Ballistics or Tracers?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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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

hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Ballistcs or Tracers?

Post by hiberNative »

moar tracers! i'd love to have all rounds tracers on light machineguns and anything automatic above!
does anyone have a video what that would look like? looks great in my head ;P
i'd like the assault rifles and small arms like that better without tracers.
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Ballistcs or Tracers?

Post by cyberzomby »

Keep in mind that altough it would look awesome! Its not realistic. It would look like your playing a star wars game :P
llPANCHOll
Posts: 233
Joined: 2007-11-12 21:37

Re: Ballistcs or Tracers?

Post by llPANCHOll »

WHAT WAS THE FINAL APPLICATION IN .8?? I cant bring myself to read all 13 pages of this.
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Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Ballistcs or Tracers?

Post by Spec »

pff, 13 pages is nothing :p

Nothing happened in 0.8.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Ballistcs or Tracers?

Post by Psyko »

theres allways 0.850
Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Re: Ballistcs or Tracers?

Post by Jaymz »

Sadist_Cain wrote:I likes the idea of ballistics but im really not sure that saying "crazy 0.8 deviation" "and back to 0.7" is the right way to get your point across
Even though deviation in 0.85 is getting an overhaul. The implementation of realistic ballistics would require more finite accuracy either way as it would make shooting more difficult. It's a shame this is all being held back by those damn hardcoded tracers...

Funny though, Armed Assault has all their rifles firing tracers every round. It just doesn't look that ridiculous since their not that noticeable.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Rico11b
Posts: 900
Joined: 2006-05-23 20:36

Re: Ballistcs or Tracers?

Post by Rico11b »

Adding realistic ballistics all by it self would be a deviation overhaul. You are right though. It's ashamed all this cool stuff is being held back by that stupid hardcoded tracer issue. Man there just has to be away around it, I'm just not smart enough to find it :)

I do have a question. Is there any way to code the tracer bullets to "lose" mass as it is traveling downrange?
That's what happens in real life. As the bullet travels downrange the glowing tracer element is burning away, thus maker the bullet lighter and lighter as it travels downrange.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Ballistcs or Tracers?

Post by zangoo »

From the bf2 code side of it, reducing mass overtime isnt possible and from my rather simple knowlage of bf2 python there is no way to edit a objects mass once it has been created in the gameworld.

Also in then end this wouldnt help reduce the tracer bug at all, infact it would increase it alot.

If we did keep the tracer bug it wouldnt effect firefights up to about 300m as the gun is zeroed at that range and it is just point and click. But under those ranges there isnt much time for the tracer projectile to be effected by gravity, allowing it to keep a somewhat similar flight path to the normal projectile. Also the guns that would be shooting longer ranges like the m24, pkm and other lmg, hitting point targets wouldnt be a huge issue even then you would still have 3 good rounds for every 1 bad round, Making tracers more of a directional help instead of exactly where the rounds are landing.

For snipers and marksman it wouldnt effect them at all as they do not fire tracer rounds for various reasons.
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Zeppelin35
Posts: 191
Joined: 2008-01-13 02:55

Re: Ballistcs or Tracers?

Post by Zeppelin35 »

I say that we take out tracers and use this realistic deviation system until we can find a fix, Tracers help the enemy more than the person shooting. Half the time the reason I find where someone is shooting from is because I see where a tracer came from.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Ballistcs or Tracers?

Post by zangoo »

if you took out tracers it would become very hard to learn where to shoot with the new ballistics as they are the only part that would allow you to see where your shots are hitting.
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Rico11b
Posts: 900
Joined: 2006-05-23 20:36

Re: Ballistcs or Tracers?

Post by Rico11b »

zangoo wrote:If we did keep the tracer bug it wouldnt effect firefights up to about 300m as the gun is zeroed at that range and it is just point and click.

Wait.... wait... wait...

So the tracers and ball ammo are the same (or almost the same) out to 300 meters??? Well, what the hell are you waiting for! Go ahead and include the realistic ballistics. Small arms firefights seldom take place at those distances. If you guys have the tracers working properly to 300 meters I say put it in and lets roll!


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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Ballistcs or Tracers?

Post by cyberzomby »

So your saying it would be just point and click up to 300 meteres. This would mean firefights will be like they where right? stop walking, sight in, click, kill.

No longer firefights that can last a couple of clips?
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: Ballistcs or Tracers?

Post by Waaah_Wah »

No, it would be point and click AT 300 meters. If below that distance you would have to aim below, if beyond that distance you will have to aim above.
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Feenan.
Posts: 108
Joined: 2008-04-16 15:40

Re: Ballistcs or Tracers?

Post by Feenan. »

It all sounds good to me, Do you guys have a lot left to do?

Aficionado since 0.5
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Ballistcs or Tracers?

Post by zangoo »

Well, we just need to finish all of the animations again and then edit the files with the calculated drag and mass values. if we were told it would be added we could get it done in like 2 weeks.
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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Ballistcs or Tracers?

Post by Psyko »

zangoo wrote:Well, we just need to finish all of the animations again and then edit the files with the calculated drag and mass values. if we were told it would be added we could get it done in like 2 weeks.
Reaper hit the nail on the head. Finish it anyways and the end product would be judged and valued. you gotta remember, this isnt going to be perfect on the first run. it needs to be tested immencly if it has even a hop in hell of getting into 850
Feenan.
Posts: 108
Joined: 2008-04-16 15:40

Re: Ballistcs or Tracers?

Post by Feenan. »

Depends on when 0.85 is coming really dosn't it. If Zangoo could get it done in 2 weeks then you guys would have quite a while to test it id imagine.

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

Re: Ballistcs or Tracers?

Post by zangoo »

If a dev says they will setup a test with a large amount of people we should be able to get the files, the issue is mosquill is rather busy and he wont just do the animations unless he knows it has a big chance of getting in.
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Rico11b
Posts: 900
Joined: 2006-05-23 20:36

Re: Ballistcs or Tracers?

Post by Rico11b »

Well hell, We've got an entire team of PR testers just looking for something to do :) Just get an R-Dev to say the word and, "away we go".


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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Ballistcs or Tracers?

Post by cyberzomby »

Waaah_Wah wrote:No, it would be point and click AT 300 meters. If below that distance you would have to aim below, if beyond that distance you will have to aim above.
Yes but still. Aiming at the head and firing guarantee's a hit on his body if hes standing still. So you will get very short fire fights. And thats something the dev's didnt want. Im liking them as well.
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