Fair enough.Dr_Death wrote:we ARE discussing about melee though.
"Charge" Bayonet/Knife functionality
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emmanuel15
- Posts: 138
- Joined: 2013-06-13 16:40
Re: "Charge" Bayonet/Knife functionality
"Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth."
Marcus Aurelius
IGN=Sgt.~NoMaD~
Marcus Aurelius
IGN=Sgt.~NoMaD~
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emmanuel15
- Posts: 138
- Joined: 2013-06-13 16:40
Re: "Charge" Bayonet/Knife functionality
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...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.
"Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth."
Marcus Aurelius
IGN=Sgt.~NoMaD~
Marcus Aurelius
IGN=Sgt.~NoMaD~
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: "Charge" Bayonet/Knife functionality
Right, with your signature I see!SShadowFox wrote:Imagine a Napoleonic Wars mini-mod using this, it would be awesome.
Just sayin'
This would be awesome for banzai charge in PR:WW2!

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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SShadowFox
- Posts: 1123
- Joined: 2012-01-25 21:35
Re: "Charge" Bayonet/Knife functionality
They probably made it like that so people wouldn't go crazy knifing at cqb.T.A.Sharps wrote:When you "punch" when unarmed it doesn't go that slow.
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Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: "Charge" Bayonet/Knife functionality
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
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.

--- 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.
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Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: "Charge" Bayonet/Knife functionality
Putting a War Cry in the 'Go Go Go' Comma-Rose would work perfectly too.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...
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.
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Tarranauha200
- Posts: 1166
- Joined: 2010-08-28 20:57
Re: "Charge" Bayonet/Knife functionality
Too much work for too little gain. How bayonets and knifes are used so rarely that there is no point.
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risegold8929
- Posts: 340
- Joined: 2012-02-05 22:13
Re: "Charge" Bayonet/Knife functionality
Or just makes everything as fast as the Machete on the ARF faction?

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
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emmanuel15
- Posts: 138
- Joined: 2013-06-13 16:40
Re: "Charge" Bayonet/Knife functionality
Well it's a machate...you gotta love itrisegold8929 wrote:Or just makes everything as fast as the Machete on the ARF faction?
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~
Marcus Aurelius
IGN=Sgt.~NoMaD~
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commander_sinbad
- Posts: 14
- Joined: 2010-07-12 22:02
Re: "Charge" Bayonet/Knife functionality
I wish you could shoot and have bayonet fixed
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Jafferson
- Posts: 9
- Joined: 2009-01-09 15:17
Re: "Charge" Bayonet/Knife functionality
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.
This will be great, and charg the steb is a good idea. Thx for this great mod, i love it.
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X-Alt
- Posts: 1073
- Joined: 2013-07-02 22:35
Re: "Charge" Bayonet/Knife functionality
All weapons fire one and only one projectile, sorry..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.
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commander_sinbad
- Posts: 14
- Joined: 2010-07-12 22:02
Re: "Charge" Bayonet/Knife functionality
well how does the grenade launcher work?X-Alt wrote:All weapons fire one and only one projectile, sorry..
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X-Alt
- Posts: 1073
- Joined: 2013-07-02 22:35
Re: "Charge" Bayonet/Knife functionality
Smoke and HE are two totally different weapons, they just happen to use the same launcher\animation..commander_sinbad wrote:well how does the grenade launcher work?
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commander_sinbad
- Posts: 14
- Joined: 2010-07-12 22:02
Re: "Charge" Bayonet/Knife functionality
just saying if you could melee and shoot on the older COD games why not on this lol

