Battlefield HitFixer for AutoHotKey (By WaltBerkman)

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Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Battlefield HitFixer for AutoHotKey (By WaltBerkman)

Post by Arab »

I just thought that the PR mod could maybe use this. Most likely PR 1.0 has the optimizations needed:

Battlefield HitFixer - Fixes HitReg for BF2/2142 • AutoHotkey Community

Video:
https://www.youtube.com/watch?v=hmKJwRnmd1U
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ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: Battlefield HitFixer for AutoHotKey (By WaltBerkman)

Post by ChallengerCC »

Arab wrote:I just thought that the PR mod could maybe use this. Most likely PR 1.0 has the optimizations needed:

Battlefield HitFixer - Fixes HitReg for BF2/2142 • AutoHotkey Community

Video:
https://www.youtube.com/watch?v=hmKJwRnmd1U
Thats realy necessary since the running speed was increased in PR. Bevore it was acceptable but, since this patch from PR the dust effect is a regular situation. You cant hit running targets properly. QRF made a video of that a long time bevore.
If this fix is compatible it would be great!

So to lower the deviation and made PR more action like to counter this problem is in my opinion the wrong way. It would be better to fix this problem with your fix.
To lower the deviation and centration of a gun made the attacker become more stronger. This lowers greatly slow movement and static behavior tactics, what in conlusion lowers tacticly movement and teamplay.
If someon is static he should be way accurate then someon is moving. So that covered movement is necessary and still effectiv.

In 95% of every casual game the attacker is in most situation in advantage. Like that is the gameplay running and spreading, die spawn die spawn die spawn.

It should be clear that respawn times of vehicles/players and weapon behaviors can have major consequences on the gameplay and playstile of Project Reality. Changes here should be double checked and multiple side effects considered.
Last edited by ChallengerCC on 2012-10-02 13:53, edited 12 times in total.
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WeeD-KilleR
Posts: 792
Joined: 2009-11-01 13:32

Re: Battlefield HitFixer for AutoHotKey (By WaltBerkman)

Post by WeeD-KilleR »

Since DICE has OFFICIALLY DECLARED THIS USELESS, I would like to request for a mod to lock this thread. Please do not delete it, in that it can be used as a reference for questions in the future people may have.

"No it wasn't. It wasn't designed to change at all.
The "fixes" don't make the game work any differently as the server is still running with the normal values that the game has. These changes just graphically make it look like something different is happening."

Courtesy of Bazajaytee, Associate Producer at DICE, EA forumns http://forums.electronicarts.co.uk/batt ... legal.html Post Number 7

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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Battlefield HitFixer for AutoHotKey (By WaltBerkman)

Post by 40mmrain »

WeeD-KilleR wrote:1234567
so, we can modify server files?
AncientMan
Retired PR Developer
Posts: 5111
Joined: 2007-05-22 07:42

Re: Battlefield HitFixer for AutoHotKey (By WaltBerkman)

Post by AncientMan »

40mmrain wrote:so, we can modify server files?
Yeah, modify the server with a setting that is based on an individual clients latency... :roll:

Anywho, locking the thread as it's been well established many times before that this is simply a placebo effect.
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