Looking outside the scope.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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VTRaptor
Posts: 330
Joined: 2015-06-25 14:49

Looking outside the scope.

Post by VTRaptor »

Some scopes like british susats/acogs or canadian elcans have back up sights that increase situational awareness as you don't have to zoom out to look around freely, but many factions don't have such features. It affects deployed weapons the most. USMC for example - each time you want to look around, you have to undeploy your AR/MG/DMR/sniper and then deploy again when you spot a target which is plain stupid in few different ways and we all know that, but got used to it. In CQB, standard rifles suffer too, as shooting without aiming down sights dramatically decreases accuracy, and looking through the scope when your enemies are close is counter intuitive.

My suggestion is to add option to look outside the scope for every scoped gun with C button just like it's done already. Shouldn't be too hard to implement as the mechanic is already there.
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Mats391
PR:BF2 Lead Developer
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Joined: 2010-08-06 18:06

Re: Looking outside the scope.

Post by Mats391 »

VTRaptor wrote:Shouldn't be too hard to implement as the mechanic is already there.
So you volunteer to create the 4 additional animations required per weapon?
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VTRaptor
Posts: 330
Joined: 2015-06-25 14:49

Re: Looking outside the scope.

Post by VTRaptor »

Mats391 wrote:So you volunteer to create the 4 additional animations required per weapon?
No, this as the name implies is a suggestion forum.
Lt_Picklesworth
Posts: 3
Joined: 2021-04-01 12:44

Re: Looking outside the scope.

Post by Lt_Picklesworth »

VTRaptor wrote:No, this as the name implies is a suggestion forum.
Right!? This is a suggestion form and I feel like reaction you got was a tad aggressive. I think it’s a decent suggestion, at the same time (as the dev. implies I think) it probably would take a lot of work/ animation to pull off.
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Suchar
PR:BF2 Lead Developer
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Joined: 2016-10-12 13:25
Location: Poland

Re: Looking outside the scope.

Post by Suchar »

This suggestion requires creating around a thousand new animations. The OP saying it 'Shouldn't be too hard to implement' makes the whole thing a little hilarious.

Not to mention it gets even more tricky if you find out our only animator is from Ukraine.
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VTRaptor
Posts: 330
Joined: 2015-06-25 14:49

Re: Looking outside the scope.

Post by VTRaptor »

Because technically it's not hard(for someone who already done it) but time consuming, and I didn't know how much.

Should've removed that line from my OP, as it's the only thing being discussed in this topic now.
Crylink
Posts: 65
Joined: 2021-07-21 15:08

Re: Looking outside the scope.

Post by Crylink »

Another solution to eliminate any new animations required is to rework the current hipfiring system into a shoulder firing system

where the rifle fires between aiming down sights accuracy and hip-fire accuracy.
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: Looking outside the scope.

Post by Frontliner »

Crylink wrote:Another solution to eliminate any new animations required is to rework the current hipfiring system into a shoulder firing system

where the rifle fires between aiming down sights accuracy and hip-fire accuracy.
Even if this is possible, this would also require new animations for all weapons. And we're back to square one.

Going on a limb, it's also unlikely, if not impossible, to have the ADS modifier not activate during your proposed shouldered aim mode.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

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Crylink
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Joined: 2021-07-21 15:08

Re: Looking outside the scope.

Post by Crylink »

I'm not understanding why new animations will be required if all that is changed while shooting without aiming down sights is the accuracy. the playermodels already have the rifle stock in the shoulder.
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: Looking outside the scope.

Post by Frontliner »

From my understanding of how the game functions in this regard, the only way to make your proposals appear in First Person(so, for the player) is to change the appearance of the gun models in such a fashion that the visuals fake the soldier bringing the rifle from low ready(or whatever you wanna call the way firearms are held in PR) to high ready.
First and Third Person visuals use entirely separate animations and models from each other. They only appear to do the same because care has been taken while creating and animating them to you feel like they are looking at the same thing when doing reloads, going prone, readying the weapon, and so forth.
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.
Cpt.Future
Posts: 192
Joined: 2008-09-16 16:52

Re: Looking outside the scope.

Post by Cpt.Future »

Crylink wrote:Another solution to eliminate any new animations required is to rework the current hipfiring system into a shoulder firing system

where the rifle fires between aiming down sights accuracy and hip-fire accuracy.
I'm pretty sure that would lead to even more run and gun gameplay in CQB, I don't think PR really needs that
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Crylink
Posts: 65
Joined: 2021-07-21 15:08

Re: Looking outside the scope.

Post by Crylink »

Cpt.Future wrote:I'm pretty sure that would lead to even more run and gun gameplay in CQB, I don't think PR really needs that
Don't you think PR needs balance between factions? Who needs teamwork and cooperation when my C7 can mow down a squad of MEC soldiers?

If all factions are given similar abilities maybe more people will realise that lone wolfing isn't a great idea bringing the level of gameplay higher.
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