Player stiffness

General discussion of the Project Reality: BF2 modification.
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mp5punk
Posts: 1219
Joined: 2008-07-03 22:18

Player stiffness

Post by mp5punk »

I'm not sure if this has been brought up before but if it has please correct me and lock this thread. I have noticed lately how long it takes to take out a weapon after switching to another item, that can cause a lot of problems.

1. Enemy close by takes to long to bring out weapon

2. If it is an AT then the target may not be hit in time and can cause damage.

Also the way characters check their gun EVERY Time they switch back it it, wouldnt you only check it once for every mag instead of every time you held it?

I think the stiffness of the gun and character should be reduced a little bit, this is my opinion.

If i am wrong on any of this correct me Please, Thanks

Mp5punk!@
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Re: Player stiffness

Post by Teek »

Draw times will be shorter in a future release.

Btw: What is you primary language?
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Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: Player stiffness

Post by Chuc »

Draw times are gonna be the same, just that because there's more things happening.. your (feeble) minds are not so easily bored :)
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Valtasar
Posts: 656
Joined: 2006-06-18 09:50

Re: Player stiffness

Post by Valtasar »

My only problem with draw time is with LMG.
When you switch between deployed to normal status.
Sorry for my English :roll:
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bad_nade
Support Technician
Posts: 1500
Joined: 2008-04-06 18:26
Location: Finland

Re: Player stiffness

Post by bad_nade »

Due to H-word, it's all-or-nothing. BF2 allows only one draw animation per weapon. This applies to reload animations too, only one animation is possible.
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: Player stiffness

Post by Smegburt_funkledink »

clueless_noob wrote:Due to H-word, it's all-or-nothing. BF2 allows only one draw animation per weapon. This applies to reload animations too, only one animation is possible.
If you're a clueless noob, don't make such statements on things you don't know the facts about. :p j/k

I can't find the origianl quote by whoever first pointed this video out, my searching failed me. :(

Watch this video @ 0:49



More than one animation IS possible but probably due to the lack of decent triggers in python coding means it would have to be random. I think.

Back on topic, I think the draw times are ok but some of them seem too calm. The HAT draw times are great but he does seem a bit too patient in a few of his movements.
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: Player stiffness

Post by Chuc »

No need to get all hissy.. both of you are correct. Except the bit about the python, its unrelated to animation triggers.
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Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: Player stiffness

Post by Smegburt_funkledink »

Soz man, I added a :p and (j/k) to try and make sure I didn't sound hissy... :p I also put "I think" because I'm no expert like yourself. :)
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: Player stiffness

Post by OkitaMakoto »

Pro Tip: If you are pulling a weapon out when an enemy is running around the corner you are doing something wrong. Even more so if the rest of your squad is unable to cover you.

If you are running around a corner into an enemy while pulling your weapon out you are doing something wrong.

If you are constantly switching between deployed and undeployed every few seconds you are doing something wrong.



If youve ever seen[sorry for this] youtube or liveleak footage of current wars, using AT is not just a "ZOMG pull it out quick!! Quick!! ShOOT!!! YEAH!!!" It's more of an "Ok, grab the AT, alright. Ok, stand by!" *lines up, checks around, fires* PR isnt about ZOMG get the humvee before it goes around the corner, its about being READY for the humvee ahead of time ;)



These new draw times are intended to slow down players noob rushing, run around everywhere throwing a nade switching back to your gun in .5 seconds type gameplay.

;)
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: Player stiffness

Post by single.shot (nor) »

i fully agree with the post above
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
Dude388
Posts: 404
Joined: 2008-07-21 21:15

Re: Player stiffness

Post by Dude388 »

'[R-DEV wrote:OkitaMakoto;847030']If youve ever seen[sorry for this] youtube or liveleak footage of current wars, using AT is not just a "ZOMG pull it out quick!! Quick!! ShOOT!!! YEAH!!!" It's more of an "Ok, grab the AT, alright. Ok, stand by!" *lines up, checks around, fires* PR isnt about ZOMG get the humvee before it goes around the corner, its about being READY for the humvee ahead of time ;)

;)
You beat me to the post :-)

The best example I have is one KASHAN DESERT playing as the US in the southern most bunker with bombarding MEC armor on our location. Our squad had taken up defensive locations at the all known entrances to the bunker (front, top and bathroom) and had placed a FO inside the bunker main entrance (no idea how he managed that). Our Commander informed our SL that he wanted us to move out and assault to the closest bunker to the north of ours to take out a possible enemy FO just outside the bunker.

The SL informed the CO of the armor threat, and we were given informed the HAT was not in use and should be available, to our satisfaction it was 8-) . The SL asked me to grab it and move to the top of the bunker to take a shot, in the meantime he went ahead to pinpoint the armors location and mark it for me. So I grabbed the kit and immediately selected it and made my way for the roof. This allowed all the time needed to prep it and still stay in cover. Soon after reaching the stairs the launcher was prepped and the armor marked.

The SL went back downstairs and confused/distracted the armor by throwing a signal smoke out front to draw the armors attention away from the roof. I slowly inched out crouched and took the shot and equipped the binoculars to verify the hit...armor down, and then quickly mved back under cover. This was followed by a quick squad congratulatory session on good teamwork by all, and then we quickly we moved on the enemy bunker.

This is in a nutshell how you should use the HAT:

1. With enemy armor in the immediate area, Prep the launcher as soon as you have it, not after you reach your launch site

2. While preping, have a squad mate cover you to the launch site

3. If being bombarded by the armor (aka enemy aware of your location) Have a squad mate (or preferably the SL due to Signal smoke) draw attention away from your launch site by using a smoke

4. After your shot, take no more than 3 secs to verify your hit to see the damage and possible kill. Enemies will be looking for your smoke trail or may have seen a bref puff of smoke from your launcher.

5. Don't stay in the location after the shot, move back into cover and away from the launch site (As stated, the shot will most likely have given your position away)
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