[Official] Weapons Feedback

Post Reply
{ZW}C-LOKE
Posts: 202
Joined: 2012-11-26 20:13

Re: Weapons Feedback

Post by {ZW}C-LOKE »

Something I noticed while picking up enemy kits... There is no longer an audio notification when you pick up a kit that you can't use. It only displays a text notification (a maximum of three on-screen visible at a time). This is problematic, because then you go to pick up a fourth, and you still only see three on-screen warnings. This leads you to believe you can walk away with the fourth, and half the time you can't drop the kit fast enough or find your kit again to get out of the assured death!!!!!


Very problematic, when you roll up on an area where a whole squad of eight guys got obliterated, all their kits lying around, and you're just looking for a replacement for let's say, your pilot kit, which has only a pistol. Given, technically you can only pick up and keep a rifleman kit or maybe a specialist/spotter, but very frustrating when your screen goes black and you were under the impression it was a kit you can use, and it won't let you drop the kit!

Long story short: Bring back the audio notification to illegal kit pickup!!!!!!!!!!!!!!!
Image
Unhealed
Posts: 365
Joined: 2012-09-15 16:33

Re: Weapons Feedback

Post by Unhealed »

You can look into the scope of Mosin-nagant really fast, like COD-fast. It's a sniper rifle after all, so the time needed for that should be increased I think.
Zander
Posts: 38
Joined: 2013-02-22 19:28

Re: Weapons Feedback

Post by Zander »

1. In stationary MGs (as well as vehicle mounted) when you open fire right after getting in, the animation of loading ammunition is running, before it actually start to shot.

from scratch
chris_stoiva_ganjais
Posts: 29
Joined: 2010-01-29 14:21

Re: Weapons Feedback

Post by chris_stoiva_ganjais »

Just did a round on Ramiel and half a round on Black Gold.

Weapons seems a bit too presise. Had the AR on AFR side, fire what would normally would bleed someone dry(at least) from crouchposition, enemy responded with precise fire within a second, i got blurred and got killed. Tracers came from where i fired at, so it must have been the same guy.

In general, if this is the next level of PR i worry there will be lots of camping, because i aint running into enemy fire anymore. Even from 400 meters i got taken by two M4 shots almost instantly me firing the AR.

Sounds i do like, yet it feels a bit unfinished and cloudy. I have trouble seperating Chinese from Russian gunsounds.

As an add, Kiowa thing on Ramiel have too low sound. It overflew me and i merely heard it.
pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: Weapons Feedback

Post by pr|Zer0 »

Chinese AR rigle (NOT MG kit) has a mag linking issue from undeployed to deployed. I had to reload twice the rifle, once for deployed and once for undeployed.
Image
Olicarnage
Posts: 15
Joined: 2008-09-28 08:33

Re: Weapons Feedback

Post by Olicarnage »

I tested pettry much all the weapons now. It's much better, I like it.
karambaitos
Posts: 3788
Joined: 2008-08-02 14:14

Re: [Official] Weapons Feedback

Post by karambaitos »

would be nice if you could look over the assault rifle scopes that dont have backup sights like the acog or the chinese scope, it really makes the factions scoped assault rifles boring, also game balance and whatnot.
[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 everything works fine in .98?
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.

40k is deep like that.
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: [Official] Weapons Feedback

Post by Spec »

I know, karambaitos. You'll have to ask a Dev why the change was necessary. Perhaps nobody knows it. I certainly don't. But we did test it and came to this conclusion, I was there, I know there was a problem with it.
pr|Zer0 wrote:Chinese AR rigle (NOT MG kit) has a mag linking issue from undeployed to deployed. I had to reload twice the rifle, once for deployed and once for undeployed.
Please do me a favour and try to recreate this if you have the time. If you can, you'd help a lot if you'd file a bug report for that, preferably with video if you get the chance. We'll add it to our bugtracker then.
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.
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: [Official] Weapons Feedback

Post by ChallengerCC »

The new PKP and PKM are so epic i love them. The other weapons are also realy nice they feel now right with a nice punch and looks beautiful like the new effects and maps. Realy, Realy nice done.

The Centration (not deviation) is a liddl bit to fast, it should be slower to prevent of running>standing>spreading(automatic fire).
So you need to wait 1-2 sec until you hold your breath or calm down from running. Maybe some weaponsway effect after aiming possible?
(direct aiming from walking should be centrate faster and from prone and crouche even more)

This lowers also the wild running around in close combat a bit. Or makes it not so effectiv.
I think that would a nice balance between tactic and action like movement. Both is possible, depending of situation.
Last edited by ChallengerCC on 2013-07-02 11:41, edited 1 time in total.
Image
PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

Re: [Official] Weapons Feedback

Post by PoisonBill »

Bug

On Saarema I couldn't switch to BUIS [or main sights] (Main Rifleman - Russia) when sitting on the boat (seat - F3)
Last edited by PoisonBill on 2013-07-02 18:35, edited 1 time in total.
Image
007.SirBond
Posts: 276
Joined: 2012-12-12 05:03

Re: [Official] Weapons Feedback

Post by 007.SirBond »

The backup iron sights on the AK74 obstruct too much of the screen. In real life you have two eyes, the scope would not obstruct as much as it does in game, your secondary eye would have more vision. The scope needs to be moved a bit more to the left when sighted in with the BUIS.

As of right now, using the AK74 BUIS for CQC is sucide. Its better to just hipfire the weapon. Watching the 1.0 videos with the BUIS on the British rifles, the AK74 BUIS looks very unmatched.
camo
PR:BF2 Developer
Posts: 3165
Joined: 2013-01-26 09:00

Re: [Official] Weapons Feedback

Post by camo »

Can i ask why the british GPMG l7a2 doesn't have a scope? Its a bit unfair when all the other blufor countries get scopes. And i know you might say realism but there are so many other things that aren't realistic that are put there for gameplay purposes.
Image
User avatar
Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: [Official] Weapons Feedback

Post by Mats391 »

i think the time you can use enemy kits is too long. Right now you can still use stuff like HATs since you pull them out faster. Reducing the time to 5seconds till black out and 10-15seconds to death would be better.
Image

Mineral: TIL that Wire-guided missiles actually use wire
BiFi.ftw
Posts: 4
Joined: 2009-08-17 06:03

Re: [Official] Weapons Feedback

Post by BiFi.ftw »

I think a mix of 0.98 and 1.0beta deviation would be perfect.

After going stationary your accuracy increases constantly and after 3 seconds or so, depending on the weapon, the accuracy is at its maximum and like in the 1.0beta.

But weapons should not shoot where you are aiming at when you stop running, i think thats obvious.


Another completely different approach would be adding actual deviation to the weapon.
The bullets always hit the center with a very small cone of fire but after going stationary the weapon is moving very strong (like sniper rifles from other games) and slowly going steady and are completely without movement after 3 sec. While shooting the weapon is still 100 % accurate but it has a strong recoil (just like in 1.0beta).
This would be very different of what PR had before.

I think in general weapons are to accurate in the first 2 seconds.
KneeHiGh
Posts: 72
Joined: 2009-07-20 07:07

Re: [Official] Weapons Feedback

Post by KneeHiGh »

I think the deviation needs to be increased a bit as well somewhat of a compromise between 1 and 0.98. I would like to see a longer settle time (maybe 1 sec) after running since now you can get a full auto burst pretty on target after 2 sec.

Also the ALT marksman on the US (the silenced one) needs to be buffed. I was using it against the Russians and I needed 3 headshots to kill someone - it basically has the power of a pistol with increased range. Another guy needed 6 body shots to bring him down. What is the damage value compared to a regular M4 or the M14 EMR marksman?
Unhealed
Posts: 365
Joined: 2012-09-15 16:33

Re: [Official] Weapons Feedback

Post by Unhealed »

KneeHiGh wrote:Also the ALT marksman on the US (the silenced one) needs to be buffed. I was using it against the Russians and I needed 3 headshots to kill someone - it basically has the power of a pistol with increased range. Another guy needed 6 body shots to bring him down. What is the damage value compared to a regular M4 or the M14 EMR marksman?
It was probably just a lag, AFAIK even pistols in PR can kill with one headshot.
Schwab
Posts: 10
Joined: 2013-02-25 15:28

Re: [Official] Weapons Feedback

Post by Schwab »

I love the new precision of all weapons and stuff, but i'ld prefer if u would increase deviation and recoil drastically again.
Both seems to be lower than in CS 1.6 by now, nearly everybody who has contact in short-middle-ranges now just starts with spray'n pray as hell. Where are the typical PR-situations gone in which 2 infanterists see each other, knee down and start with single-shooting?
Now u got more spray as in Bad Company 2 xD
U could also overwork movement delays of different classes, like giving heavy classes like MG's higher delay times between rightclick-shooting or. higher delay times after running/jumping in general and make lighter classes like medic, rifleman, specialist faster by lower their delay times.
Search some german-speaking guys to play PR with? Contact me: mailto:?subject=&body=
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: [Official] Weapons Feedback

Post by Psyrus »

Haha it's not often you see the community calling for *more* deviation ^q^

Thanks for the input though, everyone!
MADsqirrel
Posts: 410
Joined: 2011-08-15 13:00

Re: [Official] Weapons Feedback

Post by MADsqirrel »

Today was the first time in my PR history that I killed 3 guys in less then 5 seconds with 4 controlled and aimed bursts of my AK 74 with still ammo left in my mag :lol: .
Never ever happend to me before (because of old deviation i guess).
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic56970_7.gif[/img]
samebutdifferent
Posts: 12
Joined: 2010-06-28 09:13

Re: [Official] Weapons Feedback

Post by samebutdifferent »

[R-CON]Psyrus wrote:Haha it's not often you see the community calling for *more* deviation ^q^

Thanks for the input though, everyone!
I liked the "old" deviation too. I think it was more realistic since you had to concentrate more.
The sounds are really awesome (thanks,anders!)...

Lemmy

(...known as Lemmy_KillMister)
Post Reply

Return to “Infantry”