Make weapons feel short or long
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Conman51
- Posts: 2628
- Joined: 2008-05-03 00:27
Make weapons feel short or long
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
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.
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nick20404
- Posts: 1746
- Joined: 2007-06-30 23:36
Re: Make weapons feel short or long
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.
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Rix
- Posts: 26
- Joined: 2009-02-18 04:34
Re: Make weapons feel short or long
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.
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Conman51
- Posts: 2628
- Joined: 2008-05-03 00:27
Re: Make weapons feel short or long
still raising a carbine would be quicker because they are lighter and not as heavy in the frontRix 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.
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
Re: Make weapons feel short or long
There has to be more of a difference between the M4 and M16, assuming there is IRL. Is there?
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Rix
- Posts: 26
- Joined: 2009-02-18 04:34
Re: Make weapons feel short or long
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)Conman51=US= wrote:still raising a carbine would be quicker because they are lighter and not as heavy in the front
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.
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ReadMenace
- Posts: 2567
- Joined: 2007-01-16 20:05
Re: Make weapons feel short or long
Very generally, weight, length and balance..gclark03 wrote:There has to be more of a difference between the M4 and M16, assuming there is IRL. Is there?
-REad
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Conman51
- Posts: 2628
- Joined: 2008-05-03 00:27
Re: Make weapons feel short or long
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
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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
Re: Make weapons feel short or long
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.
M.
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ReadMenace
- Posts: 2567
- Joined: 2007-01-16 20:05
Re: Make weapons feel short or long
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.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
This has been suggested many times, unfortunately it can be bypassed with mouses with adjustable sensitivity.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.
-REad
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Incomplete Spork
- Posts: 436
- Joined: 2008-12-30 03:26
Re: Make weapons feel short or long
I forgot it was mandatory to collapse your stock before you pull out a nadeReadMenace 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.

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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
Re: Make weapons feel short or long
I know it had been suggested for scoped-in view, but wasn't sure about unscoped/sighted.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
M.
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ReadMenace
- Posts: 2567
- Joined: 2007-01-16 20:05
Re: Make weapons feel short or long
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.Incomplete Spork wrote:I forgot it was mandatory to collapse your stock before you pull out a nade![]()
-REad
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Ace42
- Posts: 600
- Joined: 2007-07-26 23:12
Re: Make weapons feel short or long
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:
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.

