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Posted: 2008-02-11 18:29
by mega nix
do you mean me?

Posted: 2008-02-11 18:37
by mega nix
?? are you shaking sometimes, then you STAND still.. or what? i was talking about you cant hold a gun still, then you are exhausted.. i think..

Posted: 2008-02-11 19:00
by mega nix
ok? i dont understand anything! :shock:
But did you like my idea?

Posted: 2008-02-11 19:13
by mega nix
ohh.. sorry to heare that

Posted: 2008-02-11 19:52
by OkitaMakoto
Headbob isnt hardcoded, you just have to add it to the run animation of every single item you hold in your hand... which is quite an annoying feat. The AIX mod did it for the chaingun the support class uses, I really like it.

I DONT want blur. I dont get blurry when I run, in fact, I can easily see everything around me, the only difference is that things are a bit more shaky from my feet hitting the ground, etc.

Posted: 2008-02-12 04:15
by VipersGhost
CAS_117 wrote:What I don't like about running in PR is the laggy hotboxes that PR has inherited. The speed that you can run amplifies the hit detection problem to a ridiculous extent. Combined with the instantaneous turn rate and acceleration, players are far too hard to hit when running. I know that in reality the speed that you can pace yourself depending on circumstances, but the BF2 engine makes this impossible. To better simulate vulnerability when caught in the open, running should be slowed down by 1/3 to 1/4 of its original speed. Traversing in the open should be a no-no right now, but its still too easy to do. If hit boxes worked I'd say the speeds are fine. But these soldiers are too agile.
x2

Posted: 2008-02-12 04:26
by Death_dx
OwnRize wrote:It is a replacement. Such as many things in PR we will see that we can't stimulate reallife because our bodies aren't in it. We don't feel pain do we when we get shot? Instead we get a blur effect and a red arc were the fire comes from.
How about leaving the blur effect off to simulate your ability to turn your head in either direction while running?
Jonny wrote:Yes. My eyes water badly whenever I look into the wind. It also happens when walking and standing still if I look into the wind. It causes everything to become VERY blured and I have to blink/wipe the fluid away every few seconds if I want avoid tripping.
Yeah, no argue that wind will make your eyes water, but that's generally specific to the person, squinting, and the temperature and wind speed. Also take a look at the brit models though, most of em are wearing tac goggles.


It's not that a blur effect is hugely unrealistic, it's that it seems pointless, what is it going to accompish? You can partially see the guy who's shooting at you instead of completely seeing him, but as soon as you stop running he's back in perfect view, either way the noobs are just going to bunny hop and prone dive after they get shot while sprinting. Lets also not forget that the screen eliminates peripheral vision, so a blur is furthering that.

CAS_117 has it right.

Posted: 2008-02-12 13:52
by OwnRize
I just got an other idea that we should intergrate.
The "recharge" time for running should be lower. People will need to rest a lot of time before they can run again. People will be still able to run trough the whole battlefield. But if they ran 100% and they need to find cover fast it will be to difficult for them cause they can't sprint/run fast enought to get cover & therefore they will be easier to get shot down.

Posted: 2008-02-12 14:26
by RCMoonPie
OwnRize wrote:I just got an other idea that we should intergrate.
The "recharge" time for running should be lower. People will need to rest a lot of time before they can run again. People will be still able to run trough the whole battlefield. But if they ran 100% and they need to find cover fast it will be to difficult for them cause they can't sprint/run fast enought to get cover & therefore they will be easier to get shot down.
I think the current system of "recharge" and meter usage is pretty realistic when you actually think about it. Im not talking about "blur" or "head-bob" here...just the actual recharging.
Most military folks know how far and how fast they can run.
The Marine Corps runs a PFT(physical fitness test) twice a year. (at least it used to be twice) For the running portion of the PFT the Marine is required to run 3 miles for his best time. For a perfect score on the run time, the Marine would have to do 18:00 minutes or less to score 100%.
Marines are tested twice a year....but most units run a PFT every 2 weeks or so as regular PT to insure everyone is up to speed.
My average score was 20:16(not the best time but it gave me a 286 out of a possible 300...not bad)
So I knew my one mile time was just under 7 minutes. Logically my sprint time was better for distances less than that, as you arent so winded from successive miles.

So....I knew how far and how fast I could run, without slowing to a jog to "rest". And if I didnt know...my body sure as hell would let me know to slow it down. I think the meter represents this well...or at least as good as possible for the game.

Posted: 2008-02-12 16:27
by RCMoonPie
Jonny wrote:At a random point in that run do you think you would be able to identify a hostile target hidden next to a bush, not doing anything in particular just being still, as well as you could if you were slowly creeping from cover to cover actively looking for the same target?
I understand the point you are making....and it is valid.
But.....your movement in enemy territory isn't always "slowly creeping".
There are many travel postures for different situations.
The following was clipped and edited for brevity:

The USMC has designated some defensive postures for grunts on the move, depending on the liklihood of enemy contact. The terminology gets shuffled around a lot, so I don't know if they still teach it this way, but I'll explain it the way I remember it.
The first posture is simply called "Traveling," and is used when enemy contact is unlikely. .
The second posture is "Traveling Overwatch," used when enemy contact is possible but not expected.
The third posture is "Bounding Overwatch," and should be used when enemy contact is expected.
I'll use a lone squad for the example: Both fireteams are in the wedge. One fireteam bounds forward past the other, which is down and ready to give cover fire if necessary. When the moving fireteam reaches its advance position where it can "overwatch" the other, they drop to cover. Seeing this, the covering fireteam now rises and bounds forward to an advance position. This is also called "leapfrogging" and is used a lot at the tactical level

What if I was "slowly creeping".....and was still flanked and ambushed from a side.
I have several tactical options here....turn and return fire while holding my ground....or turn and return fire while me and my squad leap-frogged to safety. We just might need speed to do this. It isnt always a good idea to fight an over-whelming force.

We both know that there are places on each map where "enemy contact is unlikely"....even in game. In those areas....why not be able to cover ground in a fast manner without hinderance?

Also...if squads moved together in a tactical formation and made use of a "point man"...the element of surprise for a hidden "hostile target" would be less effective.

Make sense?

Posted: 2008-03-29 22:27
by The Great Danton
I think everyone should be forced to crawl around on their knees with their iron sights up at all times to make the game more fair. Also, after long sessions of crawling, players should pass out if they don't take time to stop and catch their breath.