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Re: Weapons Feedback
Posted: 2013-07-01 17:22
by {ZW}C-LOKE
Something I noticed while picking up enemy kits... There is no longer an audio notification when you pick up a kit that you can't use. It only displays a text notification (a maximum of three on-screen visible at a time). This is problematic, because then you go to pick up a fourth, and you still only see three on-screen warnings. This leads you to believe you can walk away with the fourth, and half the time you can't drop the kit fast enough or find your kit again to get out of the assured death!!!!!
Very problematic, when you roll up on an area where a whole squad of eight guys got obliterated, all their kits lying around, and you're just looking for a replacement for let's say, your pilot kit, which has only a pistol. Given, technically you can only pick up and keep a rifleman kit or maybe a specialist/spotter, but very frustrating when your screen goes black and you were under the impression it was a kit you can use, and it won't let you drop the kit!
Long story short: Bring back the audio notification to illegal kit pickup!!!!!!!!!!!!!!!
Re: Weapons Feedback
Posted: 2013-07-01 17:54
by Unhealed
You can look into the scope of Mosin-nagant really fast, like COD-fast. It's a sniper rifle after all, so the time needed for that should be increased I think.
Re: Weapons Feedback
Posted: 2013-07-01 18:21
by Zander
1. In stationary MGs (as well as vehicle mounted) when you open fire right after getting in, the animation of loading ammunition is running, before it actually start to shot.
Re: Weapons Feedback
Posted: 2013-07-01 20:27
by chris_stoiva_ganjais
Just did a round on Ramiel and half a round on Black Gold.
Weapons seems a bit too presise. Had the AR on AFR side, fire what would normally would bleed someone dry(at least) from crouchposition, enemy responded with precise fire within a second, i got blurred and got killed. Tracers came from where i fired at, so it must have been the same guy.
In general, if this is the next level of PR i worry there will be lots of camping, because i aint running into enemy fire anymore. Even from 400 meters i got taken by two M4 shots almost instantly me firing the AR.
Sounds i do like, yet it feels a bit unfinished and cloudy. I have trouble seperating Chinese from Russian gunsounds.
As an add, Kiowa thing on Ramiel have too low sound. It overflew me and i merely heard it.
Re: Weapons Feedback
Posted: 2013-07-01 22:51
by pr|Zer0
Chinese AR rigle (NOT MG kit) has a mag linking issue from undeployed to deployed. I had to reload twice the rifle, once for deployed and once for undeployed.
Re: Weapons Feedback
Posted: 2013-07-02 08:16
by Olicarnage
I tested pettry much all the weapons now. It's much better, I like it.
Re: [Official] Weapons Feedback
Posted: 2013-07-02 11:25
by karambaitos
would be nice if you could look over the assault rifle scopes that dont have backup sights like the acog or the chinese scope, it really makes the factions scoped assault rifles boring, also game balance and whatnot.
[R-MOD]Spec wrote:The RPK not having semi auto, along with all other LMGs, is sadly the only known work-around to mag linking issues. it's like that for all weapons that have a deployed mode; they only get one firemode.
Also: No suggestions in this! (@ sniper silenced SMG stuff)
but everything works fine in .98?
Re: [Official] Weapons Feedback
Posted: 2013-07-02 11:29
by Spec
I know, karambaitos. You'll have to ask a Dev why the change was necessary. Perhaps nobody knows it. I certainly don't. But we did test it and came to this conclusion, I was there, I know there was a problem with it.
pr|Zer0 wrote:Chinese AR rigle (NOT MG kit) has a mag linking issue from undeployed to deployed. I had to reload twice the rifle, once for deployed and once for undeployed.
Please do me a favour and try to recreate this if you have the time. If you can, you'd help a lot if you'd file a bug report for that, preferably with video if you get the chance. We'll add it to our bugtracker then.
Re: [Official] Weapons Feedback
Posted: 2013-07-02 11:34
by ChallengerCC
The new PKP and PKM are so epic i love them. The other weapons are also realy nice they feel now right with a nice punch and looks beautiful like the new effects and maps. Realy, Realy nice done.
The Centration (not deviation) is a liddl bit to fast, it should be slower to prevent of running>standing>spreading(automatic fire).
So you need to wait 1-2 sec until you hold your breath or calm down from running. Maybe some weaponsway effect after aiming possible?
(direct aiming from walking should be centrate faster and from prone and crouche even more)
This lowers also the wild running around in close combat a bit. Or makes it not so effectiv.
I think that would a nice balance between tactic and action like movement. Both is possible, depending of situation.
Re: [Official] Weapons Feedback
Posted: 2013-07-02 17:33
by PoisonBill
Bug
On Saarema I couldn't switch to BUIS [or main sights] (Main Rifleman - Russia) when sitting on the boat (seat - F3)
Re: [Official] Weapons Feedback
Posted: 2013-07-02 23:46
by 007.SirBond
The backup iron sights on the AK74 obstruct too much of the screen. In real life you have two eyes, the scope would not obstruct as much as it does in game, your secondary eye would have more vision. The scope needs to be moved a bit more to the left when sighted in with the BUIS.
As of right now, using the AK74 BUIS for CQC is sucide. Its better to just hipfire the weapon. Watching the 1.0 videos with the BUIS on the British rifles, the AK74 BUIS looks very unmatched.
Re: [Official] Weapons Feedback
Posted: 2013-07-03 03:30
by camo
Can i ask why the british GPMG l7a2 doesn't have a scope? Its a bit unfair when all the other blufor countries get scopes. And i know you might say realism but there are so many other things that aren't realistic that are put there for gameplay purposes.
Re: [Official] Weapons Feedback
Posted: 2013-07-03 10:43
by Mats391
i think the time you can use enemy kits is too long. Right now you can still use stuff like HATs since you pull them out faster. Reducing the time to 5seconds till black out and 10-15seconds to death would be better.
Re: [Official] Weapons Feedback
Posted: 2013-07-03 11:54
by BiFi.ftw
I think a mix of 0.98 and 1.0beta deviation would be perfect.
After going stationary your accuracy increases constantly and after 3 seconds or so, depending on the weapon, the accuracy is at its maximum and like in the 1.0beta.
But weapons should not shoot where you are aiming at when you stop running, i think thats obvious.
Another completely different approach would be adding actual deviation to the weapon.
The bullets always hit the center with a very small cone of fire but after going stationary the weapon is moving very strong (like sniper rifles from other games) and slowly going steady and are completely without movement after 3 sec. While shooting the weapon is still 100 % accurate but it has a strong recoil (just like in 1.0beta).
This would be very different of what PR had before.
I think in general weapons are to accurate in the first 2 seconds.
Re: [Official] Weapons Feedback
Posted: 2013-07-03 13:04
by KneeHiGh
I think the deviation needs to be increased a bit as well somewhat of a compromise between 1 and 0.98. I would like to see a longer settle time (maybe 1 sec) after running since now you can get a full auto burst pretty on target after 2 sec.
Also the ALT marksman on the US (the silenced one) needs to be buffed. I was using it against the Russians and I needed 3 headshots to kill someone - it basically has the power of a pistol with increased range. Another guy needed 6 body shots to bring him down. What is the damage value compared to a regular M4 or the M14 EMR marksman?
Re: [Official] Weapons Feedback
Posted: 2013-07-03 13:16
by Unhealed
KneeHiGh wrote:Also the ALT marksman on the US (the silenced one) needs to be buffed. I was using it against the Russians and I needed 3 headshots to kill someone - it basically has the power of a pistol with increased range. Another guy needed 6 body shots to bring him down. What is the damage value compared to a regular M4 or the M14 EMR marksman?
It was probably just a lag, AFAIK even pistols in PR can kill with one headshot.
Re: [Official] Weapons Feedback
Posted: 2013-07-03 16:26
by Schwab
I love the new precision of all weapons and stuff, but i'ld prefer if u would increase deviation and recoil drastically again.
Both seems to be lower than in CS 1.6 by now, nearly everybody who has contact in short-middle-ranges now just starts with spray'n pray as hell. Where are the typical PR-situations gone in which 2 infanterists see each other, knee down and start with single-shooting?
Now u got more spray as in Bad Company 2 xD
U could also overwork movement delays of different classes, like giving heavy classes like MG's higher delay times between rightclick-shooting or. higher delay times after running/jumping in general and make lighter classes like medic, rifleman, specialist faster by lower their delay times.
Re: [Official] Weapons Feedback
Posted: 2013-07-03 16:37
by Psyrus
Haha it's not often you see the community calling for *more* deviation ^q^
Thanks for the input though, everyone!
Re: [Official] Weapons Feedback
Posted: 2013-07-03 16:54
by MADsqirrel
Today was the first time in my PR history that I killed 3 guys in less then 5 seconds with 4 controlled and aimed bursts of my AK 74 with still ammo left in my mag

.
Never ever happend to me before (because of old deviation i guess).
Re: [Official] Weapons Feedback
Posted: 2013-07-03 19:53
by samebutdifferent
[R-CON]Psyrus wrote:Haha it's not often you see the community calling for *more* deviation ^q^
Thanks for the input though, everyone!
I liked the "old" deviation too. I think it was more realistic since you had to concentrate more.
The sounds are really awesome (thanks,anders!)...
Lemmy
(...known as Lemmy_KillMister)