Placment animation sequence changes

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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Placment animation sequence changes

Post by Redamare »

This is a some what issue with the current system of the explosive placement animation sequence. If you are an infantry man with an explosive such as C4, Mines,pressure plates, TNT, the animations for dropping said weapons for use of destruction should be re worked to be more realistic. In real life, If you were lets say a Jihadist running out into the middle of a dirt road during a battle to place a last second mine wouldn't you have pre checked your equipment and readied it to be burried to limit the amount of time you had to take up exposed in the middle of the road? Or if you were going to place C4 would you pre examine and setup your Wires, or timer device before you placed it?
(I Understand with C4 and other equipment you may want to be more cautious)

In terms of the sequences of animation there is while dropping mines or explosives can get a bit extensive. for example the other day I was dropping TXT under a truck, Waiting . . . I got shot and killed The TnT was set up and everything Just did not get dropped and did not explode. In a real life situation shouldn't that TnT have still gone off?

If We change the animation sequence around to, Prepare the equipment, then drop the charge (similar to VBF2 Except with a longer Preload preparation animation) then when you go to drop the charge what you get is a shorter Final preparation and setting of the charge animation.

examples as of right now

Currently 1, Choose explosive, Fire, Wait for animation, Drop, Runaway

currently 2, Choose explosive, Fire, Run towards target, Watch animation and time the drop, then run away.

VS With new preparation animations

New Option 1, Choose explosive, Watch preparation animation (like with the HAT), Approach target, after the animation finishes, Fire/Drop, Runaway

New Option 2, Choose explosive, watch short preparation animation, Fire, Watch 2nd half of the placement animation wait for explosive to drop, Runaway

a good example with the water Jug pressure plate mine could be, you select the pressure plate mine, You see the water jug, Tighten the top, set the jug down, take out the wooden plate check it for defects, Then you can run to the spot where you want to place them, lay down, Fire, You will then Hear the shovel sounds and see your hands doing the little (Medic dance), you hear an indicator the mine is set and you see the dirt pile and you are on your way.

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Using the Description I have attempted to explain and the animation above, In what ways would you approach a fob/vehicle in which you wanted to demolish with explosives? What other animation sequences can you think of that you would like to see in the preparation and placement of your explosives? ( NOT CREATING MANY NEW ANIMATIONS JUST CUTTING OLD ONES UP A BIT ) Simply Discuss the Topic of Placement animations

Thank you for reading,
-RED
Hurricane
Posts: 167
Joined: 2008-04-27 11:31

Re: Placment animation sequence changes

Post by Hurricane »

The real problem with the C4 placement animation is that it ends before the charge is planted. There is this 2-3 seconds between the end of the animation and the C4 being "thrown" that seems to irritate a lot of players.

I still see C4 being dropped in the middle of nowhere because players thought they're done placing the C4 and run away from the cache or FOB, then drop it somewhere on the ground.
-=anders=-
Retired PR Developer
Posts: 1532
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Re: Placment animation sequence changes

Post by -=anders=- »

Hurricane wrote:The real problem with the C4 placement animation is that it ends before the charge is planted. There is this 2-3 seconds between the end of the animation and the C4 being "thrown" that seems to irritate a lot of players.

I still see C4 being dropped in the middle of nowhere because players thought they're done placing the C4 and run away from the cache or FOB, then drop it somewhere on the ground.
Hahaha, yeah, happened to me aswell.. Was deadfun!! :) Well, lets see what we can do about this...
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Spec
Retired PR Developer
Posts: 8439
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Re: Placment animation sequence changes

Post by Spec »

Moved to suggestions. You should know better ;)

I'll let the Devs have their say on this (anders already did ninja me in response to the specific animation problem with the 2-3 second delay that may confuse people), but as far as I'm aware as a tester, this whole overly long animation thing is entirely on purpose to discourage suicide runs with explosives, even for insurgents, and encourage pre-planned ambushes in their stead.
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ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Placment animation sequence changes

Post by ghostfool84 »

Spec will the delay that we have at the moment be fixed or is it intended?
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Placment animation sequence changes

Post by Redamare »

[R-MOD]Spec wrote:Moved to suggestions. You should know better ;)
I know I guess i figured it was more of a discussion and me giving my two sense :o ops: oh well no harm
[R-MOD]Spec wrote:
I'll let the Devs have their say on this (anders already did ninja me in response to the specific animation problem with the 2-3 second delay that may confuse people), but as far as I'm aware as a tester, this whole overly long animation thing is entirely on purpose to discourage suicide runs with explosives, even for insurgents, and encourage pre-planned ambushes in their stead.
Yeah thats what I figured as well. I just feel like there could be some Pre placement preparation of the explosive before dropping it. lol Its kid of like ... [ "Okay im in the middle of the high way, I have my water Jug... I have my pressure plate... now I connect these two wires together ... check the connection ... Eat a sandwich... begins to diiiigggg aaaaa hole Then *BAMM! YOU GET HIT BY A SEMI TRUCK*] Lol there's just too long of a delay from when you fire and when the item is placed IMO
Last edited by Redamare on 2013-09-05 22:11, edited 1 time in total.
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: Placment animation sequence changes

Post by Spook »

Its done for the sake of balance. The last thing I want is rushing bomb-ninjas, popping out of bushes throwing C4 around and gtfo again. Or insurgents zerging at APCs with IEDs in their hands, trying to place it and detonate before it can react. Its perfect as it is. Nothing needs to be changed.
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MuffinMunchies
Posts: 41
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Re: Placment animation sequence changes

Post by MuffinMunchies »

Even if the C4/Bombs take longer than vBF2 to arm, keep in mind that vehicles also move slower and sit still more often in PR than in vBF2. So it'd basically be the same situation as vBF2 with people throwing C4 from helicopters, jeeps, jumping onto the top of a tank, etc. It harms gameplay considerably and isn't realistic. The longer set up time is realistic, and slightly longer than realism in order to assist in gameplay.
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FLAP_BRBGOING2MOON
Posts: 166
Joined: 2011-02-20 20:56

Re: Placment animation sequence changes

Post by FLAP_BRBGOING2MOON »

MuffinMunchies wrote:Even if the C4/Bombs take longer than vBF2 to arm, keep in mind that vehicles also move slower and sit still more often in PR than in vBF2. So it'd basically be the same situation as vBF2 with people throwing C4 from helicopters, jeeps, jumping onto the top of a tank, etc. It harms gameplay considerably and isn't realistic. The longer set up time is realistic, and slightly longer than realism in order to assist in gameplay.
real setup time for c4 is next to nothing if you have your charges prepped. and you can still drop out of a heli ingame, it just takes some timing skills now.

change this please, it is unrealistic especially for unburied items.
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Spook
Posts: 2458
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Re: Placment animation sequence changes

Post by Spook »

FLAP_BRBGOING2MOON wrote:real setup time for c4 is next to nothing if you have your charges prepped.
In RL you would not prep your C4 and run towards a BTR to stick it on it would you?
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FLAP_BRBGOING2MOON
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Re: Placment animation sequence changes

Post by FLAP_BRBGOING2MOON »

Spook wrote:In RL you would not prep your C4 and run towards a BTR to stick it on it would you?
if it was your only option, i don't see why you wouldn't.
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MuffinMunchies
Posts: 41
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Re: Placment animation sequence changes

Post by MuffinMunchies »

FLAP_BRBGOING2MOON wrote:if it was your only option, i don't see why you wouldn't.
Show me one instance where that has happened and it wasn't an insurgent suicide bomber and I might start believing you. (Japanese Kamikazes don't count)
Arcturus_Shielder: What PR needs are players willing to learn rather than players not willing to teach.
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: Placment animation sequence changes

Post by Heavy Death »

Hey chaps, the thing is, due to the limitations (yet again) of the engine and balance, i feel like this is done so.
It wont explode if you get shot in the middle of replacing, because the animation interrupts and, like with hand grenades, they dont go off of they dont actually drop. So, in order to prevent the hit adn run tactics, there must be a delay.

Now you have two options of tackling this;
1- Get a stopwatch, time the animation and use that to your advantage next time, as in start the animation, wait behind the corner for 5 sec, run out with the 5 sec left and plant on the target at the right moment.
2 - Just use c4 for objects as they are timed anyway, and if youre destroying an object, area must be cleared of enemies and friendlies, so you can take your sweet time deploying the thing.
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: Placment animation sequence changes

Post by Gracler »

My latest adrenalin moment in PR 1.0 was when i was running towards a tank's blind spot and planted c4 and a mine under it's nose. I didn't know how much it would take to blow it up so I also placed a small c4 charge and got killed by the large C4 before being able to run far away... The Tank died though :D

It is a bit odd with the current animation especially for new players, but the mechanic works alright making it very difficult to use this kit as an aggressive weapon on moving targets.
FLAP_BRBGOING2MOON
Posts: 166
Joined: 2011-02-20 20:56

Re: Placment animation sequence changes

Post by FLAP_BRBGOING2MOON »

MuffinMunchies wrote:Show me one instance where that has happened and it wasn't an insurgent suicide bomber and I might start believing you. (Japanese Kamikazes don't count)
you are missing the point, the point is explosives won't take more than 3 seconds to slap on if correctly primed and taped as it would already be. so the game should reflect reality.

maybe make the animation of priming it when you pull it out long, then the deploy time shorter.

its a dumb tactic that shouldnt work against a half competent crew. and ive only done it about 2 times(although ive tried many more).
Last edited by FLAP_BRBGOING2MOON on 2013-09-06 02:49, edited 1 time in total.
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LoopyChef
Posts: 55
Joined: 2012-10-07 22:58

Re: Placment animation sequence changes

Post by LoopyChef »

Spook wrote:In RL you would not prep your C4 and run towards a BTR to stick it on it would you?
In WWII US and British troops used the NO 74 S.T sticky grenade on tanks.
Last edited by LoopyChef on 2013-09-06 05:20, edited 1 time in total.
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: Placment animation sequence changes

Post by Spook »

FLAP_BRBGOING2MOON wrote:you are missing the point, the point is explosives won't take more than 3 seconds to slap on if correctly primed and taped as it would already be. so the game should reflect reality.

maybe make the animation of priming it when you pull it out long, then the deploy time shorter.

its a dumb tactic that shouldnt work against a half competent crew. and ive only done it about 2 times(although ive tried many more).
No YOU are missing the point. Realism not always equals Good Gameplay. How realistic is it to spawn on a bunch of bags? How realistic is it not to being able to jump 2 times in a row and then sprint for a couple of meters? All of those things were done to balance the game since the engine is not capable of simulating RL-situations with all its aspects. What would happen if people could place explosives right away? We would have ninja-pyros everywhere. You might be able to spot one or two C4 sneaks with your APC. But you will never see all of them. You just need to drive by a bush or a corner and some guy will just pop out of it and throw C4 on you. Its a game, people will start doing explosive hit and run tactics all the time. In RL you will not have to expect at least 10 enemies on 2km? dedicated to place explosives on your vehicle.
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Walmarx
Posts: 138
Joined: 2009-03-22 21:32

Re: Placment animation sequence changes

Post by Walmarx »

Small C4 charges do very little damage to armored vehicles, if I remember correctly, therefore, only Combat Engineers would be able to attempt the ninja-stick with any hope of efficacy. At present, C4 is essentially a replacement for incendiaries; it only seems to be intended for use as passive asset demolition in a secured area. Still, at the very least we need to do away with or redistribute the confusing dead frames in the animations, I don't think shaving that much off of the timer would make things much easier for the lulz.
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Spook
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Re: Placment animation sequence changes

Post by Spook »

Small C4 kills BTR. And all the MTLB version if i am right.
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Vicious302
Posts: 407
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Re: Placment animation sequence changes

Post by Vicious302 »

+1

I agree the prep time should be when the explosive is pulled out, much like a HAT kit.

Secondly, the animations compared to .98 are horrible. I understand that is has something to do with eliminating dolphin diving with the newly accurate guns but something has to be done about the mines if you want this to truly be a masterpiece. The animations stopping after switching stances is unacceptable regardless of game play changes because it makes the game look too "mod-like" and cheap, third-rate, etc.
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