Sniper Sway

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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elite3444
Posts: 28
Joined: 2009-03-30 20:00

Sniper Sway

Post by elite3444 »

people say its hardcoded which it probably is in some way but....

on forgotten hope 2 the sniper rifle scopes have a slight sway its not a whole lot but its still there. Is there anyway to implement that?
Ace42
Posts: 600
Joined: 2007-07-26 23:12

Re: Sniper Sway

Post by Ace42 »

elite3444 wrote:people say its hardcoded which it probably is in some way but....

on forgotten hope 2 the sniper rifle scopes have a slight sway its not a whole lot but its still there. Is there anyway to implement that?
That would be a dramatically superior method for modelling deviation than the current massive move-dev and move-dev recovery time.
elite3444
Posts: 28
Joined: 2009-03-30 20:00

Re: Sniper Sway

Post by elite3444 »

ya, if possible they could add after moving and sprinting it would sway more until stamina is up. Also, i havent really tested it on FH2 but it could be where less sway if ur crouched or prone
Ace42
Posts: 600
Joined: 2007-07-26 23:12

Re: Sniper Sway

Post by Ace42 »

elite3444 wrote:ya, if possible they could add after moving and sprinting it would sway more until stamina is up.
Elsewhere it has been stated that it's not possible for stamina level to modify deviation. Not knowing if/how sway is implemented, I'm not sure, but I'd assume it is likewise unconnectable to stamina.
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: Sniper Sway

Post by Chuc »

Ace is correct. FH2 uses a rather simplistic method of just having the reticle jitter via animations. Consequently the reticle will never remain on the zero point. This was attempted in testing, but majority rule decided against.
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elite3444
Posts: 28
Joined: 2009-03-30 20:00

Re: Sniper Sway

Post by elite3444 »

Ace42 wrote:Elsewhere it has been stated that it's not possible for stamina level to modify deviation. Not knowing if/how sway is implemented, I'm not sure, but I'd assume it is likewise unconnectable to stamina.
actually im pretty sure thats how it is since ive always used that technique when sniping to wait for stamina
Ace42
Posts: 600
Joined: 2007-07-26 23:12

Re: Sniper Sway

Post by Ace42 »

elite3444 wrote:actually im pretty sure thats how it is since ive always used that technique when sniping to wait for stamina
No, the reduction in deviation is set by a numerical value in the weapons stats array. The fact that the time it takes your stamina to recover is roughly the same time it takes for the deviation to settle on its own is purely coincidental. Activating the "breathing sound" with the SR gives you a more precise idea of how long it takes deviation to settle from "maximum deviation" back to "best possible deviation".
crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Re: Sniper Sway

Post by crazy11 »

Already suggested.
Weapons - Weapon Sway/Wave/Tremble
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You miss 100% of the shots you don't take.- Wayne Gretzky
Kenny
Posts: 261
Joined: 2006-11-18 03:30

Re: Sniper Sway

Post by Kenny »

[R-DEV]Chuc wrote:Ace is correct. FH2 uses a rather simplistic method of just having the reticle jitter via animations. Consequently the reticle will never remain on the zero point. This was attempted in testing, but majority rule decided against.
Hmm is their anyway to turn the animation off for like 5 seconds like we have in the game with the changing firemodes breathing could it be done that way?
So the animations going continusly untill you press 4 to change the fire mode and that will stop reticel sway anamation for "X" amount of seconds and then continue afterwords.
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Ace42
Posts: 600
Joined: 2007-07-26 23:12

Re: Sniper Sway

Post by Ace42 »

Kenny wrote:Hmm is their anyway to turn the animation off for like 5 seconds like we have in the game with the changing firemodes breathing could it be done that way?
So the animations going continusly untill you press 4 to change the fire mode and that will stop reticel sway anamation for "X" amount of seconds and then continue afterwords.
Part of the problem is that it wouldn't effect deviation - so no matter how much it swayed the bullet would run true. People would either "learn" dead centre, or else just put a dot on their screen with a dry-erase pen / bluetack.
Kenny
Posts: 261
Joined: 2006-11-18 03:30

Re: Sniper Sway

Post by Kenny »

I get you point their, so instead of stoping the animation how about changing it to less deviation from the center, so it still sways but only a few milameaters from the center but then I dont know if you can put 2 animation on the same object
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Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Sniper Sway

Post by Tirak »

This has been suggested many times, almost always referencing the Forgotten Hope 2 sniper scope.

Next time, please use the Search Function as well as the Attention! Already Suggested Suggestions thread to avoid duplicate suggestions.

Regards,
[R-MOD]Tirak
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