Raised weapon, but not ironsights (stage between
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nidpants
- Posts: 41
- Joined: 2007-07-28 00:56
Raised weapon, but not ironsights (stage between
After seeing https://www.realitymod.com/forum/showthread.php?t=26389 and reading dslyecxi's laundry list of stuff over at http://dslyecxi.com/bestoftactical.html, I get the idea that there needs to be a stage between firing from the hip and firing through ironsights. In CQB, I simply hate the spray-n-adjust mode of firing from the hip. I can guess the center of the screen as well as the next guy, but the current system doesn't make sense.
When shooting through ironsights in PR and vBF2, you walk CONSIDERABLY slower and have that weird 1.25 x zoom. This is well and good, except that it's demonstrably possible to walk just as fast with your weapon raised as with it at your side (see dslyecxi's video of him doing it with an AR-15 on http://dslyecxi.com/bestoftactical2.html).
I propose, as above, that you should be able to go into "raised weapon" mode by simply Right clicking, where the weapon is raised to your eye, and your walking speed is unaffected (though you can't sprint). THERE IS NO ZOOM, because you are trying to maintain situational awareness. You can then hit C (or something else) to toggle to Iron sights mode with its dumb zoom, or use the scope of whatever weapon you currently have out.
When shooting through ironsights in PR and vBF2, you walk CONSIDERABLY slower and have that weird 1.25 x zoom. This is well and good, except that it's demonstrably possible to walk just as fast with your weapon raised as with it at your side (see dslyecxi's video of him doing it with an AR-15 on http://dslyecxi.com/bestoftactical2.html).
I propose, as above, that you should be able to go into "raised weapon" mode by simply Right clicking, where the weapon is raised to your eye, and your walking speed is unaffected (though you can't sprint). THERE IS NO ZOOM, because you are trying to maintain situational awareness. You can then hit C (or something else) to toggle to Iron sights mode with its dumb zoom, or use the scope of whatever weapon you currently have out.
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pasfreak
- Posts: 645
- Joined: 2007-07-13 01:50
so you mean like on the m249 right now? i agree, right now its too fast.
yeah, you should walk faster with sights.
and i really wish they'd take out that shaky thing from prone to crouching, and flip it so it only does it in going to prone position. irl, you can easily hop up and shoot from prone to crouch. however, it can get hard to go from crouch to prone. in game, you can just hit z and fire instantly.
yeah, you should walk faster with sights.
and i really wish they'd take out that shaky thing from prone to crouching, and flip it so it only does it in going to prone position. irl, you can easily hop up and shoot from prone to crouch. however, it can get hard to go from crouch to prone. in game, you can just hit z and fire instantly.
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BlackwaterEddie
- Posts: 752
- Joined: 2007-02-01 13:26
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UncleRob199
- Posts: 71
- Joined: 2007-07-21 15:49
So the reason for this raised weapon mode would be to slightly increase accuracy and maintain the walking speed of lowered-weapon mode? Its a good idea, but there needs to be some kind of disadvantage to 'raised weapon mode', otherwise everyone would be in that mode all the time pwning, and no-one would use the lowered weapon mode.
So in addition to this idea, a combination of these should be applied, I think, to compensate for the advantage of being slightly more accurate/stable with your weapon in raised weapon mode.
When in 'Raised Weapon Mode' :
1.Walking speed is VERY SLIGHTLY slower,
2.Sprint should be disabled,
3.View should be slightly more obstructed by the positioning of the weapon, making 'lowered weapon mode' a more user friendly stance when surveying your close surroundings and moving around in general.
4.Rotating speed with the mouse should be less than that of lowered weapon stance. Maybe only slightly.
5.Maybe disable the ability from going from standing/crouching to prone. Im still thinking about that one I duno if its realistic.
You guys add others lol, but thats what I think. Also, wouldn't this whole idea be hardcoded?
So in addition to this idea, a combination of these should be applied, I think, to compensate for the advantage of being slightly more accurate/stable with your weapon in raised weapon mode.
When in 'Raised Weapon Mode' :
1.Walking speed is VERY SLIGHTLY slower,
2.Sprint should be disabled,
3.View should be slightly more obstructed by the positioning of the weapon, making 'lowered weapon mode' a more user friendly stance when surveying your close surroundings and moving around in general.
4.Rotating speed with the mouse should be less than that of lowered weapon stance. Maybe only slightly.
5.Maybe disable the ability from going from standing/crouching to prone. Im still thinking about that one I duno if its realistic.
You guys add others lol, but thats what I think. Also, wouldn't this whole idea be hardcoded?
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El_Vikingo
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Reddish Red
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BlackwaterEddie
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Alex6714
- Posts: 3900
- Joined: 2007-06-15 22:47
Haha I was going to say that. In BF2 the weapon is actually shouldered already.El_Vikingo wrote:Ïmagine that the gun isn't fired from the hip. Whoever said that the gun is fired from the hip? the third person model doesn't show it, and what you're suggesting is already there. sO...
The right clicking is just lowering your head to the sights.
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<1sk>Headshot
- Posts: 893
- Joined: 2007-05-14 21:51
Anyone stop to think that the default moving speed and animation in BF2 is running/jogging, whatever you call it. Since there is no button to walk, making the character slow down while aiming makes sense to me.
"Computer games don't affect kids, I mean if Pac Man affected us as kids, we'd all be running around in darkened rooms, munching pills and listening to repetitive music."
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El_Vikingo
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nidpants
- Posts: 41
- Joined: 2007-07-28 00:56
In the first person, the weapon doesn't look shouldered or anything, it looks as though you're firing from the hip. I'm suggesting a stage between having the gun floating around at the bottom of the screen and your character squinting and focusing on the front sight, crippling peripheral vision. The aim-with-the-center-of-the-screen thing is gamey, and I'm trying to find a solution to fix it (can't, hardcoded!) or at least justify it.El_Vikingo wrote:Ïmagine that the gun isn't fired from the hip. Whoever said that the gun is fired from the hip? the third person model doesn't show it, and what you're suggesting is already there. sO...
Bringing the first person models closer to how the third person models appear would accomplish this just fine, since as you mentioned, this is already implemented well enough by the third person models.


