Is this a possible solution to the Slow Scope Animations?

General discussion of the Project Reality: BF2 modification.
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CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

Is this a possible solution to the Slow Scope Animations?

Post by CanuckCommander »

The Issue:

I think the main problem and complaints of the new scope animations originates not from the fact that it is a tad unrealistic to be bringing the optic to your eye so slowly but from the inability to fire the rifle while the zooming animation is playing. The first person to fire has a great advantage. For example, he can suppress the other person quicker, hindering the other person's shot, etc.

I understand that this animation was implemented in order to "simulate" the time it takes to acquire a target, NOT how long it takes to "put on" the scope.



I suggest:

If it is possible to use the "fade from black" effect (or something akin to an eye refocusing) that is used when a person is spawning-in after the animation of the scope/zooming, then it would greatly improve the situation. Have the .75 scope-in animation's speed, allowing the player to shoot as soon as he can, but also include a black fade (or screen blur) to throw-off his initial shots as to "simulate" that he can't instantaneously acquire the target properly as with real weapons.


To sum up, so during the zoom animation rifle can't be fired, but since the blur/fade is a screen effect, such as the bleeding red screen effect, it would allow players to shoot during that time, albeit very inaccurately.


The blur would be similar to a person's eye adjusting to the focus of the scope from unmagnified vision.


If the fade/blur isn't possible with the engine, then perhaps a camera shake or wobble of some sort would suffice since it also simulates how a shooter can't acquire the target properly with the first try.

Just a suggestion for a possible compromise for the current complaints about the animations. :razz:
Last edited by CanuckCommander on 2008-09-01 16:31, edited 3 times in total.
PeterLorre
Posts: 65
Joined: 2008-08-29 19:57

Re: Is this a possible solution to the Slow Scope Animations?

Post by PeterLorre »

No matter what you do, the first person who has got your range has the advantage.

Hey you, Angus! Shoot me, shoot!
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Is this a possible solution to the Slow Scope Animations?

Post by Rudd »

PeterLorre wrote:No matter what you do, the first person who has got your range has the advantage.
yeah...okies...not really what the thread was about

it sounds creative, might be a new idea, and it sounds good, i'd rather the effect be something akin to an eye refocusing.
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CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

Re: Is this a possible solution to the Slow Scope Animations?

Post by CanuckCommander »

Dr2B Rudd wrote:yeah...okies...not really what the thread was about

it sounds creative, might be a new idea, and it sounds good, i'd rather the effect be something akin to an eye refocusing.
Well yea that is what I really meant if that effect is achievable.

I edited my post to contain your quote, hope you don't mind. :razz:
monstercam
Posts: 8
Joined: 2008-04-12 09:15

Re: Is this a possible solution to the Slow Scope Animations?

Post by monstercam »

Dr2B Rudd wrote:yeah...okies...not really what the thread was about

it sounds creative, might be a new idea, and it sounds good, i'd rather the effect be something akin to an eye refocusing.
That is exactly what this thread is about smarta$$
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Is this a possible solution to the Slow Scope Animations?

Post by Rudd »

monstercam wrote:That is exactly what this thread is about smarta$$
there isn't a language filter mate, you might as well have written smartass.......
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CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

Re: Is this a possible solution to the Slow Scope Animations?

Post by CanuckCommander »

PeterLorre wrote:No matter what you do, the first person who has got your range has the advantage.
I'm talking about mostly CQB to medium range engagements. Few maps allowed players to snipe each other with standard rifles in a firefight. Plus if they are far away, you have enough time to hide.

P.S. you and DR stop fighting, stay on topic pls (not trying to be a mod, but just be civilized pls) :p
Snowno
Posts: 154
Joined: 2007-08-10 14:32

Re: Is this a possible solution to the Slow Scope Animations?

Post by Snowno »

I'm pretty sure it's there to make ACOG's have a disadvantage in CQC.
SleepyHe4d
Posts: 221
Joined: 2008-02-11 10:25

Re: Is this a possible solution to the Slow Scope Animations?

Post by SleepyHe4d »

1. The suggestions section is locked for a reason.

2. ...or they could just go back to the speeds in 0.75 and actually have good and realistic gunplay gameplay since this is both a game and one based on reality. :roll:
Katarn
Retired PR Developer
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Re: Is this a possible solution to the Slow Scope Animations?

Post by Katarn »

The next time you can raise and center ironsights to your eye in 0.08 seconds, call me. I'll be waiting.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Is this a possible solution to the Slow Scope Animations?

Post by Scot »

I think a scope wobble would suffice, like adjusting it to your eyes...
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flem615
Posts: 358
Joined: 2008-04-29 22:30

Re: Is this a possible solution to the Slow Scope Animations?

Post by flem615 »

It is there to simulate targeting a target, but also has a much broader implementation. in earlier versions if you got shot at you just popped your scope up and returned effective fire. but now someone has to cover you with there scope ready. thats a major point. if a squad runs across a road, someone has to have the scope/ironsights already at the ready to cover the rest of the squad. then they cover him as he crosses the street.
Gooser
Posts: 35
Joined: 2008-08-17 19:28

Re: Is this a possible solution to the Slow Scope Animations?

Post by Gooser »

I have been arround the type of guns that are used in PR my whole life, and I have never been able to look threw my sights/scope at the speed people did in .75

The speed that characters scope in in .8 is very realistic. It takes me around the same time to scope in as them. I think it's very realistic
CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

Re: Is this a possible solution to the Slow Scope Animations?

Post by CanuckCommander »

[R-DEV]Katarn wrote:The next time you can raise and center ironsights to your eye in 0.08 seconds, call me. I'll be waiting.
Read my post again, I think you misunderstood. I'm on your side about the time of scoping. I'm talking about improvements to allow the player to fire sooner.

Yes I can raise the ironsights in .08 seconds, BUT I CANNOT center it. That is my point. Allow players to raise the sights as fast as possible, but blur or shake the screen so they can't return accurate fire until whatever time (1 second in V.8?) it takes to "center" the sight.
SleepyHe4d
Posts: 221
Joined: 2008-02-11 10:25

Re: Is this a possible solution to the Slow Scope Animations?

Post by SleepyHe4d »

^He was talking to me man...

Katarn, if I had the weapons and experience I'd love to call you. ;)

Hell, even if I just had the weapons I'd even take comparison videos.
Last edited by SleepyHe4d on 2008-09-02 01:29, edited 1 time in total.
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