"Charge" Bayonet/Knife functionality

Suggestions from our community members for PR:BF2. Read the stickies before posting.
emmanuel15
Posts: 138
Joined: 2013-06-13 16:40

Re: "Charge" Bayonet/Knife functionality

Post by emmanuel15 »

Dr_Death wrote:we ARE discussing about melee though.
Fair enough.
"Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth."

Marcus Aurelius

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emmanuel15
Posts: 138
Joined: 2013-06-13 16:40

Re: "Charge" Bayonet/Knife functionality

Post by emmanuel15 »

Mats391 wrote:Everything you said but the damage system is not possible. The animation does not do the damage, but a projectile and you can only have 1 projectile per weapon. You also have only 1 firing animation per weapon.
So basically are saying no cool down... Well the only limitation i can think of is the scream part and keep the new damage value and the screaming part because if there is no scream available either than i agree with you this ain't good for PR...
"Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth."

Marcus Aurelius

IGN=Sgt.~NoMaD~
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: "Charge" Bayonet/Knife functionality

Post by Pvt.LHeureux »

SShadowFox wrote:Imagine a Napoleonic Wars mini-mod using this, it would be awesome. :p

Just sayin'
Right, with your signature I see!

This would be awesome for banzai charge in PR:WW2!
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: "Charge" Bayonet/Knife functionality

Post by SShadowFox »

T.A.Sharps wrote:When you "punch" when unarmed it doesn't go that slow.
They probably made it like that so people wouldn't go crazy knifing at cqb.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

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Insanitypays
PR:BF2 Developer
Posts: 753
Joined: 2009-06-13 09:23

Re: "Charge" Bayonet/Knife functionality

Post by Insanitypays »

Kind of Like Red Orchestra? If its implemented it wouldn't be hard to add a yelling/battlecry sound effect during the warm up...

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Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: "Charge" Bayonet/Knife functionality

Post by Spec »

The delay in the current knife animation is entirely intentional. Knifing in PR is much better than in BF2, because of the delay. It gives the enemy time to react and reduces the amount of silly moves you can make to dodge before attacking (like prone-spin-stabbing in 'nilla). In PR it's all about timing and distance and doesn't look silly.
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Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: "Charge" Bayonet/Knife functionality

Post by Arab »

Echo331 wrote:Kind of Like Red Orchestra? If its implemented it wouldn't be hard to add a yelling/battlecry sound effect during the warm up...
Putting a War Cry in the 'Go Go Go' Comma-Rose would work perfectly too.

Oh wow, PR WW2 as Pacific Factions would be excellent!
Last edited by Arab on 2013-12-23 02:26, edited 2 times in total.
Tarranauha200
Posts: 1166
Joined: 2010-08-28 20:57

Re: "Charge" Bayonet/Knife functionality

Post by Tarranauha200 »

Too much work for too little gain. How bayonets and knifes are used so rarely that there is no point.
risegold8929
Posts: 340
Joined: 2012-02-05 22:13

Re: "Charge" Bayonet/Knife functionality

Post by risegold8929 »

Or just makes everything as fast as the Machete on the ARF faction?
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CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
emmanuel15
Posts: 138
Joined: 2013-06-13 16:40

Re: "Charge" Bayonet/Knife functionality

Post by emmanuel15 »

risegold8929 wrote:Or just makes everything as fast as the Machete on the ARF faction?
Well it's a machate...you gotta love it

EDIT: just tried to become corporal at last :)
"Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth."

Marcus Aurelius

IGN=Sgt.~NoMaD~
commander_sinbad
Posts: 14
Joined: 2010-07-12 22:02

Re: "Charge" Bayonet/Knife functionality

Post by commander_sinbad »

I wish you could shoot and have bayonet fixed
Jafferson
Posts: 9
Joined: 2009-01-09 15:17

Re: "Charge" Bayonet/Knife functionality

Post by Jafferson »

I think the bajonet in PR is useless, becaus it takes to much time to deploy it on the rifel. The reason to have a bajonet on the rifel is, in closequater you can stab with your rifel like a spear if you ran out off ammo. I want a rifes with bajonet on it and the option to switch from fire mode to stabing and back in 0.5 sec.
This will be great, and charg the steb is a good idea. Thx for this great mod, i love it.
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: "Charge" Bayonet/Knife functionality

Post by X-Alt »

Jafferson wrote:I think the bajonet in PR is useless, becaus it takes to much time to deploy it on the rifel. The reason to have a bajonet on the rifel is, in closequater you can stab with your rifel like a spear if you ran out off ammo. I want a rifes with bajonet on it and the option to switch from fire mode to stabing and back in 0.5 sec.
This will be great, and charg the steb is a good idea. Thx for this great mod, i love it.
All weapons fire one and only one projectile, sorry..
commander_sinbad
Posts: 14
Joined: 2010-07-12 22:02

Re: "Charge" Bayonet/Knife functionality

Post by commander_sinbad »

X-Alt wrote:All weapons fire one and only one projectile, sorry..
well how does the grenade launcher work?
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: "Charge" Bayonet/Knife functionality

Post by X-Alt »

commander_sinbad wrote:well how does the grenade launcher work?
Smoke and HE are two totally different weapons, they just happen to use the same launcher\animation..
commander_sinbad
Posts: 14
Joined: 2010-07-12 22:02

Re: "Charge" Bayonet/Knife functionality

Post by commander_sinbad »

just saying if you could melee and shoot on the older COD games why not on this lol
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