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Re: Partial Sight in - Hip/Shoulder Weapon Modes

Posted: 2008-10-01 18:02
by EOD_Security-2252
Ammo's important and I really like having binoculars and I'm sure there are others that do as well.
As far as the zoom goes:
Hip - 1x zoom
Shoulder - 1x zoom
Scope - Whatever the scope's zoom is

Re: Partial Sight in - Hip/Shoulder Weapon Modes

Posted: 2008-10-01 22:55
by Tirak
I'm afraid not, as afaik you can't specify a single lod mesh at a particular level of zoom, ie. its either scope lod mesh for both stages of zoom, or none.
As said by Chuc.

Re: Partial Sight in - Hip/Shoulder Weapon Modes

Posted: 2008-10-01 23:05
by EOD_Security-2252
Depressing. Now what?

Re: Partial Sight in - Hip/Shoulder Weapon Modes

Posted: 2008-10-01 23:10
by Tirak
Ditch the Optics Rifleman Binocs and give them a "second" weapon to represent shouldered, rifle is raised a little, so you're looking almost down the barrel along the side, and you go more slowly. Scope in while in the second mode is much shorter than in the standard from the hip mode.

To be honest, while the Binos give you a higher zoom, this in my opinion would trump that zoom, and you've got a scope anyway.

Re: Partial Sight in - Hip/Shoulder Weapon Modes

Posted: 2008-10-01 23:23
by EOD_Security-2252
That's true. Also this way scoped rifleman's not Superman because he'll need the help of others who have binoculars.
That sounds like a fair trade to me, so we're back to Plan A.

Re: Partial Sight in - Hip/Shoulder Weapon Modes

Posted: 2008-10-02 00:00
by Salah ad Din
I proposed something like that ages ago.

Knife
ETool
Rifle
Ammo
Smoke
Frag
Bino
1st Aid

That are only eight slots. I always thought there are nine available slots?

EDIT: Checked the Guide: The Officer has NINE slots, number nine being the signal grenade. So, am I missing something here?

Re: Partial Sight in - Hip/Shoulder Weapon Modes

Posted: 2008-10-02 00:02
by Tirak
Salah ad Din wrote:I proposed something like that ages ago.

Knife
ETool
Rifle
Ammo
Smoke
Frag
Bino
1st Aid

That are only eight slots. I always thought there are nine available slots?

EDIT: Checked the Guide: The Officer has NINE slots, number nine being the signal grenade. So, am I missing something here?
9th slot needs to remain open for parachute on Airborne kits.

Re: Partial Sight in - Hip/Shoulder Weapon Modes

Posted: 2008-10-02 00:05
by Salah ad Din
Tirak wrote:9th slot needs to remain open for parachute on Airborne kits.
ERROR: Invalid argument. Retry? Ignore? Cancel?

(If that was true, airborne squads (what map are we talking about anyway?) could not have Squadleaders. Anyway, don't tell me Paras get scopes)

Re: Partial Sight in - Hip/Shoulder Weapon Modes

Posted: 2008-10-02 00:07
by Tirak
Salah ad Din wrote:ERROR: Invalid argument. Retry? Ignore? Cancel?

(If that was true, airborne squads (what map are we talking about anyway?) could not have Squadleaders. Anyway, don't tell me Paras get scopes)
Not invalid argument, every community mod needs to make provisions for an Airborne version of the kit. Hence the German Community Mod design plan that eliminates Binos from the Ammo Rifleman kit when used in Airborne configuration.

Re: Partial Sight in - Hip/Shoulder Weapon Modes

Posted: 2008-10-02 00:10
by Salah ad Din
Well, simple. The airborne version of the Rifleman would be the "Unscoped" Rifleman with only one Rifle slot. Paratroops are shock troopers, they go quickly into CQB, no need for scopes there.

Re: Partial Sight in - Hip/Shoulder Weapon Modes

Posted: 2008-10-02 00:11
by Tirak
Salah ad Din wrote:Well, simple. The airborne version of the Rifleman would be the "Unscoped" Rifleman with only one Rifle slot. Paratroops are shock troopers, they go quickly into CQB, no need for scopes there.
Not our decision to make, and to be frank, removing the Binos makes sense, Optics rifle already has a zooming item.