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Option for Riflemen to take off scope

Posted: 2007-06-29 14:56
by Apheirox
ArmedDrunk&Angry made a great suggestion over here: http://realitymod.com/forum/t23445-blur ... focus.html . I thought it deserved its own thread so it gets seen.
Strategist wrote:There should definitely be an option to take the scope off the rifles like you suggest. That is in fact a very, very good idea as right now, the Rifleman is in fact worse in some CQB situations than the engineer and medic - and that is just wrong.

Posted: 2007-06-29 15:01
by Outlawz7
Maybe an option to take off/put on optics on all weapons for that matter?

Can see the Devs coming and saying "very nice idea, but we dont have anyone to animate that!!11 " :/

Posted: 2007-06-29 15:09
by ArmedDrunk&Angry
I keep seeing a quote in someone's sig that says" I still think my idea of a cheap Indian animator has merit"....... perhaps a third party effort along those lines ?
I would donate.

Posted: 2007-06-29 15:10
by CareBear
they got an animator now :D

Posted: 2007-06-29 15:21
by Apheirox
Like I already made a post about I would be overjoyed to put some gold on the table if it could improve PR - or even just as a beginning attempt to say 'thanks' to the makers of this great mod! Even so, I would be happy just to have this option. There does not have to be an animation. Just make it like the heavy AT: After switching from scoped version to sights or back there is an X second delay before you can fire.

Posted: 2007-06-29 15:27
by bosco_
No need for animators, make assault rifle with iron sights unlock, problem solved.
But if it's wanted is another question.

Posted: 2007-06-29 15:27
by daranz
What, you mean remove the scope in the middle of a battlefield?

I don't think you're supposed to do that. I'd think you'd have problems with keeping it aligned if you wanted to put it back on.

I seriously don't feel that I'm at an disadvantage with the new scopes while in CQB - I don't go clearing rooms with sights up anyway.

Posted: 2007-06-29 15:41
by Bob_Marley
Having it "removeable" is silly. You don't take sights off or put them on in combat, because the ones you take off loose their zero, and you'd have to zero the new ones once you put them on. And thats not practical.

Add the option to spawn with a scoped or ironsighted rifle for the rifleman, but make it so once the choice has been made its permanent until you respawn (or nick someone else's kit :p )

Posted: 2007-06-29 15:42
by ArmedDrunk&Angry
But can't you use the iron sights and the scope...IRL ?

Posted: 2007-06-29 15:44
by Long Bow
It could use the unlock system but that would be limited to respawns for it to work. This however would be better then letting someone change sights constantly in game. It would be a nice feature to be able to switch to iron sights as a rifleman for CQC once you respawn but not critical. :grin:

Posted: 2007-06-29 15:46
by Skullening.Chris
Why not just make it the #4 slot, like the nade launcher on the Grenadier rifle?
It'll have that stupid "pulling out your rifle again" animation, but eh, we're all used to it by now.

Posted: 2007-06-29 15:46
by Bob_Marley
ArmedDrunk&Angry wrote:But can't you use the iron sights and the scope...IRL ?
Depends on the sight/mount.

Some sights, like the ACOG and SUSAT have backup ironsights on top of the scope (though they're rather poor, they're only intended to be use if something breaks the main scope, IIRC), while some mounts allow you to use the ironsights on the weapon.

Posted: 2007-06-29 16:06
by Eyre
Skullening.Chris wrote:Why not just make it the #4 slot, like the nade launcher on the Grenadier rifle?
It'll have that stupid "pulling out your rifle again" animation, but eh, we're all used to it by now.
Seems like this could present problems with your ammo supply. Having a rifle + two types of grenade launcher ammunition is different than having 2 rifles + 1 type of rifle ammunition. As a grenadier, you have rifle clips, explosive rounds, and smoke rounds. Wouldn't having 2 rifles, one scoped and one iron sighted, mean you would have to have two different sets of rifle mags?

Posted: 2007-06-29 16:06
by ReaperMAC
Perhaps we can make it similar to the Sniper Rifle where you have to double right click to get the better zoom. So the first right click would be the regular ironsight and the second right click would zoom in to where it is now. Not sure if that is realistic though....

Posted: 2007-06-29 16:24
by daranz
I, for one, would find that problematic. Having to click twice in order to get the scope would get annoying, especially if you wanted to use the scope to take a closer look at some things while still scanning the the area without the scope.

Posted: 2007-06-29 16:25
by .:iGi:. Eggenberg4Ever
Is it really worth the effort though?

There's surely more pressing gameplay issues that need addressed.

Posted: 2007-06-29 16:35
by El_Vikingo
Just use the medic or engineer kit.

Posted: 2007-06-29 16:36
by ArmedDrunk&Angry
but.....gimme gimme
i want

Posted: 2007-06-29 16:37
by 77SiCaRiO77
they dont have nades

Posted: 2007-06-29 16:41
by LekyIRL
ArmedDrunk&Angry wrote:but.....gimme gimme
i want
lol :D
I think you should have the option to spawn with/without scope, as someone mentioned earlier, although I guess people would complain when they spawn with ironsights and then get in a long range fight and want a scope :roll: