increase draw time on at weapons

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SethLive!
Posts: 1582
Joined: 2007-02-10 22:46

increase draw time on at weapons

Post by SethLive! »

Could the devs increase the drawtime on at4s and RPGs? I would really cut down on noob toobing. I know that light at is limited in .6 but i still think rocket lauchers should have an increased drawtime 3-4 seconds perhaps?
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robbo
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Joined: 2006-10-25 15:14

Post by robbo »

Maybe for the Conventional army's but not for the Insurgents as they use RPGs against infantry in real life.
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Have you played 0.6 yet?

Then how do you know that there will be noobtube spammage?
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SethLive!
Posts: 1582
Joined: 2007-02-10 22:46

Post by SethLive! »

Its not just to stop noobtubing, its to be more realistic. right now, the draw time on the RPG is less than a second. Is that realistic? IRL, you have to shoulder your weapon, then unshoulder the rocket launcher, this should take a few seconds.
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Someone please tell me that the above is irony.
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[T]waylay00
Posts: 402
Joined: 2007-04-12 23:08

Post by [T]waylay00 »

robbo wrote:Maybe for the Conventional army's but not for the Insurgents as they use RPGs against infantry in real life.
Still though, it's not like they run around a corner and pull one out in two seconds upon seeing an American soldier standing three feet away...
Mongolian_dude
Retired PR Developer
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Joined: 2006-10-22 22:24

Post by Mongolian_dude »

The problem with n00b tubing is partly because they run around with the weapon already equiped as a 1st resort against ANYTHING that will come their way. Spammers think that the Assault rifle is the attachment to the UGL :lol:

...mongol...
Military lawyers engaged in fierce legal action.

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daranz
Posts: 1622
Joined: 2007-04-16 10:53

Post by daranz »

Maybe PR needs the OICW prototype... That thing IS a grenade launcher with a rifle attachment :P
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VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Post by VipersGhost »

I hate the noob tubing...and its not just noobs either. Some of the best players in PR on TG are noob tubers. They immediately get the heavy AT and start hitting guys....then they have a 4-1 KDR and its stupid. There has to be some way of stopping this kind of nonsense. The RPG's at least need to be rid of the "Insta-Aim" as its rediculously unrealistic for guys to be running full speed, turn and blast you...it feels very much like Unreal Tourney at that point. No one said they can't shoot them at troops...just not instantly. I would like it to have a delay at least before you can fire it, like the delay thats on the Hand Grenades (though pls remove it on nades). To me it doens' t have to be perfect, just functional.
n|ghtshader
Posts: 21
Joined: 2007-04-14 12:30

Post by n|ghtshader »

I was especially amused yesterday when a guy who was hiding behind a low wall, jumped up and let rip with his n00b tube and landed back behind the wall as his rocket slammed into us killing half our squad.

I think if the n00btube is shouldered then jumping and running should both be disabled. On top of this it should take at least 3 seconds to shoulder the tube. This would still make it a valuable anti-infantry weapon but if you want to keep it shouldered then you have to walk everywhere. This it would make it less like a Quake deathmatch :)
Dyer |3-5|
Posts: 234
Joined: 2007-03-08 17:41

Post by Dyer |3-5| »

n|ghtshader wrote:I was especially amused yesterday when a guy who was hiding behind a low wall, jumped up and let rip with his n00b tube and landed back behind the wall as his rocket slammed into us killing half our squad.

I think if the n00btube is shouldered then jumping and running should both be disabled. On top of this it should take at least 3 seconds to shoulder the tube. This would still make it a valuable anti-infantry weapon but if you want to keep it shouldered then you have to walk everywhere. This it would make it less like a Quake deathmatch :)
3 seconds would be a bit long in reality, maybe 1.5-2 second delay would be more realistic.

The only problem I have the the noob toob is that people run around with it as their pimary weapon. If its possible, maybe making it so you can only walk, not sprint or jump or anything else when it is selected could solve this problem. You would obviously be able to walk with it in RL to adjust and hide ect. But I doubt that any responsible soldier would make a habbit of running around with a loaded and armed grenade launcher w/o even having the safety on.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

3 seconds seems more then reasonable to me, if not a little lenient. To be honest I reckon most of the weapons are too quick to draw not just the ATs.
SethLive!
Posts: 1582
Joined: 2007-02-10 22:46

Post by SethLive! »

AnRK wrote:3 seconds seems more then reasonable to me, if not a little lenient. To be honest I reckon most of the weapons are too quick to draw not just the ATs.
exactly
why not increase the draw time on all weapons? unfortunately this would require hundreds of new animations, so i think we should start with the most important things: RPGs and AT4s
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Someone please tell me that the above is irony.
Or I'll rip my own eyes out with a sardine.
-[R-Mod] Masaq
[T]waylay00
Posts: 402
Joined: 2007-04-12 23:08

Post by [T]waylay00 »

SethLive! wrote:exactly
why not increase the draw time on all weapons? unfortunately this would require hundreds of new animations, so i think we should start with the most important things: RPGs and AT4s
Why would it require new animations? Just delay the time until the animation occurs.
JKRMAUI
Posts: 584
Joined: 2007-04-10 22:22

Post by JKRMAUI »

I would very much like to see a draw time on GLs and anti tank weapons. Even though PR is a VERY good mod, it still has that vBF2 feel to it. I personaly would like to see ALL actions slowed down.

If you want to place a pack of C4, it should take you 4 seconds to place it.
Slam 2.5 seconds
3 seconds to ready an AT4/RPG/etc
2 seconds to ready any Grenade Launchers
5 seconds to place a land mine
3 seconds to place an IED
Medic revives should take a few seconds and some of these actions should require you to stand still, moving will cancel it.
and so forth. It would slow the game down ALOT and make it much more "realistic" as far as the speed of conflict would go.

Also you accuaracy should just go down the drain while moving. I see to many people just run and gunning Rambo style and taking people out. When in all honesty....they should of gotten their brains blown out of their heads for being so stupid...........................*light bulb turns on* After sprinting for 3 seconds your accuracy gets very bad. Your hearts beatings very fast. If your shooting with out sights your have very little control over your gun, if your aiming with the sights you certainly not going to be Zeroed in. Bingo that right their! that would make a HUGE leap to bring game play in PR to a more "Realistic pace"!!
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

I don't think the GL should be very long, it's pretty clear in the animation how quick it is to switch between the rifle and the GL. It'd be nice to have an animation between the GL and the rifle rather then the current one which is just the guy getting his rifle back out for some reason. But I'm sure the Devs have better things to do at the moment.
Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Post by Jaymz »

Do you mean the draw time on the projectile? As far as I know it draws for a long *** time. Though it losses it's jet trail. Anyways, you'll be glad too know that I increased the sound radius and the volume of all AT projectiles so you can hear them come in from pretty far.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
n|ghtshader
Posts: 21
Joined: 2007-04-14 12:30

Post by n|ghtshader »

I think the post relates to 'draw' in the sense of 'time to make the weapon ready' :)

Though it is nice to know you can hear the AT projectiles from a long way away :-)
Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Post by Jaymz »

n|ghtshader wrote:I think the post relates to 'draw' in the sense of 'time to make the weapon ready' :)
:o ops:
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
jerkzilla
Posts: 1615
Joined: 2007-03-07 12:04

Post by jerkzilla »

If only the DEVs had an animator then I'd suggest that when firing the AT 4, the shooter removes the safety, taking 2-3 seconds. Now, I'm no expert and no soldier but I doubt the AT4 and SRAW don't have a safety. I don't know about the RPG though.
daranz
Posts: 1622
Joined: 2007-04-16 10:53

Post by daranz »

Take a look at the AT4 in America's Army. There, if I recall correctly, the operator actually pops open the foldable sights, unsafties the front safety, and then presses down the secondary safety in the back. For added bonus, he lifts his fingers from the secondary safety (activating it) while in motion.

It's certainly possible to make a believable animation, but then, you'd have to find someone to do it.
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