Make weapons feel short or long

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Post Reply
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Make weapons feel short or long

Post by Conman51 »

Ok since im pretty sure that you cannot have a collision mesh on hand held weapons i was thinking of ways to make carbines feel more maneuverable at close range and less clumsy than a m 16 or g3

In RL a carbine is much more easy to handle and move around corners this cannot be simulated in the BF2 engine, so to make them "feel" smaller or long increase the deploy time of long rifles by half a second and decrease the deploy times on carbines by half to one whole second, this way long rifles would not be much longer to deploy and there would be a total difference between the m4 and m 16 by maybe a second and a half.

i think this would be helpful for the army faction by separating the marines m 16 and the army m4, because right now there is no difference i can see

this doesnt really simulate the rifle being more flexible around corners but for example when you throw a frag you can take out a carbine much quicker and go around the corner and engage much quicker than with a bigger rile

for those who complain and say the animation to deploy rifles is already too long, it will only be HALF A SECOND MORE!!!


the next two suggestions are add ons to my original but are a little bit of a stretch and might be considered adding both, one or none of these.

1 make reloading long weapons slightly longer and carbines shorter

2 sighting in long weapons takes longer
Last edited by Conman51 on 2009-03-27 22:31, edited 1 time in total.
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



Image
nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: Make weapons feel short or long

Post by nick20404 »

I agree with the CQC is kinda lacking, and unreal when you get into a firefight and everyone is hopping or diving to get a shot. I suggested that the aim to fire transition be quicker for closer ranges but the Idea didn't really take off, but I am in support of any idea that helps with it.
Rix
Posts: 26
Joined: 2009-02-18 04:34

Re: Make weapons feel short or long

Post by Rix »

I don't know if it you'd even notice the difference that much between rounds. I personally don't think you stow away your rifle on your back every time you select something different. Be more like the dudes in your sig where you just raise your rifle back up and I think someone can do that just as quick with a longer rifle.
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Make weapons feel short or long

Post by Conman51 »

Rix wrote:I don't know if it you'd even notice the difference that much between rounds. I personally don't think you stow away your rifle on your back every time you select something different. Be more like the dudes in your sig where you just raise your rifle back up and I think someone can do that just as quick with a longer rifle.
still raising a carbine would be quicker because they are lighter and not as heavy in the front
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



Image
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Make weapons feel short or long

Post by gclark03 »

There has to be more of a difference between the M4 and M16, assuming there is IRL. Is there?
Rix
Posts: 26
Joined: 2009-02-18 04:34

Re: Make weapons feel short or long

Post by Rix »

Conman51=US= wrote:still raising a carbine would be quicker because they are lighter and not as heavy in the front
I think in game we consider ourselves trained soldiers, so if you're a Marine who's whole life you been lifting a M16 or your an Army grunt who's gotten use to raising an M4. (maybe marines have bigger muscles lol)

I could somewhat see this for opfor being they have all sorts of weapons. But if it was implemented it would be best to go all factions.

I do think that sighting in would be different for short weapons.
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: Make weapons feel short or long

Post by ReadMenace »

gclark03 wrote:There has to be more of a difference between the M4 and M16, assuming there is IRL. Is there?
Very generally, weight, length and balance..

-REad
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Make weapons feel short or long

Post by Conman51 »

another good example would be switching form maybe a molotov to and ak47, and from a molotov to an AKS...it would be faster and easier to prepare the aks
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



Image
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Re: Make weapons feel short or long

Post by Expendable Grunt »

Is it possable to slow the "mousing" of the weapons? For example, when we sight in with the MG, it moves much slower than if we were signed out. Can you do that for the "relaxed" view? In this case, carbines/smg's would move around faster than rifles.

M.
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: Make weapons feel short or long

Post by ReadMenace »

Conman51=US= wrote:another good example would be switching form maybe a molotov to and ak47, and from a molotov to an AKS...it would be faster and easier to prepare the aks
I'd have to disagree with you on that part; deploying the stock is an additional step in readying your weapon, that does not increase the speed of presentation.
Expendable Grunt wrote:Is it possable to slow the "mousing" of the weapons? For example, when we sight in with the MG, it moves much slower than if we were signed out. Can you do that for the "relaxed" view? In this case, carbines/smg's would move around faster than rifles.

M.
This has been suggested many times, unfortunately it can be bypassed with mouses with adjustable sensitivity.

-REad
Incomplete Spork
Posts: 436
Joined: 2008-12-30 03:26

Re: Make weapons feel short or long

Post by Incomplete Spork »

ReadMenace wrote:I'd have to disagree with you on that part; deploying the stock is an additional step in readying your weapon, that does not increase the speed of presentation.


I forgot it was mandatory to collapse your stock before you pull out a nade :roll:
Image
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Re: Make weapons feel short or long

Post by Expendable Grunt »

ReadMenace wrote:I'd have to disagree with you on that part; deploying the stock is an additional step in readying your weapon, that does not increase the speed of presentation.



This has been suggested many times, unfortunately it can be bypassed with mouses with adjustable sensitivity.

-REad
I know it had been suggested for scoped-in view, but wasn't sure about unscoped/sighted.

M.
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: Make weapons feel short or long

Post by ReadMenace »

Incomplete Spork wrote:I forgot it was mandatory to collapse your stock before you pull out a nade :roll:
I'm sorry Spork, maybe you had an additional conversation with Conman in which he explained why an 'AKS' would be quicker to deploy than a regular, fixed-stock AK47, but he didn't express that here. :roll:

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

Re: Make weapons feel short or long

Post by Ace42 »

The BF engines (from 42 onwards) have a number of numerical variables to change how weapons feel. It would be quite possible (and in some cases both realistic and sensible) to manipulate these to change how the weapons feel.

Some examples would be:
  • Speeding up the "draw" time, to make it quicker to switch between weapons. Easier to handle weapons are quicker to draw than clunkier ones.
  • Lowering the "fire RATE" deviation - so that easier to fire weapons can fire rapidly (on full-auto, for example) for more shots before the deviation becomes too high to hit anything (great for CQB)
  • Changing the "MAX fire deviation" for different stances (prone, standing, crouching), so that the absolute maximum innaccuracy a weapon can have due to movement, constant fire (full auto), poor stance, etc is lowered, even though the "base" deviation for it is high enough to make it useless for sniping
  • Lowering the vertical recoil RATE for heavier weapons (heavier the weapon, less it can pull up on you), such as those with the under-slung grenade-launcher, bi-pods); lowering the horizontal recoil MAX for lighter weapons to reflect their ease of use.
  • Lowering the MOVE deviation on lighter weapons designed for run-and-gunning, increase the TURN deviation for weapons that need more "sighting" time before popping off a shot.
  • Increasing the projectile drop rate / travel time / damage bleed off for weapons with lower muzzle velocities (IE shorter barrels, among other factors) so they are less accurate and damaging at long range.
This is not by any means an exhaustive list of the variables that can be manipulated to significantly change the "feel" of weapons in action and make them feel distinctive and useful in different situations.
Post Reply

Return to “PR:BF2 Suggestions”