Ballistics or Tracers?

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out of these options what do you feel is best?

All or Nothing
112
27%
No tracers at all
50
12%
keep the tracer bug
233
55%
no ballistics
26
6%
 
Total votes: 421

zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Ballistcs or Tracers?

Post by zangoo »

Hey i was looking at the code, It appears the saw used in that test didnt load the tracer file that made every round a tracer, So it was every 3rd round...
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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Ballistcs or Tracers?

Post by Bringerof_D »

zangoo wrote:After testing with some people I really think keeping the tracer bug will screw people up very very bad, Sure 2m isnt much but when someone is prone and you are trying to hit them you just cant. I think it would be 1000x better to just use the all or nothing way with tweaked tracer size. I will post a video showing the diffrence soon.


Edit: Here is a Screen shot of a m16@300m

Image


Edit Again: During testing saber_tooth_tiger was fliming and here is the footage showing the saw with everyround a tracer.

tracers on Vimeo

...at 300 meters...that's close enough to not make much of a difference, i say keep the bug, besides whoever uses a tracer to see where his rounds hit needs to use his sights. and MGs now have sights too. tanks and what not dont need the tracers really, in reality tracers are only usefull when theres alot of wind to disrupt the trajectory of the rounds
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Ballistcs or Tracers?

Post by zangoo »

If someone can hook me up with a server then i would be glad to do a large scale test. Also if the ballistics are ever going to be finished me and jonny NEED tester rights or R-CON so we can have 0.8 files.
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nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Re: Ballistcs or Tracers?

Post by nedlands1 »

zangoo wrote:If someone can hook me up with a server then i would be glad to do a large scale test. Also if the ballistics are ever going to be finished me and jonny NEED tester rights or R-CON so we can have 0.8 files.
Alternatively you can wait until 0.8 is released and get the files then. The testers have a lot to get though without ballistics being tested.
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markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Re: Ballistcs or Tracers?

Post by markonymous »

[R-CON]nedlands1 wrote:Alternatively you can wait until 0.8 is released and get the files then. The testers have a lot to get though without ballistics being tested.
Well im sure EEF can help both with the testing and providing a server.
I have a suggestion:


Play-test, in large numbers (30+ players on the server) each option. I don't mean a skrim between a few guys over local, I mean a dedicated server with enough players on to get a genuine feel for how each option would play out.
Jonny can probably get everything sorted with the server etc, but we need some sort of sign-up if we're gonna get enough people.

EDIT: i just remember we have trainings today with EEF so we can get at least 10 people discounting those who dont want to install the files needed for fear of messing up their PR and those who just dont want to install them.
Last edited by markonymous on 2008-08-02 08:39, edited 2 times in total.
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zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Ballistcs or Tracers?

Post by zangoo »

Ok For the all or nothing test what guns should have tracers? I was thinking something like this. Please offer Your suggestions.

All tracers
-Officer
-Automatic Rifleman

No Tracers
-Spec Ops
-Sniper
-Marksman
-Medic
-Engineer
-Anti-Tank
-Anti-air
-Rifleman At
-Grenadier
-Crewman
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markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Re: Ballistcs or Tracers?

Post by markonymous »

All tracers
-Officer
-Automatic Rifleman
-Rifleman
-Rifleman Ironsights
-Grenadier

No Tracers
-Spec Ops
-Sniper
-Marksman
-Medic
-Engineer
-Anti-Tank
-Anti-air
-Rifleman At
-Crewman

thats what i think. The riflemen would be very good with tracers since you might not be able to get an automatic rifleman kit and your officer might be the one you are trying to direct to the target.
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Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: Ballistcs or Tracers?

Post by Waaah_Wah »

I REALLY dont like the all or nothnig idea...
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

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Razick
Posts: 397
Joined: 2007-12-04 01:46

Re: Ballistcs or Tracers?

Post by Razick »

I say stay the course even with the tracer bug because with these realistic ballistics going in anything past 300m is gonna be an 18th century volley match without some kind of visual indicator of where your rounds are ending up. I much rather have a defective round every five shots than wasting 10 trying to gauge my fire.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Ballistcs or Tracers?

Post by zangoo »

well we will be doing a large scale test and then we can find what one people think is best after ingame testing.
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markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Re: Ballistcs or Tracers?

Post by markonymous »

Waaah_Wah wrote:I REALLY dont like the all or nothnig idea...
did some testing yesterday and its really not as bad as you think...
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frrankosuave
Posts: 179
Joined: 2007-10-02 21:46

Re: Ballistcs or Tracers?

Post by frrankosuave »

Psykogundam wrote:All or nothing...

So be it if the .50 cals have tracers, we need them to have severe bullet drop ANYWAY! no more rediculous tracers flying through the mosque building for example. If a sniper doesnt have tracers thats fine too and so is the assault rifles, the only ones that are most dangerous and need tracers are ARMOUR and .50 cals which are rediculously high powered and people need to know for sure what is being fired at them. If a technical is firing at a person and it's tracers are obvious, then everyone will know what it is and blow the living daylights out of it with concentrated firepower. The technical is an overpowered monstor and it should be limited signifigantly imo. Rifles make sounds and now have distant sounds that can be localised with the player's ears, and even in most cases surround sound, i dont think tracers are as important as ballistics in any case...progression for PR isnt in the form of shine bright lights, its in statistics and exactness...just my two cents.

BRING ON THE BALLISTICS!!!
With or without tracers, the Technical should be like gun in the last 10-20 minutes of the new Rambo movie. Oh wait, it is, minus the gore. (this has been mentioned before, but as I just watched, it came to mind).
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: Ballistcs or Tracers?

Post by Sabre_tooth_tigger »

At worst, the all tracers route resembles the old scimitar laser beam style with the tracers literally filling your screen.
If we can just reduce the length of the tracer so its barely noticeable then all this discussion wont matter

If we do big testing it needs an understanding that any stupidity and teamkilling thats going obstruct testing means a kick for that person. People tend to go into idiot mode outside of proper games and it quickly becomes a waste of time


Also I came across this:
JBM - Calculations - Trajectory


Some ballistics discussion for 50 cal snipers:
50cal Targets


Right at the end he shoots the 50 cal tracer round for a very long distance
YouTube - .50 Anti-tank gun at Warcop
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Ballistcs or Tracers?

Post by zangoo »

What map should the test be on? Im thinking kashan 16.
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gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Ballistcs or Tracers?

Post by gclark03 »

Definitely Kashan 16.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Ballistcs or Tracers?

Post by zangoo »

Could we also use this test to see how a increased draw distance effects gameplay/fps?
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llPANCHOll
Posts: 233
Joined: 2007-11-12 21:37

Re: Ballistcs or Tracers?

Post by llPANCHOll »

Could it be divided by faction???

Conventional Forces have tracers..
Insurgent and Militia forces have no tracers??

No insurgent would knowingly put a tracer round in his weapon.
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Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: Ballistcs or Tracers?

Post by Sabre_tooth_tigger »

zangoo wrote:Could we also use this test to see how a increased draw distance effects gameplay/fps?
Sounds good in theory but if theres a chance it'll make things unstable or complicate matters it will only be a distraction.

Im quite happy to turn up for testing for that another time or even immediately after and Im sure others would say so too


For close combat testing, I think qwai 16, ejod 16, jabal 16 are good

For medium to close range 7 gates 16p or Kufrah 16p

Larger scale then sure kashan 16p but I was having trouble hitting anyone or even seeing them properly without binoculars. I think we should test small and then scale it up, especially if 50 cal or sniper is not included

Anyway avoid the 64p maps so no one is tempted to grab a tank. Are the 16p maps actually included in training mode?



Insurgents dont get tracers now afaik so if it was to be a straight test of ballistics I guess thats the best option. Not sure if miltia get tracers, I think I remember the pkm firing tracers
Recommend fools road 16p for this
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