[Official] Weapons Feedback

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Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: Weapons Feedback

Post by Leut.dweed »

Cpt.Future wrote: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.
The HMG?s are ok, but the light ones get abused for solo ramboclearing of buildings what is just ridicoulus
mazien
Posts: 11
Joined: 2009-04-30 11:43

Re: Weapons Feedback

Post by mazien »

the deviation is perfect nice job keep it don't change!!!!!
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: Weapons Feedback

Post by Heavy Death »

Deviation 10/10
Recoil 10/10
Visuals 10/10
Sounds 10/10

To all the complains above. Here is a little trick in the change of the gameplay; you might think that removal of binocs +tight deviation now calls for CQB only, but its the opposite! Long range is where its at. Come close and chaos ensues, everybody dying left and right. Setting up a squad atleast 100m from where the enemy is, putting down suppressive fire which is so accurate now that the jack in a box tactics dont work and pretty much every enemy that dares to run out of cover will die.

Mindset adjusting is needed, not the other stuff.
Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Re: Weapons Feedback

Post by Cavazos »

Long range fire does feel deadly.
Spook wrote: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.
You're exaggerating. If the guy runs around the corner in front of you while you are moving slowly, you will fire first and see him as he is in FRONT of you. Moving without sprinting let's you bring up your weapon faster than the enemy. If he kills you it is because you are a poor marksman or weren't scanning your sectors.
Leut.dweed
Posts: 104
Joined: 2009-05-13 18:12

Re: Weapons Feedback

Post by Leut.dweed »

MiamiHeat87 wrote:Long range fire does feel deadly.



You're exaggerating. If the guy runs around the corner in front of you while you are moving slowly, you will fire first and see him as he is in FRONT of you. Moving without sprinting let's you bring up your weapon faster than the enemy. If he kills you it is because you are a poor marksman or weren't scanning your sectors.
Mostly they are so fast and close that they are "lagging" around you. Then the guy who is running has the advantage
Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Re: Weapons Feedback

Post by Cavazos »

I see what you mean. Then its the lag that must be fixed.
Viperelite
Posts: 110
Joined: 2009-08-25 18:57

Re: Weapons Feedback

Post by Viperelite »

Leut.dweed wrote:Mostly they are so fast and close that they are "lagging" around you. Then the guy who is running has the advantage
A lot of this has to do with your ping and their ping. When someone has a crazy high ping like 200+ they seem to almost "teleport" around on my screen and appear in different positions.

This could be fixed with server ping limits but there would need to be more servers so that people from all areas could get access to the servers.
Oliie
Posts: 2
Joined: 2013-06-30 19:46

Re: Weapons Feedback

Post by Oliie »

I like the new sounds but there's one thing bothering me - the indoor shots don't quite sound so much different from the exterior ones. I mean, they should sound different and somewhat louder. And yet they even still have a sort of decay that exterior shots have. Here's Zippyshare.com - m4.wav a link to show you what I mean. First 3 shots are M4 exterior shots, then next 3 are original interior and next 3 are interior that I modified a bit to sound more interior-ish. Zippy's preview quality is rather low so for better quality downloading is required.
Anyway, hopefully those things can still get tweaked. If not then I might make a mod with those things once PR goes full.

Oh and if PR devs are interested in the method I used to modify it, I can of course share it.
simeon5541
Posts: 507
Joined: 2011-01-11 22:33
Location: Serbia

Re: Weapons Feedback

Post by simeon5541 »

[R-MOD]Spec wrote: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)
But why he tries to switch fire mode when you press 3 ?
Nothing happens,but it looks kind a odd.
Unhealed
Posts: 365
Joined: 2012-09-15 16:33

Re: Weapons Feedback

Post by Unhealed »

I noticed that there is a slight(like really slight) zoom when you look through the MAT-49s ironsights.
Why is that so? It's kinda useless to have a zoom on smg.
{ZW}C-LOKE
Posts: 202
Joined: 2012-11-26 20:13

Re: Weapons Feedback

Post by {ZW}C-LOKE »

Don't know if you guys are already aware of this, and given the GTLD's aren't a "weapon", so to speak, but I've noticed a rendering problem, possibly a materials assignment problem with the GTLD model itself.

Worth noting might be that I'm playing on Russia, Black Gold, and the kit I've got is the spotter kit.

You'll want to watch the highlighted area of the GTLD's for differences between the screenshots... A video would show the problem better, but here we go:

Image

Image

Image

Image

Image


Don't know whether it's a hidden face with z-fighting, an assigned materials problem (possibly this panel being assigned the same material accidentally as the lens), or some other kind of problem. Here are my specs:

Code: Select all

System Information
------------------
  Operating System: Microsoft Windows 7 Ultimate  (6.1.7601)
      Architecture: 64-bit
          Language: English (United States)
       Motherboard: Hewlett-Packard 146A
         Processor: Intel(R) Core(TM) i5 CPU       M 450  @ 2.40GHz (Physical: 2, Logical: 4)
            Memory: 4.00 GB
      DIMM Modules: Bottom - Slot 1 (top): 2.00 GB @ 1067 MHz
                    Bottom - Slot 2 (under): 2.00 GB @ 1067 MHz
         Page File: 4.00 GB
    .NET Framework: 4.0

Display Information
-------------------
 Display Device(s): Generic PnP Monitor on Intel(R) HD Graphics
                    Generic PnP Monitor on Intel(R) HD Graphics
   Display Mode(s): 1366 x 768 (32 bit) @ 60 Hz
                    1280 x 1024 (32 bit) @ 60 Hz
    Driver Version: 1.8.0.0
    Display Memory: 0.00 B
     Multisampling: 
               DPI: 96 (100%)

Audio Information
-----------------
  Primary Playback: Creative Labs Inc. Software
 Primary Recording: Microphone (High Definition Aud
               EAX: True
           EAX 1.0: False
           EAX 2.0: True
           EAX 3.0: True
           EAX 4.0: True
           EAX 5.0: False
             X-RAM: False

Disk Information
----------------
      Install Path: C:\Program Files (x86)\EA GAMES\Battlefield 2
                    Free: 66.96 GB, Total: 231.83 GB, NTFS
          Mod Path: C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_beta
                    Free: 66.96 GB, Total: 231.83 GB, NTFS
     Profiles Path: C:\Users\SYANiDE\Documents\ProjectReality\Profiles
                    Free: 66.96 GB, Total: 231.83 GB, NTFS
    Update DL Path: C:\Users\SYANiDE\AppData\Local\Project Reality\Project Reality BF2\Downloads
                    Free: 66.96 GB, Total: 231.83 GB, NTFS
   Update Log Path: C:\Users\SYANiDE\AppData\Local\Project Reality\Project Reality BF2\UpdateLogs
                    Free: 66.96 GB, Total: 231.83 GB, NTFS

Game Information
----------------
      CD Key Valid: True
    Installed Mods: bf2, pr, pr_beta, pr_repo, xpack
       Current Mod: pr_beta
       BF2 Version: BF2 1.5
        PR Version: 1.0.19.0
          Language: English
   Debug Available: False
     Large Address: True
Supported Hardware: None

Profile Information
-------------------
      Profile 0001: {ZW}C-LOKE
              Type: Online
 Last Used Profile: True
        View Intro: True
        Fullscreen: True
      Display Mode: 1366x768@60Hz
Display Mode Valid: True
   Graphics Scheme: Custom
     Multisampling: Off
             VSync: False
   Terrain Quality: Low
   Effects Quality: Low
  Geometry Quality: Low
   Texture Quality: Low
  Lighting Quality: Low
   Dynamic Shadows: Off
    Dynamic Lights: Off
 Texture Filtering: Low
    Audio Provider: Hardware
    Provider Valid: True
     Audio Quality: High
               EAX: True
Last edited by {ZW}C-LOKE on 2013-07-01 03:06, edited 1 time in total.
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qubolo
Posts: 59
Joined: 2010-12-01 23:54

Re: Weapons Feedback

Post by qubolo »

TLDR; slight increase in deviation should be nice. Current state is too drastic of a change. Recoil is great.

Current deviation is settling very fast,

Deviation should be rising slowly when you are running and reaching its maximum value after 10s for example, and slowly decreasing after you stop.

But walking should be without any drastic raise in the deviation.

- That is very important for people that get shot at while running, somehow turn around and kill the guy that was engaging them instantly.

- And for people that just go step forward and cant hit anything (back in previous version)


I guess this will influence the spirnt-sniping guys that i have met on the server. But not distort overall gameplay.


Last point i like, is finally accuracy from standing stance, is worth using from the distance :P BUT, the change is too drastic overall.
Last edited by qubolo on 2013-07-02 21:28, edited 3 times in total.
camo
PR:BF2 Developer
Posts: 3165
Joined: 2013-01-26 09:00

Re: Weapons Feedback

Post by camo »

Not sure if this has been said but for Alternate LAT kit for the russians (the RPG-7VM?....anyway it has a scope) when you aim down the scope of the RPG and sidestrafe the sight completely disappears and you are left with a zoomed in screen for a few moments.
Hope this helps, good job on the game its brilliant.
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himond
Posts: 63
Joined: 2009-11-08 06:50

Re: Weapons Feedback

Post by himond »

Still not sure about LMGs nor HMGs.
I think it needs to be tested further.
With previous deviation I wouldnt risk shooting by myself at a four men squad because it was too easy for them to not panic and unconcernedly turn and annihilate me (in case they were 70 mts or more) or to quickly rush on me (in case they were 30 or less mts).
Now being spotted and shot at is actually a problem and forces you to move more carefully and using terrain advantages as well as getting cover as fast as possible.
ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: Weapons Feedback

Post by ShockUnitBlack »

[R-MOD]Spec wrote: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.
Wait wut? Going off the top of my head here, doesn't the G3A3/SG1 (MEC marksman rifle) have select-fire and deployed mode in v.98? Has something changed?

Also - have you guys nerfed 7.62x39mm round damage? In v.98 it was doing the same damage as a 7.62x51mm, which was unrealistically high.
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Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: Weapons Feedback

Post by Mats391 »

the BUIS is awesome. I guess the slight freeze when changing sights cant be solved, but its not that bad.
how ever please let all scoped weapons use this system. even if there is no real backup sight the soldier would still be able to look above the scope or to the side.
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viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Weapons Feedback

Post by viirusiiseli »

The new deviation makes PR feel MUCH more realistic. 0.98 was complete rubbish. Spraying the walls, floors and ceilings with your weapon after changing stance or running was horrible and should NOT be changed back to.

At the moment you actually feel like you can kill people with controlled shots. Not sure if it's only the deviation or if there's been changes to weapon damage but shots seem to be registering and doing damage much better now. Killing/fighting an enemy at close range should not take 10+ seconds and the majority of your magazine like it used to before 1.0.

For a hardened CAS whore who did not like infantry for the better part of the last 2 years in PR this is an awesome change and I'm definitely loving infantry combat now. Just a shame about the binocs :(
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Weapons Feedback

Post by Spec »

ShockUnitBlack wrote:Wait wut? Going off the top of my head here, doesn't the G3A3/SG1 (MEC marksman rifle) have select-fire and deployed mode in v.98? Has something changed?

Also - have you guys nerfed 7.62x39mm round damage? In v.98 it was doing the same damage as a 7.62x51mm, which was unrealistically high.
Don't know about the AK round from the top of my head.

We had encountered a mag-linking bug with the DMRs and LMGs that had both firemodes. I also thought it worked in .98, no idea why we encountered it, but we did.
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HeadlessChicken86
Posts: 130
Joined: 2013-01-21 14:09

Re: Weapons Feedback

Post by HeadlessChicken86 »

The new deviation and recoil are awesome. Way more realistic. Thank you for that.
007.SirBond
Posts: 276
Joined: 2012-12-12 05:03

Re: Weapons Feedback

Post by 007.SirBond »

The FN FAL on full auto seems to accurate, it's more accurate than the ak 47.

The 7.62?51mm NATO fired on full auto is known to have a lot of recoil.
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