[Official] Binoculars Removal Feedback

Post your feedback on the current Project Reality release (including SinglePlayer).
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Do you think it is a good idea in terms of gameplay?

Poll ended at 2013-07-15 16:41

- Nothing should be changed (keep it the way it is on PR1.0b)
118
47%
- Binos should be accessible to more kits
33
13%
- They should only be removed for a few kits, since they're scoped already
31
12%
- It's always been an important gameplay feature that we can't get rid of
28
11%
- Most/Every kit should have binoculars, but certain kits should have more powerful magnifications
40
16%
 
Total votes: 250

ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: [Official] Binoculars Removal Feedback

Post by ComradeHX »

saamohod wrote:Why I am against this "Focus eye" option is that it would erase the choice between the scoped and the unscoped version of a weapon. What's the point of picking a scoped rifle, if you can make iron sights magically scope at your will? :roll:

There is very little point in picking ironsight version due to BUIS; except for those that do not have BUIS.

And natural eye focus would not be x4 like scope; maybe x2.

Also, ironsights do not have scope reticle for aiming, which means they will be less precise.
saamohod
Posts: 300
Joined: 2011-01-12 16:15

Re: [Official] Binoculars Removal Feedback

Post by saamohod »

ComradeHX wrote:There is very little point in picking ironsight version due to BUIS; except for those that do not have BUIS.

And natural eye focus would not be x4 like scope; maybe x2.

Also, ironsights do not have scope reticle for aiming, which means they will be less precise.
BUIS is BS in most cases. The secondary unscoped sight offers such a poor view space (PKP, AK74, L85) that one would think twice before switching to it. It is realistic no doubt, but it is secondary in the full meaning of it.

I should've mentioned not the ironsight, that was not the perfect example, but red dot unscoped sight. You see where I'm leading now? This unscoped red dot will now be identical to a scoped one, which is nonsense.
Last edited by saamohod on 2013-07-04 22:29, edited 2 times in total.
ghost_dog
Posts: 80
Joined: 2007-05-14 13:42

Re: [Official] Binoculars Removal Feedback

Post by ghost_dog »

I would leave them in as if I was a soldier today I would buy my own and carry it
Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: [Official] Binoculars Removal Feedback

Post by Lugi »

saamohod wrote:Why I am against this "Focus eye" option is that it would erase the choice between the scoped and the unscoped version of a weapon. What's the point of picking a scoped rifle, if you can make iron sights magically scope at your will? :roll:
Solution: if iron sights get 2x magnification, just give scope 2 times more than what's now.

Binoculars were doing hell of a good job in fighting the limitations of small monitors in comparison to what you can see IRL. But the devs should just implement zoom on ironsights, as well as more zoom on scopes. Its not that fun when you can barely see a full grown man at 100m distance, when in reality you could shoot him easily.

Btw. this mod is called Project Reality, not Project Teamplay.
Teamplay shouldn't be forced by limitations, but rather come as a natural consequence of the increased amount of reality.
MADsqirrel
Posts: 410
Joined: 2011-08-15 13:00

Re: [Official] Binoculars Removal Feedback

Post by MADsqirrel »

ghost_dog wrote:I would leave them in as if I was a soldier today I would buy my own and carry it
I am a soldier and not a single grunt in our battalion would buy one. Simply no need for it. You have up to 4X magnification for your standart rifles and the grunt job isnt to look for enemys, but to shot at them when the CO or NCO spots them with their binos.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic56970_7.gif[/img]
Unhealed
Posts: 365
Joined: 2012-09-15 16:33

Re: [Official] Binoculars Removal Feedback

Post by Unhealed »

Why I am against this "Focus eye" option is that it would erase the choice between the scoped and the unscoped version of a weapon. What's the point of picking a scoped rifle, if you can make iron sights magically scope at your will?
If a rifle scope is providing 2.5x zoom the "focus eye" is providing 0.5x. And you can use "focus eye" only if you have waited 5-10 seconds with your raised sights while with a scope zoom is instant and available at any moment you wish. But that's just my vision of how a "focus eye" should work. If the devs can't code it that way then I think it should stay as it is now.
saamohod
Posts: 300
Joined: 2011-01-12 16:15

Re: [Official] Binoculars Removal Feedback

Post by saamohod »

Unhealed wrote:If a rifle scope is providing 2.5x zoom the "focus eye" is providing 0.5x.
Well, technically 0.5x zoom means negative magnification I believe. E.g. 4x zoom means objects look 4 times closer, 1x zoom is the way you see things without scope, 0.5x zoom means you would see things FARTHER than they really are.
Unhealed
Posts: 365
Joined: 2012-09-15 16:33

Re: [Official] Binoculars Removal Feedback

Post by Unhealed »

saamohod wrote:Well, technically 0.5x zoom means negative magnification I believe. E.g. 4x zoom means objects look 4 times closer, 1x zoom is the way you see things without scope, 0.5x zoom means you would see things FARTHER than they really are.
I'm sorry for my incompetence. :D I just meant a really slight zoom.
Lange
Posts: 306
Joined: 2007-02-28 23:39

Re: [Official] Binoculars Removal Feedback

Post by Lange »

One thing to consider is the unrealistic amount of Iron Sighted weapon selection on some factions like US Army, England etc where just having scopes would partially compensate for the lack of binos. On factions that Iron Sight useage is unrealistic then there should be no alternate weapon because its unrealistic and just serves little purpose in terms of balance when factions like militants get no scopes why should the blu for get both scopes and non? As mentioned many times in the thread just Irons or aimpoint for Medic with no binos is a bigger problem now because spotting with binos gave the Medic something else useful to do. I believe US Army Medics should get scope or aimpoint options, while England should just be a scoped rifle. There may be other factions with unrealistic Iron Sight useage but those are all that i could think of.
TheParadoX
Posts: 145
Joined: 2007-06-03 10:11

Re: [Official] Binoculars Removal Feedback

Post by TheParadoX »

I like the fact that not everybody has binocs. It is more immersive, and it requires more teamwork.
I don't get why the ARF have Binocs though, is it a placeholder or are they going to keep them ?
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: [Official] Binoculars Removal Feedback

Post by Frontliner »

MADsqirrel wrote:the grunt job isnt to look for enemys, but to shot at them when the CO or NCO spots them with their binos.
ZDv 3/11 #2 says you're wrong on this one, bud. Are you in Basic Training still?
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
MADsqirrel
Posts: 410
Joined: 2011-08-15 13:00

Re: [Official] Binoculars Removal Feedback

Post by MADsqirrel »

Frontliner wrote:ZDv 3/11 #2 says you're wrong on this one, bud. Are you in Basic Training still?

Lol smart one hu? I guess you mean this: http://raskil.com/files/ZDv%203_11.pdf II. Ausstatung des Soldaten. 104.

We have a max of 15 to 30 binoculars and also the same numbers on compass and SigPis and only a few (training) AT-launchers.
I am not sure what we should have "Stan" wise but we never have enough stuff.
And thats for a whole company of 100 men. So in your standart 6 men MechInf squad you have a max of 2 binocs, 2 compass and 2 SigPis. One each for the Marder (IFW) Commander and one each for the troop leader. Meaning a full platoon (36 men) has a max of 8 binocs.

And btw. nobody gives a shit at ZDvs. Thats for NCOs to learn and terrorize AGA people (just watch page 33 for example. How to get up from a lying position to standing for retards.)

Edit: Maybe my earlier post was unclear.
Originally Posted by MADsqirrel View Post
the grunt job isnt to look for enemys, but to shot at them when the CO or NCO spots them with their binos.
I meant that grunts watch through their weapon optics, not binoculars (we dont have enough).
What I mean is in a 360 degree defensive position, all grunts would watch their perimeters with their weapons ready while the NCO would watch with his binos for enemys.
Last edited by MADsqirrel on 2013-07-06 18:17, edited 1 time in total.
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matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: [Official] Binoculars Removal Feedback

Post by matty1053 »

I love it...
But I think that Medics need em'.
Henrique_Dalben
Posts: 361
Joined: 2012-10-05 18:30

Re: [Official] Binoculars Removal Feedback

Post by Henrique_Dalben »

A binoculars costs $10, no one will ***** if you bring your personal one to the AO. Not having binos is just plain stupid.
Hurricane
Posts: 167
Joined: 2008-04-27 11:31

Re: [Official] Binoculars Removal Feedback

Post by Hurricane »

Now with the nametag change, I think it would be good to bring back the binocs to at least a few kits (medic, HAT, grenadier if the rifle is unscoped, maybe the LAT too).
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Re: [Official] Binoculars Removal Feedback

Post by Eddie Baker »

Henrique_Dalben wrote:A binoculars costs $10, no one will ***** if you bring your personal one to the AO. Not having binos is just plain stupid.
A good set of binoculars that isn't made for a child's toy, back-yard bird watching or creeping on your neighbors cost $10 in the 1950s or at a garage sale, maybe. They'll certainly ***** if you're pointing them at what your team leader is looking at when you should be pointing your weapon at it, and if you didn't put mesh or a honeycomb over the lenses to keep them from reflecting. But whether or not you can even bring them depends on the policies of that nation-state's conventional military. And I certainly don't give enough fucks to look-up the regulations for all of the factions in game or make-up the regulations for a fictional one that should have been canned.

And if you gave every kit access to every item that could be privately purchased by a troop and brought on a deployment (and, no, those of you whose knowledge of the subject is based on what you read about World War II and Vietnam, that has long since stopped including small arms), there wouldn't be any kit slots left for things that do more than just benefit a single player's score or make him feel 1337, and this mod would take up too much memory.

However, once a money or experience point system to buy equipment in the game is implemented in late Notever of this year you can purchase them and various items for your kit, such as new skins for camouflage, custom helmets, etc. Anti-reflective devices for the binoculars and other scopes sold separately, of course, just like reality. Until then you'll just have to deal with what actually gets issued. But once your character dies, you'll lose the accessories you bought for him and have to start over again. You're not respawning as the same guy, you know, so they have to keep with the name of the mod somewhat. :roll:
MooseBoys
Posts: 52
Joined: 2007-08-22 19:56

Re: [Official] Binoculars Removal Feedback

Post by MooseBoys »

Anyone know if PR will run at 4K (3840 x 2160)?
Blackburn92xBHD
Posts: 187
Joined: 2009-03-10 14:23

Re: [Official] Binoculars Removal Feedback

Post by Blackburn92xBHD »

i think the rifleman or maybe the machinegunner could use binocular... but no need to give it to: medics, AT's, AR and stuff...
nAyo
Posts: 571
Joined: 2008-10-29 22:07

Re: [Official] Binoculars Removal Feedback

Post by nAyo »

Blackburn, the rifleman can have a scope while the medic or HAT kit can't, so why not just the opposite?
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Blackburn92xBHD
Posts: 187
Joined: 2009-03-10 14:23

Re: [Official] Binoculars Removal Feedback

Post by Blackburn92xBHD »

because the medic's job should always be to heal the squad up.. while the HAT has to watch for armored vehicles so he can get his weapon ready ASAP... the rifleman is multirole, he could also take out his binocs to check targets from time to time... and the machinegunner sometimes engages targets very far away.. so maybe binocular would be useful for this class
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