Fix the damn M2
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Cerberus
- Posts: 2727
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Fix the damn M2
I was just playing PRMM on Karkand, and on several occasions, I shot a stationary targets with at least 3 rounds from the M2, and they didn't die. Instead, they magically killed me with one shot from their L85. How the hell can you line up a shot that fast? In the time that 3 .50 caliber bullets from the M2 leave the M2?
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Armand61685
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Cerberus
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Rg
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Haha! I’m that guy with the L85. You have some serious potty mouth on you.
But, I agree that they are too weak. I’ve been in the same position you were in a few times. You think you unloaded in a guy and he doesn’t die.
And by the way, it was not as hard as you think to kill you. The only target I have is your head (if your facing me), so with a very accurate L85, it’s an easy 1 shot kill.
But, I agree that they are too weak. I’ve been in the same position you were in a few times. You think you unloaded in a guy and he doesn’t die.
And by the way, it was not as hard as you think to kill you. The only target I have is your head (if your facing me), so with a very accurate L85, it’s an easy 1 shot kill.
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GRB
- Posts: 475
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A possibility could have been his ping. A lot of times players with a high ping will sort of "warp". If they are prone and moving slow to the side, this makes that affect a lot worse. So basically, the explaination would pan out to be good ol' lag.
Unless, of course, the player had a decent ping and the combat arrangement was different.
Could you be a bit more specific about how this went down dude?
Unless, of course, the player had a decent ping and the combat arrangement was different.
Could you be a bit more specific about how this went down dude?

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Cerberus
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OK, I'm in a HMMWV, and I'm at the Gatehouse at Karkand... a guy comes around the corner of a building and goes prone about ten meters away from me, maybe less... I open fire on him and my crosshairs on directly on him. I've definitely fired at least three shots and they should have all hit him because he was such an easy target. He fires on at my head and I die.
"Practice proves more than theory, in any case."
- Abraham Lincoln
"i so regret searching "giant hentai penis" on google images though ;_;"
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GRB
- Posts: 475
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Going prone is another problem with BF2 all in itsself...Cerberus wrote:OK, I'm in a HMMWV, and I'm at the Gatehouse at Karkand... a guy comes around the corner of a building and goes prone about ten meters away from me, maybe less... I open fire on him and my crosshairs on directly on him. I've definitely fired at least three shots and they should have all hit him because he was such an easy target. He fires on at my head and I die.
Lag makes it worse.
The prone issue I think has been discussed to death...

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Rg
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If your in a hummer driving down the hill….then you switch to the gunner position which is facing 90 degrees to the left of me, by the time you face me, my sights are already on your head. So your lucky to get a few bullets off. And like I said above….sometimes those m2/.50 cal bullets don’t register. Does it have to do with the gun being an automatic? I always fire my guns in single shot, because when I use auto or burst, it seems like some of those bullets don’t register. I got the same felling back with the BF2 demo, so I would only use single shot.
*EDIT* theres a problem with going prone? bug/glitch or what?
*EDIT* theres a problem with going prone? bug/glitch or what?
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GRB
- Posts: 475
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Yes. Not really a bug.

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GRB
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No.
Going prone has many very unrealistic draw backs that have a lot to do with the way it's currently integrated into the game.
1- You can go prone and fire your weapon with no accuracy interuptions. It also increases weapon accuracy when you go prone. This causes people to use it to an advantage obviously.
2- You can stand up from the prone position as well as go into the prone position almost INSTANTLY. This is VERY bad. This allows for the player to jump, then go prone in mid air. Combine that with problem one and you got a third issue...(amoung other things)
Get the idea?
Going prone has many very unrealistic draw backs that have a lot to do with the way it's currently integrated into the game.
1- You can go prone and fire your weapon with no accuracy interuptions. It also increases weapon accuracy when you go prone. This causes people to use it to an advantage obviously.
2- You can stand up from the prone position as well as go into the prone position almost INSTANTLY. This is VERY bad. This allows for the player to jump, then go prone in mid air. Combine that with problem one and you got a third issue...(amoung other things)
Get the idea?
Last edited by GRB on 2005-11-27 08:10, edited 1 time in total.

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GRB
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Then you missing him would be because of lag. That is where the lag comes into play with the "instant" proning issue...Cerberus wrote:I began firing while you did your dive
You guys get it now?

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Mad Max
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The animations you see in 3rd person do not reflect what is going on in 1st person a lot of the time, especially when going prone or kneeling or something. In 3rd person they aim their gun away like they should but in 1st person they still have a fixed aim no matter what the 3rd person animation is doing. This is stupid, and hopefully you'll be able to match up the movements in 1st person with the 3rd person animations in the full release. It'll sort out this issue, and it won't look like they're aiming somwhere totally different when infact they have their cross-hair over your face.
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DEDMON5811
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Rg
- Posts: 181
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Now I know what your talking about. I noticed that a lot last night. I would fire 1-2 shots then the guy does a prone sideways roll and kills me. Errr….
When someone does that can you injure or kill him when he’s in the process of rolling? Are the hit boxes the same when he is rolling? Or do you pretty much have to wait until he finishes moving?
When someone does that can you injure or kill him when he’s in the process of rolling? Are the hit boxes the same when he is rolling? Or do you pretty much have to wait until he finishes moving?
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GRB
- Posts: 475
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There are no such thing as "hit boxes" in most modern FPS's any more..
Most modern FPS's use Collision Meshes. A Collision Mesh is basically another 3D shape that is invisible, very similar to that of the actual 3D model itsself, that is basically wrapped around the object (the soldier, the tank, whatever the object may be).
The collision mesh acts very similar to a "hit box" in the sense that it is coded to be interactive with "projectiles" and "explosions". What a collision mesh does a lot better than any "hit box" is it allows for much more realistic contact/impact affects. For instance, legs, arms, head they are all much more dynamic hitspots.
All things aside its still relatively the same concept.
But to answer your question, no, hitspots are always the same, wether the player is in motion or not. The players ping is what determines if anything happens when you actually hit the player or not.
Most modern FPS's use Collision Meshes. A Collision Mesh is basically another 3D shape that is invisible, very similar to that of the actual 3D model itsself, that is basically wrapped around the object (the soldier, the tank, whatever the object may be).
The collision mesh acts very similar to a "hit box" in the sense that it is coded to be interactive with "projectiles" and "explosions". What a collision mesh does a lot better than any "hit box" is it allows for much more realistic contact/impact affects. For instance, legs, arms, head they are all much more dynamic hitspots.
All things aside its still relatively the same concept.
But to answer your question, no, hitspots are always the same, wether the player is in motion or not. The players ping is what determines if anything happens when you actually hit the player or not.

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Armand61685
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