Firemode Bayonet on the SKS

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Ace42
Posts: 600
Joined: 2007-07-26 23:12

Firemode Bayonet on the SKS

Post by Ace42 »

Would it be possible to change the behaviour of the fixed bayonet on the SKS so that you switch to the bayonet with the "firemode" key instead of selecting the bayonet with a keybind?

ATM it inexplicably takes time for you to switch to bayonet, even though you've already got the gun in your hands ready to stab... I appreciate that it would make the behaviour inconsistent with the other fixed bayonet weapons, but IIRC most of those bayonets are held as a knife rather than fixed. Ideally, it would be so that you tap the firemode key and just do a quick jab; although using the firemode key to toggle between bayonet / shooting would still be better than having an entirely different weapon set to it.

It would really give a distinctive but not OP melee bonus to a insurgent / militia kit that is unzoomable, but also doesn't have full auto / TRB for CQB advantage either.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Firemode Bayonet on the SKS

Post by Rhino »

no its not possible to have 2 different projectiles on a hand weapon unless they are 2 separate hand weapons in 2 different weapon slots like the SKS is now, espically with the fire mode key since all that defines is the fire mode.
random pants
Posts: 205
Joined: 2007-04-21 21:48

Re: Firemode Bayonet on the SKS

Post by random pants »

Then can you make a the weapon slot 1 bayonet have a REALLY quick draw time?

It would at least give the FEEL of being able to stab quick, the way you should be able to with a bayoneted weapon.

The draw time for the bayonet now is good, but maybe if the time was reduced by another 1/3 or so it would be fast enough to have a significant advantage over using a fixed blade combat knife, like it should have.
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