Sprinting, Recoil and Jump damage. - A over realistic mod?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Ondskan
Posts: 148
Joined: 2008-10-01 15:44

Re: Sprinting, Recoil and Jump damage. - A over realistic mod?

Post by Ondskan »

Waaah_Wah wrote:There used to be minimal deviation, and massive recoil in PR before (0.6) but it didnt really work out that well. People were headshotting eachother from 200+ meters....
That's the way it should be.
You can't ever really simulate holding a gun with a mouse and you shouldn't try. If someone is so skilled to be able to spot you 200 meters away, account for the bullet drop (in future games maybe wind to) and guess your future movement and stil make a headshot then he damn well deserves that headshot!


(Ohh god i pitty myself for not playing 0.5/0.6 :( Would've loved it from everything I hear. )

It is becoming more and more obvious to me that the BF2 engine isn't anything really powerfull and that you can't simulate small movements in hands and body which would have made HS's at 200 meters really hard. But if you can't do that, you shouldn't ruin the game even more with insane deviation.
Would be awesome if you could somehow simulate it tho! Like have constant minimal recoil (even if you're not shooting) in terms of coding to simulate that.
Titan
Posts: 294
Joined: 2008-09-13 15:55

Re: Sprinting, Recoil and Jump damage. - A over realistic mod?

Post by Titan »

This game (reality mod) forces you to prone every time you want to shoot
Wrong (i think ;) )... prone and crouch have the same deviation

This game (reality mod) forces you to aim for some second every time you want to shoot ;)

No deviation, just recoil means, that the first shot is always a point blankshot
jbgeezer
Posts: 908
Joined: 2008-06-10 15:30

Re: Sprinting, Recoil and Jump damage. - A over realistic mod?

Post by jbgeezer »

Ok the recoil for the G3 is unrealstic. Beleive me ive tried emtying a mag, and i wasnt observing the clouds as the last round ejected.
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victor_phx
Posts: 343
Joined: 2008-09-15 04:25

Re: Sprinting, Recoil and Jump damage. - A over realistic mod?

Post by victor_phx »

Canadian4206 wrote:It's going to hurt, but you aren't going to bleed or die like in PR. However I agree with Ondskan 100%
Yes, cause if you fall from something like 2, 3 meters, you may lose health below 75% and bang... you're bleeding until you die.
Ondskan
Posts: 148
Joined: 2008-10-01 15:44

Re: Sprinting, Recoil and Jump damage. - A over realistic mod?

Post by Ondskan »

victor_phx wrote:Yes, cause if you fall from something like 2, 3 meters, you may lose health below 75% and bang... you're bleeding until you die.
If you fall, perhaps.
If you jump: no. Not even with full gear, you may sprain your ancle or something in a worse case scenario. And in most cases soldiers aren't carrying much more than their gun, extra ammo, flashbangs/grenades and emergency first aid/food. That's like tops 5-10 kilos.
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: Sprinting, Recoil and Jump damage. - A over realistic mod?

Post by Waaah_Wah »

Really?

7 mags of 30 5,56 bullets weights 13 kg all by itself. Add rifle, thats 17 kg. Add 4 grenades, thats another 1.5 kg. Add helmet, body armour, and all that other **** and you have 30+ kg of equippement on you.
That's the way it should be.
You can't ever really simulate holding a gun with a mouse and you shouldn't try. If someone is so skilled to be able to spot you 200 meters away, account for the bullet drop (in future games maybe wind to) and guess your future movement and stil make a headshot then he damn well deserves that headshot!
That would be true if we had scope sway. But since we dont have that, we need deviation to keep things from getting rediculous. How many soldiers can pull of a perfect headshot from 200 meters every time? In a combat situation that is.

My guess would be around 0 unless he is a sniper or DM.

Anyways, you should be more happy in 0.85 since things are going to be tightened up a bit.

https://www.realitymod.com/forum/f196-p ... tions.html
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