Gun controlling/movement

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Human_001
Posts: 357
Joined: 2008-08-02 10:26

Gun controlling/movement

Post by Human_001 »

When Ironsight rifles (and many others) are shouldered, in order to obtain realistic gun control simulation, and possibly increase accuracy, mouse sensitivity to be lowered just like deployed machinegun/ sniper/ scoped assault rifle.

I see this used in other FPS game and it works quite good.
jetset22a
Posts: 42
Joined: 2008-08-04 01:22

Re: Gun controlling/movement

Post by jetset22a »

Not that realistic, is your ability to turn suddenly slower when you're using iron sights in real life? And it works for other FPS because cqb is based on crosshairs for those games. For PR, cqb relies on using iron sights while moving, which is also something you would do in reality, but with both eyes open. (since BF2 iron sights simulates what it would look like with one eye closed) So really anyway you flip it, pr "gun control" is much more realistic than those other games you refer to (probably COD4) And it works just fine, there's really no reason for it to change like you describe.
Oak
Posts: 90
Joined: 2008-08-30 09:06

Re: Gun controlling/movement

Post by Oak »

Human_001 wrote:When Ironsight rifles (and many others) are shouldered, in order to obtain realistic gun control simulation, and possibly increase accuracy, mouse sensitivity to be lowered just like deployed machinegun/ sniper/ scoped assault rifle.

I see this used in other FPS game and it works quite good.
Sounds like an interesting idea. It would be extra cool if it could be set per-player in the individual options pane.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Gun controlling/movement

Post by badmojo420 »

jetset22a wrote:And it works just fine, there's really no reason for it to change like you describe.
Have you ever tried hitting a target at any distance? Any slight movement of the mouse moves the shot over a good 5-10m.
jetset22a
Posts: 42
Joined: 2008-08-04 01:22

Re: Gun controlling/movement

Post by jetset22a »

badmojo420 wrote:Have you ever tried hitting a target at any distance? Any slight movement of the mouse moves the shot over a good 5-10m.
I have, but it still works much better than .8 and what I meant was that there's no use in making the sensitivity lower when iron sighted. Try to be less condescending and don't take my words out of context.
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: Gun controlling/movement

Post by Smegburt_funkledink »

Oak wrote:Sounds like an interesting idea. It would be extra cool if it could be set per-player in the individual options pane.
Get yourself a mouse with adjustable dpi. :p
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Gun controlling/movement

Post by cyberzomby »

Human_001 wrote:When Ironsight rifles (and many others) are shouldered, in order to obtain realistic gun control simulation, and possibly increase accuracy, mouse sensitivity to be lowered just like deployed machinegun/ sniper/ scoped assault rifle.

I see this used in other FPS game and it works quite good.
Here comes another Airsoft story to show its not realistic: When you shoulder your replica in Airsoft you can easily pivot. The reason why the deployed mode is slower to pivot is that it has a bipod in/on the ground. I do agree however that if your prone the rotation should be slower.
PFunk
Posts: 1072
Joined: 2008-03-31 00:09

Re: Gun controlling/movement

Post by PFunk »

The ironsight does track too many pixels even when you move it very slowly.
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DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: Gun controlling/movement

Post by DankE_SPB »

PFunk wrote:The ironsight does track too many pixels even when you move it very slowly.
change dpi and sensitivity ingame ;)
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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Gun controlling/movement

Post by hiberNative »

Sgt.Smeg wrote:Get yourself a mouse with adjustable dpi. :p
that's what i was gonna say. i switch it all the time, like when scanning around with the sniper scope or as a spotter in an apc.

i don't like the op's idea.
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Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: Gun controlling/movement

Post by Human_001 »

cyberzomby wrote:Here comes another Airsoft story to show its not realistic: When you shoulder your replica in Airsoft you can easily pivot.
Thats what I am saying. As of now, you can pivot and swing gun around as if it has no weight to them.

I don't think its good idea to lower sensitivity as much as scoped in Sniper rifle, but just enough to make things more smooth when aiming to enemy.

The sensitivity level should be different between guns to simulate the handling difference of each gun. For example M16 should turn slightly slower than AK47 because M16 has longer overall length. Because longer gun is always somewhat less maneuverable.
Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: Gun controlling/movement

Post by Human_001 »

Another Idea I came up with. I will continue to post on my previous thread about my suggestion on Gun control.

-Share same gun handling between scoped assault rifle and iron sight assault rifle of same model.

Edit (late): I forgot to explain what I mean by "share gun handling". It means both scoped rifle and iron sight sensitivity will be set between current shouldered scoped assault rifle and iron sight assault rifle. So it will be not as dull as scope nor too sensitive like iron sight.

Doing this will allow iron sight to be more accurate, and allow scoped rifle to turn quickly in CQC, but with limited view just like when shouldering scoped rifle. (because scope gets in way of view)

Right now it is impossible to turn scoped rifle quick enough when shouldered. Although this distinguish roll between 2 types of guns (Scope/Iron) it is not realistic.

By making both scope and iron sight rifle share same controllability, you can turn your scoped rifle quick enough but still have enough control when zoomed in to track your target. This also makes Iron sight more controllable for accurate long range fire yet still enough to turn your sight in CQC when shouldered.

-Above plus different gun swing/pivot speed or sensitivity based on gun length and weight.

Edit: When combining above two this will create problem of shorter/lighter gun to be too sensitive when scoped. To avoid this, carbine version of scoped assault rifle need same sensitivity as full length rifle of same model only when scoped, to avoid being too sensitive when scoped. But doing this will kill carbine controllability advantage in CQC just because scope is on it. I'm not quite sure how to solve this problem.
Last edited by Human_001 on 2009-05-09 10:19, edited 5 times in total.
DNAz5646
Posts: 73
Joined: 2009-04-11 08:09

Re: Gun controlling/movement

Post by DNAz5646 »

Yea if we could some how simulate potability for diff guns potions ect then we would but its good the way it is we can change it if we figure out how to do it well
galzohar
Posts: 1827
Joined: 2009-04-27 17:09

Re: Gun controlling/movement

Post by galzohar »

Rather than sensitivity, make a max turning speed limitation, and even better, an acceleration limitation on top. This is complicated work though to get done realistically, and might be hardcoded like most other things in this game...
Ace42
Posts: 600
Joined: 2007-07-26 23:12

Re: Gun controlling/movement

Post by Ace42 »

Go into the windows (or whatever OS) control panel, manually increase the input (refresh) rate and resolution for the mouse. If you are using a 3rd party mouse with additional control software (logitech, for example) - use that to increase the mouse's input rate and resolution.

Adjust the mouse's "acceleration" (so that small movements on the mouse make slow subtle movements; fast ones make increasingly more rapid and tangible ones) to suit, and readjust sensitivity to compensate for the greater resolution and faster scan time.

Voila, problem solved without coding something that will mess up everyone else's mouse settings.
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