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Posted: 2005-08-09 03:39
by CobraPhantom
solodude23 wrote:Exactly my point Fish.
x2
Posted: 2005-08-09 04:50
by Tactical Advantage
BrokenArrow wrote:okay, if in PR -where its probably going to be around 1-3 hits to kill someone- and you have a bead on someone from the back and you fail to take them down there is a problem with that. PR should reward good shooters -as bf2 fails to do- while still giving someone a chance to return fiire if the shooter doesnt take the advantage of having the first shots. blacking out every time you get hit would be annoying, maybe getting the blurry vision would be alright though.
Im agreeing with this and not, while blurring the screen alittle and adding tunnel vision is a good idea, i still think if a guy manages to damage you quite, say a grenade goes of next to you and you dont die(dont ask me why) your screen should black out for alittle.
Posted: 2005-08-09 18:00
by TerribleOne
BrokenArrow wrote:okay, if in PR -where its probably going to be around 1-3 hits to kill someone- and you have a bead on someone from the back and you fail to take them down there is a problem with that. PR should reward good shooters -as bf2 fails to do- while still giving someone a chance to return fiire if the shooter doesnt take the advantage of having the first shots. blacking out every time you get hit would be annoying, maybe getting the blurry vision would be alright though.
The thing is imo that isent enough unles you have armor. One shot with a pistol to somone unarmed in the chest will bring them down and unable to run away as they lay dieing.
BF2 2-3 shots with the G3 does kill them. Unrealistic.
If its made correct sprayers wil never win anyway because in reality if you spray you dont hit anything that you aimed for in the first place.
2 shots to an unarmored chest is enough to kill anyone.
Posted: 2005-08-09 21:34
by Tactical Advantage
Heck, if you shot me once in the chest with a G3 i'd be on the ground screaming like a little girl, lol.
Posted: 2005-08-09 22:02
by Psycho_Sam
Yeh but having only 1 shot to kill you makes spraying quite a good option. Point ----> Spray. At least 1 bullet is going to hit them, there 1 dead enemy, next please!
Posted: 2005-08-09 22:34
by TerribleOne
Psycho_Sam wrote:Yeh but having only 1 shot to kill you makes spraying quite a good option. Point ----> Spray. At least 1 bullet is going to hit them, there 1 dead enemy, next please!
Thats reality and it doesent work like that in reality because youl get shot doing it... You have limited ammo and a small reserve - if your sprayed and were lucky enough to not give away your position then you better hope your dragging an ammo box with you. 30 rounds can = 30 kills in reality but certanly not bf2.suks.
Also if your at any kind of real distance spray all you want and you wont hit what you aimed for. unless you got a chain gun in your pocket

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Posted: 2005-08-09 23:34
by Tactical Advantage
Right now in BF2 is it just me or do the guns not recoil upward like in real life, right now, where you aim and spray, your reticles kinda act like the center of the hit diameter, in real life though, your first shot will probably be your lowest hitting shot on full-auto, after that, they will continue to climb upward, and after your 3rd or so shot, your rounds are going over your enemies head.
Posted: 2005-08-10 00:20
by TerribleOne
If you dont control the the burst yes. Allthough the only reason you aim upward from a guns recoil is because we pivot at the hips and up the spine. The only way it can go is backwards forcing the gun to point up (hence large machine guns are held at the waist to minimalise recoil).
But like its been said before the hit pattern in bf2 is totaly random. for example (i use this allot but stil) CSS if you stop firing and start again
you wil start at the bottom again and continue up, you also do in bf2 but you look at the pattern on a wall and there is no correlation between the hits its totaly random- spray with the MG and youl see bullets going 30feet in the air hitting the top of a wall. burst it and youl stil get bullets going up there.
Projectile penetration and impact patterns are totally whack in BF2 and is probably the most needed fix to the game.
You cannot go around aiming for headshots etc because it just does not happen at all.
If only you could copy and paste CSS physics in to BF2

Posted: 2005-08-10 18:11
by Figisaacnewton
About gun recoil, no, guns don't have recoil in BF2. In PRMM, I assume they don't spread like butter, and that they have recoil to throw off your aim, not the almighty fudge factor of bullets coming out of the barrel at 45 degree angles.
Each gun will have a different amount of recoil, and each gun will have a thusly (ya! thusly!) have a sligtly different style associated with it, and you will have to practice with each gun to become good at negating the recoil the right amount.
BFE is a good example of this, but there is still a little bit of the fudge factor and not enough recoil. I love the recoil on the RPK though, it isn't just in one direction, it is very hard to control (like trying to figure out which way a football is gonna roll)
About weapon damage= We assume all soldiers have kevlar body armor. This will stop a pistol round (probly not a desert eagle, but meh) and make the damage minimal, but a body shot from a rifle or mg will take you down in one hit. Knowing that only one shot is needed to end your puny life, you are not going to go, ' oh, ill only get hit by one or two bullets, so it is safe to run across the street', you'll say 'get some goddamned fire on that guy so we can move!'. One hit kills also makes covering fire/suppressive fire and actual tactic that works, as the target will actually be suppressed.
Posted: 2005-08-10 18:59
by Pak
Yes, most games suffer from lack of proper damage. Without it, suppression and covering fire is nothing.
Posted: 2005-08-10 19:59
by Doug97
solodude23 wrote:Meh..it actually supports NOT GETTING shot more. Its very likley in PR that battles will be over longer distances a bit and most likley more teamwork-squad based. Not only would it be realistic, but imagine your squad moving along a street and all the suddenly a squad member in front of you is hit and you just see him fall over screaming.
Exactly. I imagine in real life you would be pretty keen on not getting hit by a bullet, and you would go to way more lengths to try to make sure it doesn't happen than the average BF2 player does in-game right now. And remember, if you are suffering from getting hit, then your opponent will too! Just make sure you hit them first.
Posted: 2005-08-10 21:53
by Figisaacnewton
I agree with you, although the thing is...its not possible to make it so your stance affects your recoil. No matter if your standing, crouched, or prone your recoil has to stay the same.
How about this: You can change how much sway there is depending on what stance, and depending on how long it has been since you have shot, etc.
So, you leave the recoil as whatever it should be in it's most contained form.
Then, say for standing, right after firing, you have an extreme weapon sway that only lasts for .2 seconds or whatever before it goes back to normal sway. Since the sway only lasts a tiny bit of time, it only has enough time to bring your aim up, and if it is very violent, it will seem like recoil.
This can be changed dependant on what position you are in, and if you are moving, i think.
By weapon sway, i mean like with the sniper and AT rifles in FH. There is an 'excited' state that is for right after fire, and a 'normal' state that is for just standing there after the shots.