaik, unfortunately it's either/or. I opt for the prone animations because of the immersive factor 90% of the time when you aren't reloading a the same time :)

you're correct, just tested it again and its only from prone to standing and vice versa, so its something that cant be changed? and its been like that in PR all this time? If it has than lol ive never noticed it.


p.s i dont know what it is but hit boxes seem weird, sometimes you hit them and nothing other times like 5min ago, somebody tried to stab me 3 times and i just turned round and killed him.
==============================================

=MeRk=_Smurf_1st


[url=selectukradio.com]selectuk.com[/url]
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: Weapons Feedback

Post by Chuc »

That's because prior to 1.0 there have never been prone animations. At least according to the code they override any other animation and we haven't found a way around that.
Image
Personal Folio - http://www.studioash.net
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: Weapons Feedback

Post by Leut.dweed »

Again i have the same opinion like spook. I love the deviation for the assault rifles but the MGs are overpowered like hell. They can shoot and run like normal handheld weapons and with a precision that gives you nearly no chance to avoid their fire. Why not letting the deviation for the MGs like it was in 0.98? They were balanced very well there. Now its more like a prone, stand and run festival for MG gunners.

also its annoying that you can shoot while you lay down. Noticed that dolphin diving(without jumping) came back :) .
Tit4Tat
Posts: 514
Joined: 2009-12-11 12:41

Re: Weapons Feedback

Post by Tit4Tat »

Another thing about hit boxes etc, not sure if this was done intentionally but i start to bleed all of a sudden, i assume that im being shot at but i don't hear gun fire nor near misses like you would in 0.98. Its a really weird sensation, maybe the sound of being hit is bugged? but either way something ain't right there.


Regarding deviation, i think its great plz don't revert to 0.98 that was a joke, people will adapt to this and it makes players more dangerous now.
==============================================

=MeRk=_Smurf_1st


[url=selectukradio.com]selectuk.com[/url]
Cpt.Future
Posts: 192
Joined: 2008-09-16 16:52

Re: Weapons Feedback

Post by Cpt.Future »

Leut.dweed wrote:Again i have the same opinion like spook. I love the deviation for the assault rifles but the MGs are overpowered like hell. They can shoot and run like normal handheld weapons and with a precision that gives you nearly no chance to avoid their fire. Why not letting the deviation for the MGs like it was in 0.98? They were balanced very well there. Now its more like a prone, stand and run festival for MG gunners.

also its annoying that you can shoot while you lay down. Noticed that dolphin diving(without jumping) came back :) .
I think that deployed MGs are now less LazorPewPew weapons than in 0.98, because of the recoil.

The deviation feels way more realistic now, well done.
Image
Post Reply

Return to “Infantry”