fatalsushi83 wrote:That sense of weight for the mp40 and BAR is so damn good, though, despite the slower pace! It makes you feel like youre holding a heavy piece of steel that will really hurt people when you shoot them with it.
4 kg for the MP40 isn't particularly heavy though tbh. But I agree on slower reloads across the board, would be nice if that were to happen to all other rifles in the game.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them
]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy
Just_Dave: i have a list about PR players, and they r categorized by their skill
Para: You sir are an arse and not what the game or our community needs.
AlonTavor: Is that a German trying to make me concentrate?
Heavy Death: join PRTA instead - Teamwork is a must there.
Frontliner wrote:4 kg for the MP40 isn't particularly heavy though tbh. But I agree on slower reloads across the board, would be nice if that were to happen to all other rifles in the game.
You should still be able to "feel" those 4 kg, though, and I think KaB got it just right. Basically, I'm just saying that some games make weapons feel like plastic airsoft rifles (crappy CoDish sound effects can also do this), which detracts from the feeling of having something powerful in your hands.
fatalsushi83 wrote:You should still be able to "feel" those 4 kg, though, and I think KaB got it just right. Basically, I'm just saying that some games make weapons feel like plastic airsoft rifles (crappy CoDish sound effects can also do this), which detracts from the feeling of having something powerful in your hands.
No, it wont affect the actal damage. It just makes the weapons feel more real and powerful, making them more satisfying to shoot. You dont want a big caliber rifle that feels like a bb gun in game
The FG42 implies the presence of Fallschirmj?ger forces.
To what extent will they be implemented, and will they receive other signature equipment such as the M38 helmet?
I didn't see any mention of the FG42 in the OP, I believe that was inadvertently mentioned by a subsequent poster.
My god those are some quality animations! Even the fine movements of the fingers look very believable , and avoid reminding us of the ham-fisted bf2 hand meshes. I do have one question about the BAR deploy animation though; I am unsure why the left arm goes off-screen when leveling the rifle. It would seem that hand would be necessary to keep the weapon from dropping lower as the muzzle swings downward, as this was an extraordinarily heavy weapon. Other than this small issue, these are really top-notch work KaB! Thank you very much for contributing to this eagerly-anticipated module's return.
Also, a question about the M1919: What position is the operator in? Were the standard .50 cal emplacement anims used, or did you guys create some new prone constraints?
Thanks man. Actually the weapon is leveled thanks to the armpit (blocking on the top backward) and the right hand (blocking on the bottom forward). It might really obvious to do it IRL, but I thought it could be classy in the game.
[quote=""'[R-MOD"]Mongolian_dude;2040139']The FG42 implies the presence of Fallschirmj?ger forces.
To what extent will they be implemented, and will they receive other signature equipment such as the M38 helmet?[/quote]
[quote="Walmarx""]I didn't see any mention of the FG42 in the OP, I believe that was inadvertently mentioned by a subsequent poster.
Also, a question about the M1919: What position is the operator in? Were the standard .50 cal emplacement anims used, or did you guys create some new prone constraints?[/quote]
We do have the FG-42 and the gif was removed because the animated model was the wrong one. It was a mix up of unknown causes that we are still trying to figure out and that will be mentioned in the next update.
But to answer your question Mongolian, no, there will only be one faction per army. We don't aim to be too accurate in that regard. The FG 42 will be implemented as the ALT version for the AR aka Support kit.
Walmarx, same standard anims when in a deployed HMG (defensive asset). We kept it this way because the medium level sized tripod will cause less issues than a low one. Your FOV will be much better suited above the grass and irregular terrain. And having said this, we are exploring a few ways to give the player other options when it comes to firing stance.
Last edited by Arc_Shielder on 2014-10-21 20:38, edited 5 times in total.
How deadly will the weapons be? Will you need two chest shots to take someone down even with high-powered weapons like the Garand and the deployable .30 cal?
Also, I like the addition of the FG42 for the sake of variety.
KaB wrote:Thanks man. Actually the weapon is leveled thanks to the armpit (blocking on the top backward) and the right hand (blocking on the bottom forward). It might really obvious to do it IRL, but I thought it could be classy in the game.
I see it perfectly now; the fov was just throwing me a bit I think. I like it! Classy indeed.
How deadly will the weapons be? Will you need two chest shots to take someone down even with high-powered weapons like the Garand and the deployable .30 cal?.
Weapon damage is only going to be tackled later so it's hard to tell at this point in development of how it's going to pawn out.
I would prefer high-damage weapons with slower deviation settle times. There's nothing more frustrating than flanking someone, lining up a perfect shot, and shooting them with a high-powered rifle like the K98 or Garand only to have them sprint away and get healed. I know PR isn't a war sim but especially in WWII where most soldiers have high-caliber weapons and no one has body armor, these kind of situations can feel pretty strange. I wouldn't mind the K98 being an instant killer as long as it took a few seconds for the deviation to settle for long-range shots.