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Looking outside the scope.

Posted: 2023-03-01 14:44
by VTRaptor
Some scopes like british susats/acogs or canadian elcans have back up sights that increase situational awareness as you don't have to zoom out to look around freely, but many factions don't have such features. It affects deployed weapons the most. USMC for example - each time you want to look around, you have to undeploy your AR/MG/DMR/sniper and then deploy again when you spot a target which is plain stupid in few different ways and we all know that, but got used to it. In CQB, standard rifles suffer too, as shooting without aiming down sights dramatically decreases accuracy, and looking through the scope when your enemies are close is counter intuitive.

My suggestion is to add option to look outside the scope for every scoped gun with C button just like it's done already. Shouldn't be too hard to implement as the mechanic is already there.

Re: Looking outside the scope.

Posted: 2023-03-01 15:31
by Mats391
VTRaptor wrote:Shouldn't be too hard to implement as the mechanic is already there.
So you volunteer to create the 4 additional animations required per weapon?

Re: Looking outside the scope.

Posted: 2023-03-01 17:14
by VTRaptor
Mats391 wrote:So you volunteer to create the 4 additional animations required per weapon?
No, this as the name implies is a suggestion forum.

Re: Looking outside the scope.

Posted: 2023-04-15 00:40
by Lt_Picklesworth
VTRaptor wrote:No, this as the name implies is a suggestion forum.
Right!? This is a suggestion form and I feel like reaction you got was a tad aggressive. I think it’s a decent suggestion, at the same time (as the dev. implies I think) it probably would take a lot of work/ animation to pull off.

Re: Looking outside the scope.

Posted: 2023-04-15 17:46
by Suchar
This suggestion requires creating around a thousand new animations. The OP saying it 'Shouldn't be too hard to implement' makes the whole thing a little hilarious.

Not to mention it gets even more tricky if you find out our only animator is from Ukraine.

Re: Looking outside the scope.

Posted: 2023-04-15 20:00
by VTRaptor
Because technically it's not hard(for someone who already done it) but time consuming, and I didn't know how much.

Should've removed that line from my OP, as it's the only thing being discussed in this topic now.

Re: Looking outside the scope.

Posted: 2023-04-16 17:08
by Crylink
Another solution to eliminate any new animations required is to rework the current hipfiring system into a shoulder firing system

where the rifle fires between aiming down sights accuracy and hip-fire accuracy.

Re: Looking outside the scope.

Posted: 2023-04-17 17:39
by Frontliner
Crylink wrote:Another solution to eliminate any new animations required is to rework the current hipfiring system into a shoulder firing system

where the rifle fires between aiming down sights accuracy and hip-fire accuracy.
Even if this is possible, this would also require new animations for all weapons. And we're back to square one.

Going on a limb, it's also unlikely, if not impossible, to have the ADS modifier not activate during your proposed shouldered aim mode.

Re: Looking outside the scope.

Posted: 2023-04-18 14:08
by Crylink
I'm not understanding why new animations will be required if all that is changed while shooting without aiming down sights is the accuracy. the playermodels already have the rifle stock in the shoulder.

Re: Looking outside the scope.

Posted: 2023-04-18 15:25
by Frontliner
From my understanding of how the game functions in this regard, the only way to make your proposals appear in First Person(so, for the player) is to change the appearance of the gun models in such a fashion that the visuals fake the soldier bringing the rifle from low ready(or whatever you wanna call the way firearms are held in PR) to high ready.
First and Third Person visuals use entirely separate animations and models from each other. They only appear to do the same because care has been taken while creating and animating them to you feel like they are looking at the same thing when doing reloads, going prone, readying the weapon, and so forth.

Re: Looking outside the scope.

Posted: 2023-04-19 10:14
by Cpt.Future
Crylink wrote:Another solution to eliminate any new animations required is to rework the current hipfiring system into a shoulder firing system

where the rifle fires between aiming down sights accuracy and hip-fire accuracy.
I'm pretty sure that would lead to even more run and gun gameplay in CQB, I don't think PR really needs that

Re: Looking outside the scope.

Posted: 2023-04-19 13:21
by Crylink
Cpt.Future wrote:I'm pretty sure that would lead to even more run and gun gameplay in CQB, I don't think PR really needs that
Don't you think PR needs balance between factions? Who needs teamwork and cooperation when my C7 can mow down a squad of MEC soldiers?

If all factions are given similar abilities maybe more people will realise that lone wolfing isn't a great idea bringing the level of gameplay higher.