rate of fire select

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DayGlow
Posts: 3
Joined: 2005-09-16 17:33

rate of fire select

Post by DayGlow »

I enjoy how this mod has removed the ammo count from the screen, but at the same time it has removed the rate of fire indicator. Is there anyway to bring this back by itself? It would be realistic to be there because in RL you would know what mode you are in by feel. Too often I respawn and mixed up which mode I'm in and start firing off multiple rounds when I only want single, or need autofire as soon as I respawn because of an assault and find I'm in single fire.

Thanks.
Lev_Astov
Posts: 85
Joined: 2005-08-30 21:43

Post by Lev_Astov »

Why not try having a system that lets you check what mode you are in? Hit a button and the soldier looks at the selector switch and it displays on screen what mode you are in. Similarly, I think there should be a "check ammo" action that lets you pull out the magazine and feel its weight. It would display on the screen something like "Heavy," "Medium," "Light" etc.
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{GD}Snake13
Posts: 142
Joined: 2005-09-09 13:52

Post by {GD}Snake13 »

Cause that would be pointlessly cumbersome, its something IRL you can find out with an slight move of your hand, (don't even say pressing a key is a slight move of your hand, I know) its just not worth it to add clunkyness to the game for that.
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BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

yeah, trying to keep a count in your head is i think the best way to go here. especially since in the heat of battle, many troops think theyve fired a few shots when theyve really unloaded most of their clip.

not that ive been in the heat of battle, but saw on a history channel program about police and military personel who have been asked (in this case a cop with a 6 round revolver) how many rounds he fired. he replied 2-3 when in reality hed fired all 6 without knowing.
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DayGlow
Posts: 3
Joined: 2005-09-16 17:33

Post by DayGlow »

when I was in training (police) we had a lot of simunition training and one thing they did to mess with us is that we only loaded 10 rounds into each mag instead of the 15. It forced you to think about tactical reloads during pauses in the fight.

Can the BF2 engine allow persistant mags? Right now all the ammo in your spare mags are in a common reserve, so you swap out a mag that you fired off 10 rounds from, it is filled up from the common reserve instead of having each mag peristant. Would be nice to work through your mags and come back to the half filled ones.
BrokenArrow
Retired PR Developer
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Post by BrokenArrow »

in bf2 if you swap out a mag you lose that mag and all the ammo in it...
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BlakeJr
Retired PR Developer
Posts: 3400
Joined: 2004-09-12 12:04

Post by BlakeJr »

BrokenArrow wrote:in bf2 if you swap out a mag you lose that mag and all the ammo in it...
His idea is still a good one isn't it? Rather than loose the ammo you get to keep a partially loaded mag.
Then again, I die so fast I don't have time to run low on ammo! :D
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BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

DayGlow wrote: Right now all the ammo in your spare mags are in a common reserve, so you swap out a mag that you fired off 10 rounds from, it is filled up from the common reserve instead of having each mag peristant.

i agree they should be persistant, but there is no common reserver. you have a mag counter. if you shoot 10 shots and then change mags the rounds you had remaining in that round are gone.
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DayGlow
Posts: 3
Joined: 2005-09-16 17:33

Post by DayGlow »

oh ****, and here I've been doing tacticals and not noticing that :shock: Explains why I've been burning through ammo faster than I thought I should.

Also I've never handled an M16/M4, but my understanding is that the charging handle isn't pulled during normal drills. If you burn a mag dry the bolt stays open and all you have to do is load a fresh mag and push the forward assist don't you?
Lev_Astov
Posts: 85
Joined: 2005-08-30 21:43

Post by Lev_Astov »

Yeah, most weapons are like that in some way or another. I've noticed many of the weapons in this game seem to get cocked after every reload, empty mag or otherwise. If there's still a round in the chamber and the gun allows for the magazine to be romoved without opening the bolt, you should just be able to quickly swap out magazines without the time-consuming recock of the bolt.

I definitely like persistent magazines and I often stay alive long enough to need ammo. In the UT mod, Red Orchestra, this plays a very big role in how you manage your ammo. They do a wonderful job of it in that mod, and I certainly hope PR can do the same. If this were done, you would need an on-screen indication of how heavy the magazine is when it is loaded into the gun.
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