Say's who?Teek wrote: This Thread is Moot because suppressive fire will be fix in 0.7 with 'cone of fire' and hopefully more bullet effects.
Suppressive fire
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Sabre_tooth_tigger
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Its been mentioned a few times that they'll have some sort of sway effect from any player movement which will affect weapon accuracy. Ive no idea if it'll work out or how even but its a good idea to try at least, try searching posts from Fuzzhead or one of the other devs.
The m203 has something like this now I think. Check the difference in accuracy between waiting a second before firing or not, in close combat 1 second is alot longer then you might realise. Its equalivant to 1000ms ping (or 500ms, not sure how the scoreboard calculates that actually
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So the time you have to think ahead will increase. There would be alot more waiting for them to come round the corner rather then shouting 'banzai' & quickly jumping round the corner first.
In theory that should bring into play the use of suppressive fire and using a 50 cal on a vehicle wont be weaker then a m16 guy proning
Downsides, maybe it wont be as exciting and I can see alot more grenades being thrown too
I also read theres no animation possible, you will just have to remember that accuracy is affected. Which also means BF2 refugees will have no idea why the gun isnt accurate
http://news.bbc.co.uk/1/hi/world/asia-p ... 252692.stm
The m203 has something like this now I think. Check the difference in accuracy between waiting a second before firing or not, in close combat 1 second is alot longer then you might realise. Its equalivant to 1000ms ping (or 500ms, not sure how the scoreboard calculates that actually
So the time you have to think ahead will increase. There would be alot more waiting for them to come round the corner rather then shouting 'banzai' & quickly jumping round the corner first.
In theory that should bring into play the use of suppressive fire and using a 50 cal on a vehicle wont be weaker then a m16 guy proning
Downsides, maybe it wont be as exciting and I can see alot more grenades being thrown too
I also read theres no animation possible, you will just have to remember that accuracy is affected. Which also means BF2 refugees will have no idea why the gun isnt accurate
Mice should be all metal and administer a high voltage static shock to the fingertips when shotRico11b wrote:They are adding Virtual BulletsIf you get shot at in game... You better duck and cover.
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http://news.bbc.co.uk/1/hi/world/asia-p ... 252692.stm
Last edited by Sabre_tooth_tigger on 2007-12-09 16:41, edited 1 time in total.
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Top_Cat_AxJnAt
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Sabre_tooth_tigger
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I had some experience of good surpressive fire yesterday from a saw 200m away. I was in the bunker at mestia so the bullets were hitting very close to my view and blurring the screen, I wasnt hit but I had trouble returning fire.
The saw covered his squad while they passed by my view and I could not aim properly
The saw covered his squad while they passed by my view and I could not aim properly
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MrD
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Sabre_tooth_tigger wrote:Its been mentioned a few times that they'll have some sort of sway effect from any player movement which will affect weapon accuracy. Ive no idea if it'll work out or how even but its a good idea to try at least, try searching posts from Fuzzhead or one of the other devs.
You search, you provide URL links to Devs talking about the subject, then maybe we'll talk about suppressing fire...................

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Wolfe
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'Sabre_tooth_tigger' wrote:Its been mentioned a few times that they'll have some sort of sway effect from any player movement which will affect weapon accuracy. Ive no idea if it'll work out or how even but its a good idea to try at least, try searching posts from Fuzzhead or one of the other devs
Forum Thread: Poll: .7 Release Input Post number: 123[R-PUB]MrD wrote:You search, you provide URL links to Devs talking about the subject, then maybe we'll talk about suppressing fire...................
I apologize for singling out Fuzz's quote; there are other mentionables by other devs so don't make him the scapegoat. Besides, it's well known that bullet deviation was set too low in .6 and would demand adjustment in .7 thus giving suppressive fire more value.'[R-DEV wrote:fuzzhead']increased bullet deviation?'[R-DEV wrote:fuzzhead']Yeap.weapon sway?'[R-DEV wrote:fuzzhead']Nope. Not really possible at this time.Vast majority of changes has been to fix the ultra-speed v0.6 gameplay and bring in alot more tactical importance. I think anyone who is a fan of real tactical manuevering is gonna love these changes, and anyone who is a big fan of rush rush kill kill lonewolf gameplay is gonna absolutely hate the new changes.elimination of "insta-prone shooting"?'[R-DEV wrote:fuzzhead']Sort of. weapon deviation means you need to stay still first before getting a good shot, so it will be much less useful especially at distance. CQB it might still be problems.
Last edited by Wolfe on 2007-12-10 21:22, edited 1 time in total.
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BloodBane611
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For the record, yesterday I engaged a rifleman at point blank on sunset city in the construction sight. I saw him run around the corner of a building towards me, dropped to a crouch, and started firing. I saw several round hit him, blood shooting out, I would guess 3-5 hits in the lower body. As I hit him he dolphin dives and shoots me in the eyeball.Rico11b wrote: You must be playing against 5-year-old kids or something. I've seen it time and time again, where ONE rifleman owns the SAW at all ranges except almost point blank. Hell even two SAW gunners. Now granted the SAW gunners in game may not know how to deploy the SAW, but that's kind of mute point right now. The way it is now in .6 if you hit the ground with a SAW, by the time you fire a round the rifleman will headshot you. Rifleman weapons are NOT designed for any degree of accuracy compared to what's demonstrated in .6 PR right now.
Just to back up your point, it should be pretty obvious to anyone who actually plays this game that the balance isn't right.
Of course it is a little redundant to mention this, as the devs are clearly working on a fix. Just trying to make it clear that there is a problem in PR, not just a theoretical issue.
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nedlands1
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Ditto. Probably was dodgy "hit reg" although sometime changing your aim ever so slightly can resolve some "hit reg" problems.Oldirti wrote:shhhh, you're not aloud to talk about such problems that may or may not be in the game.
That's a bf2 problem. 3-5 shots and he shoulda been dead, unless there was a problem w/ the hit reg.
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RHYS4190
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Way to make suppressive fire work as the devs said is make it so that you can't snap aim with any weapon when you press right mouse button zoom in it wobbly and impossible to hit some thing accurately and to make it stop wobbling is you have to stay zoomed for a few seconds to get an accurate aim. This will only work if there is an aim penalty for going from a crouch or prone or doing any kind of movement other wise you sneaky buggers are still going to be able to snap aim and kill the suppresser.
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spartan117gw
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new zoom animations ought to do that. same way 2142 does it. also running sprint anims would be cool as well
supression only works if the other side can be supressed
only reason it works in rl is because 1(it hurts to get shot) and 2(really sucks to be killed and lose the top of your noggin)
only way to get it to work in game is to bring the fear out of em. make the snappin noise louder? give the saw a more pwerful sound? somthing thatl make em shake. for long distances though uh. add more aiming deviation to those scoped rfles(easy) basically when they move the reticle more deviation is added . and for the support weapons just make that low(they do got bipods afterall)
supression only works if the other side can be supressed
only reason it works in rl is because 1(it hurts to get shot) and 2(really sucks to be killed and lose the top of your noggin)
only way to get it to work in game is to bring the fear out of em. make the snappin noise louder? give the saw a more pwerful sound? somthing thatl make em shake. for long distances though uh. add more aiming deviation to those scoped rfles(easy) basically when they move the reticle more deviation is added . and for the support weapons just make that low(they do got bipods afterall)
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Masaq
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Adding barrel wobble/shaking is something hardcoded that the team can't touch. It's not just a case of adding some animation (which would be hard enough given PR's lack of very many animators), it's that the BF2 won't let it be added.
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nedlands1
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Yeah, the "sway code" in 2142 works something like the other modifiers like deviation and recoil. You can adjust it in the .tweak file with little hassle. It however is 2142 specific. You can't just port it over like that. If fact, getting the actual 2142 code to work in BF2 would probably go against the EULA regarding content sharing between EA games.[R-MOD]Masaq wrote:Adding barrel wobble/shaking is something hardcoded that the team can't touch. It's not just a case of adding some animation (which would be hard enough given PR's lack of very many animators), it's that the BF2 won't let it be added.
EDIT: That does not mean that it isn't allowed. If I remember correctly, "inspired" creations are okay. (eg a map like Zatar Wetlands for 2142 which uses user created content instead of copied BF2 stuff)
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RHYS4190
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I Thought of this last night just before I fell asleep in bed. Make it so shot are randomized like depicted in the pic I posted and you have to stay zoomed for a few seconds for it to shot accurately.
These is an aim adjustment period too and it stop snap aiming. If you can't add a woble this is as best as it going to get.
Last edited by RHYS4190 on 2007-12-12 01:02, edited 1 time in total.
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danshyu
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Bullets coming from support weapons such as mounted machinegun or light machinegun should have their dazing area of effect widened. That way even without the fear of death at least they wouldn't be able to shoot straight when they try to return fire from the same spot as all the tracers are flying. You know, simulate the emotional stress of bullets all around you in reality.
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00SoldierofFortune00
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I am not using brute force at all. It is just funny because half these people probably never play in a good squad or have never actually tried to correctly use cover fire. I have had many squads and it is absolutely possible to have suppressing fire as long as the squadmates follow directions. If an enemy pops up and shoots are you, then you have the SAW gunner lay down a high volume of fire at his position while the rifleman also back you up and then have some other rifleman or infantry run towards him and ingage him.Teek wrote:SOF, you have never been good when arguing on forums, your style is to brute force your opinion and thus are always dead set on your opinion. In game you are decent SL However.
This Thread is Moot because suppressive fire will be fix in 0.7 with 'cone of fire' and hopefully more bullet effects.
Of course this game will never be like real life. That is a given, but the SAW in the game is pretty accurate to how it is in real life and the rifleman will dominate from a distance.
The only reason the SAW sucks is if it is used by a lone automatic rifleman. The same with the 50cal. Yes, if a .50cal was fired in public, people would scatter, but we are not just talking about insurgents here. If that was done against China or the MEC, then they would retaliate and form an attack against the vehicle. The problem is, too many people think this game is just about Basrah or the insurgents. Soldier's react differently to .50cal or automatic fire than civilians or even insurgents would. They have tactics on their side unlike the insurgents along with equal firepower as is the case with China and the MEC.
My point is, suppressing fire works now. If it works better after the .7 patch, then it will better the game. But don't say that something doesn't work or isn't possible just because you cannot do it.
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