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Posted: 2008-01-21 12:06
by LtSoucy
Hardcoded me thinks.

Posted: 2008-01-21 13:08
by Razick
[R-PUB]MrD wrote:deployable static/terrain ?
almost like asking for a cloak of invisibility really isn't it?
Actually I was thinking more like a short man-sized shrubb/grass thing so it can simulate the ghillie suit actually being useful. If its used improperly it will be recognized instantly so having invisible shooters will not be a problem. Its not like I am asking for a deployable hedgerow.
@Beavis UK: I dont see the problem with it. The reason sniper spots are predictable in the first place is because there is so little alternatives which is just ridiculous in my opinion. Sometimes you can have a perfect perch but lack of distance rendered concealment makes it completely useless. And if you feel that if we give snipers makeshift ghillie suits a huge advantage then you can just make the rifle only fireable in the prone position that way it make the kit used like its supposed to be used. Bad snipers will constantly give away their position and be killed time and time again while the good ones will be surgically picking apart the high-priority targets like it should have been in the first place.
Posted: 2008-01-21 15:11
by Death_dx
Seems like most of this could be solved by a no death camera. Which inturn I'm going to guess is impossible (although I couldn't find it on the already suggested page).
Posted: 2008-01-21 15:33
by ~XHW~Flamestorm
maybe a little wall out of sandbags(3 or 4) or a little heap of mud which the sniper can build , could protect much.
Posted: 2008-01-21 16:28
by Jarhead[NL]
Make those sniper kit better! I am almost a realistic proffesional Project Reality Sharpshooter! but 0.7 made me to back off a little bit.
Posted: 2008-01-21 18:20
by SnipingCoward
LtSoucy wrote:Its a EA engine problem and in other words its hardcoded. And as other's said please use the serch function at the top of you forums.
ok, may i then suggest reading this thread a litte more carefully
and point out where i stated, that
- it is NOT relating to the Sniper draw
- is a workaround not a fix (look at the threads title)
- and that it has already been successfully implemented in a BF1942 mod
btw: used the search function - but i guess you got a thesaurus right next to you - and search every possible word every 15 seconds - and ppl always spell things right
~XHW~Flamestorm wrote:...a little heap of mud ...
exactly! a heap of mud where the sniper can fit into
to give his appearance less polygons thus looking like the ground
Posted: 2008-01-21 19:25
by Gunwing
This is a vary nice idea. I support it! It was a major help in BF1942 as it was the first time a Sniper could be under cover and not be seen. But for the love of god don't make it so more than 1 person can fit under it.
Also another option for the Sniper would be the spotter scope that you see used in COD:4, as well. That way the Sniper can use that in place of the Binoculars everybody else has. Plus Snipers are not for shoot and scoot methods of attack. They are only ever on the front lines to disrupt enemy infantry movements, as well as eliminate key targets like commanders and the like.
IMHO to Give the Sniper more reason to be stealthy would be to make it so he gets 2 points for shooting Squad Leaders, and 4 points for killing the enemy commander. That way both teams would have to work extra hard to keep the commander, and squad leaders safe from Sniper fire.
All of these I suggested as well as the camo net idea would make the Sniper a vary nice pick-up kit. But for the rest of the players sake make it look like a real camo net and not like it did in GC where it was a flat, and unable to see through texture. It would have to look like the real thing. Plus different maps would need different types of camo nets for them.
Still it would make the Marksmen, and Sniper kits have totally different play styles unlike now where they both play the same save for the Marksmen Semi-Automatic Sniper rifle.
This would mean however that the Sniper rifles for the Sniper kit would need some camo as well. Think COD:4 style where the weapon has paint on it and a nice bit of local fauna.
Plus it would be rely realistic as Snipers use Camo nets to hide under as well as the Gili Suit in real life. in fact the Camo net was the came before the Gili Suit. So it would only make sense to have both of them as options.
Posted: 2008-01-21 19:37
by beavis.uk^
I snipe alot, and alot of the time if i play like a sniper should, i go for the whole round (1h 30 to 2h) with 0 deaths... mostly 64man servers...
* Remove kill-cam
* Add extra points recieved for killing SL/CMD.. maybe medics, but then it gets stupid (i tend to kill medics then SL's if i see)
* Fix accuracy (which you have already done/doing .71)
* Add spotter kit
* Give British sniper ghille suit (just like how the suit is in COD4, and all the other teams a Ghille)
Please don't bother with this sandbag etc business junk
Posted: 2008-01-21 19:48
by SnipingCoward
@Gunwing: thank you for your support, how ever there are some things you mentioned, that i don't see that they can be implemented:
kits do not render at distance - that means Ghille suit, medic outfit - non are visible - so there is absolutly no destinction between which is the officer, medic or a regular rifle man nor the sniper
unless they make kits render at farther distance, which i think they should

(if not hardcoded)
and guns even don't render at distance also
at least one can see the enemies "raw" skin and determine the faction, and maybe judge his kit by his behavior or placement of the arms (eg: holding medic paddles is pretty unique)
about using not a ground texture but a real net texture for the tent, like the firebase has - i got to admit - i am uncertain debends on how well you could spot the net - but net prolly is better gameplay wise
btw: what are points for again?

but deducting extra tickets for a dead commander, and SL is a fine idea as well
Posted: 2008-02-28 02:26
by SnipingCoward
here are the promised screenshots of the GCmod's scout camo tent, enjoy
pic 1: tent is poorly placed, it does not blend with the ground, because it has only one texture for the entire map
pic 2: it perfectly blends with the ground (the tent is the square in the center of the pic) - recognizable by its shape (dark spot, left of it, helps identifying)
pic 3: this is how it looks from the inside - see through, some visual hindrances (net texture, bars)
pic 4: glitch when entering the tent, one sees outside texture (above) and inside texture (net, below)
pic 5: a different map, a different camo texture... (tent is at center, notice the bar on its right sticking out and the concreat block sticking through)
if well placed this really makes a sniper invisible (keep in mind, that you wouldn't even be able to destinguish a ghillie suit from 5m irl)
again this is only to compensate for BF2 engine incapabilities
Posted: 2008-02-28 03:34
by BloodBane611
I think the problem is that it won't render at distance, making it useless. I agree something needs to be done to fix the snipers, but I think that just adopting longer view distances would be good enough.
Posted: 2008-02-28 03:50
by RCMoonPie
One thing that has helped on other games.....was making the sniper have some degree of "transparency" at a distance. This better simulates the sniper "blending" in with his surroundings. The farther away he is...the more transparent he becomes.
Those of you who ever played BHD by Novalogic understand what I am talking about.
It was an effective system.