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Grenade launchers
Posted: 2005-07-09 16:54
by DuckCommander
The thing that bothers me about grenade launchers right now, is that a guy can just walk right up to your face, shoot, and kill you. In real life that wouldnt be possible, because the grenade is designed to only explode after a certain number of revolutions. Maybe you could code the grenade launchers to explode only when they have traveled a certain distance. Although it could probly give a little damage due to blunt trauma.
Posted: 2005-07-09 17:06
by Tactical Advantage
Good point, and very true, not to mention, that the guy who shot it seems to live even though it blew up at his feet.
Posted: 2005-07-09 17:32
by TR
If the grenadier had a buckshot round loaded maybe... but yes conventional HE ordnance requires generally an arming distance of 40 Yards (variable) so it can arm so to speak.
Posted: 2005-07-09 18:09
by BrokenArrow
also i think its range is a little off, i saw on the history channel a bunch of marines firing them and they were hiting targets (trucks that had taken their fair share of hits already) and the marines were hitting them at pretty long distances (cant remember them exactly) and they didnt have to point them as high as you do in bf2. also i dont remember seeing any smoke trails on the grenades.
Re: Grenade launchers
Posted: 2005-07-09 19:48
by Paladin-X
DuckCommander wrote:The thing that bothers me about grenade launchers right now, is that a guy can just walk right up to your face, shoot, and kill you. In real life that wouldnt be possible, because the grenade is designed to only explode after a certain number of revolutions. Maybe you could code the grenade launchers to explode only when they have traveled a certain distance. Although it could probly give a little damage due to blunt trauma.
I think that would be a very good idea. I think it's also pretty easy to code, well, if we put a timer or something anyway.
It'd put a stop to those buggers that run n gun with n00b cannons.
Posted: 2005-07-09 20:25
by Tactical Advantage
The range of the M203 is 150 meters point target range, and 350 meters area target range... With grenade launchers though in PR, I would really love to see iron sights used with the M203, etc. Say your looking down your GL sights, the back sights wouldnt move much, but you could adjust your front sights by moving your mouse up and down, so say your target is approximently 100 meters away, line up your sights, tilt your weapon upward till the rear sight lines up with the 100 meter dash on your front sights, and let it rip, it would add a much more realistic M203 experince.
Posted: 2005-07-09 20:27
by requiem
Yep, a change we have already noted.
Posted: 2005-07-09 20:53
by Michael M.
Just a few notes: I can't seem to come to grips with the grenade launcher aiming reticle (yes, I know it'll be removed in the mod). Can someone explain it to me?
Another thing I might add is that no matter how realistic you want the mod to be, duds are NEVER fun. Ever.
Posted: 2005-07-09 21:30
by Tactical Advantage
Yeah, duds are never fun, and with modern technology, the chances of getting a dud is slim to none. As for the aiming reticle, im just gonna take a stab in the dark here, but im thinking it'll be similar to what I said in PR, you use an M203 sight by first figureing out the distance between you and your enemy, then you will notice the front piece of the M203 sight on the top of the handgaurd, the sight folds up and has dashes with distances by each dash, for example, the first dash may have 50m, second one may be 75m, third 100m, and so on... What you do is line up the rear M203 sight with the dash the has the distance of your target by it... Basically, the sights give you a way to figure out how much do you need to tilt your weapon upwards for the 40mm grenade to land on target... Hope that helps.

Posted: 2005-07-10 01:45
by Ugly Duck
Not much to do with the grenade launcher, but why did they make a special animation for switching to the grenade launcher and then ruin it by not having one when you switch back.
Posted: 2005-07-10 03:58
by DuckCommander
Cuz they suck.
Posted: 2005-07-10 04:26
by Ugly Duck
Well... they did make the game. But they made quite a few bad/stupid decisions along the way(score whoring, what an inovative and fun idea!). Annnyways, if there is a timer I think it needs to be slightly shorter than real life. Maybe 10 or 20 yards instead of 40, since most infantry fighting takes place within the confines of city streats and the bases surrounding flags. This would prevent the problem of spamming grenades in CQC, but allow them to be used in normal infantry combat.
Posted: 2005-07-10 05:02
by BrokenArrow
well they were admittedly aiming for an arcade style game... and ive seen arcade games sporting the name Strike: 1945 and featuring harriers and f-22s, so comparitively they didnt do the worst you can. they deserver more credit than we give them... they do send out mod tools that are used for stuff like Project reality, EA doesnt suck THAT bad, they just arent that concerned with reality.
Posted: 2005-07-10 05:02
by DuckCommander
Yea... guys defending flags should be given points too.
Posted: 2005-07-10 05:07
by BrokenArrow
you get them, everytime you kill a guy trying to cap your flag it says Flag Defended! in the bottom left.
Posted: 2005-07-10 05:09
by DuckCommander
Yea but it can get pretty lonely defendin the rear flag and all the action is at the front.
Posted: 2005-07-10 05:11
by BrokenArrow
well, thats life, you arent just gunna accumulate points sitting there, since technically you arent really doing anything.
Posted: 2005-07-10 13:57
by Wolfmaster
BrokenArrow wrote:well they were admittedly aiming for an arcade style game... and ive seen arcade games sporting the name Strike: 1945 and featuring harriers and f-22s,
wtf?

Posted: 2005-07-10 13:59
by TerribleOne
I want to say again. spec-ops need points for blowing up key targets!!!!! UAV. RADAR. ARTILLERY!!!! no body does this because they dont get points!