Suppressive fire

General discussion of the Project Reality: BF2 modification.
Oldirti
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Post by Oldirti »

Teek wrote: This Thread is Moot because suppressive fire will be fix in 0.7 with 'cone of fire' and hopefully more bullet effects.
Say's who?
Sabre_tooth_tigger
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Post by Sabre_tooth_tigger »

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 :o )

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

Rico11b wrote:They are adding Virtual Bullets :) If you get shot at in game... You better duck and cover.

R
Mice should be all metal and administer a high voltage static shock to the fingertips when shot

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.
Top_Cat_AxJnAt
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Post by Top_Cat_AxJnAt »

Sabre_tooth_tigger wrote: Which also means BF2 refugees will have no idea why the gun isnt accurate
But then again they are not used to guns being accurate at anytime!
Chuffy
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Post by Chuffy »

Rico11b wrote:They are adding Virtual Bullets :) If you get shot at in game... You better duck and cover.

R
If you die in the game you die for real.

D:
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Sabre_tooth_tigger
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Post by Sabre_tooth_tigger »

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
Rico11b
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Post by Rico11b »

Chuffy wrote:If you die in the game you die for real.

D:

Now that would suck for sure. CNN would have a field day with that story. I can promise you that I would never die in game...

...Cause I would never join a multiplayer game again :)

R
MrD
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Post by MrD »

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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Viper5
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Post by Viper5 »

Oldirti wrote:Say's who?
No one. In .7 all guns will be 1 shot kills, fully automatic, with 500 round magazines. Oh, and they shoot trough walls and there is no fog in .7.
Wolfe
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Post by Wolfe »

'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
[R-PUB]MrD wrote:You search, you provide URL links to Devs talking about the subject, then maybe we'll talk about suppressing fire...................
Forum Thread: Poll: .7 Release Input Post number: 123
'[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.
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.
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.
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.
Last edited by Wolfe on 2007-12-10 21:22, edited 1 time in total.
BloodBane611
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Post by BloodBane611 »

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.
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.

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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Oldirti
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Post by Oldirti »

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.
nedlands1
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Post by nedlands1 »

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.
Ditto. Probably was dodgy "hit reg" although sometime changing your aim ever so slightly can resolve some "hit reg" problems.
RHYS4190
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Post by RHYS4190 »

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.
Oldirti
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Post by Oldirti »

Sounds complicated to code to me.
spartan117gw
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Post by spartan117gw »

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)
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Masaq
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Post by Masaq »

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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Post by nedlands1 »

[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.
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.

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)
RHYS4190
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Post by RHYS4190 »

Image



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.
danshyu
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Post by danshyu »

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.
00SoldierofFortune00
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Post by 00SoldierofFortune00 »

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.
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.

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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