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Scope Raising/Aiming

Posted: 2007-10-19 06:52
by pasfreak
I think the actual raising up to your sights should be slower, like it is in the support weapons now.

it should take about one to one and a half seconds to get your sights centered, this would help end the insta headshot wtfpwn problem PR is plagued with.

Posted: 2007-10-19 07:31
by PRC_Heavy_Z
Good Idea, I agree... especially considering a sniper rifle is a pretty bulky piece of hardware :)

Posted: 2007-10-19 09:06
by ZaZZo
Thay have it on the sniper muskets in BFP2, and it works very well :)
Would be great to see it in PR :)

Posted: 2007-10-19 09:26
by Harrod200
Yea it is a bit dodgy when your rifle goes from your hip to your sholder in a nanosecond...

If there was a delay added I'd expect to see two things;
1. More people moving around with their eye to the sight permanently, ready to engage
2. More people running around and just spraying when they see an enemy

Posted: 2007-10-19 10:28
by Doc_Frank
Agreed 100% Even the coverfire and suppressive fire can have bigger impact.

Posted: 2007-10-19 11:10
by AnRK
Harrod200 wrote:Yea it is a bit dodgy when your rifle goes from your hip to your sholder in a nanosecond...
I think it's shouldered pretty much constantly, and when you press aim it's brining the sights up to your eyes as far as I'm aware. It's only when you sprint that it's at your hip, if I remember right.

Posted: 2007-10-19 11:32
by Harrod200
AnRK wrote:I think it's shouldered pretty much constantly, and when you press aim it's brining the sights up to your eyes as far as I'm aware. It's only when you sprint that it's at your hip, if I remember right.
It may be modelled that way when people run, but the way you fire it, unaimed is effectively firing from the hip.

Posted: 2007-10-19 11:42
by AnRK
It never seems THAT inaccurate to me. I can take people out a good 20-30 BF2Ms away reasonably accurately (BF2metres, just thought I'd give it a go to see if it sticks ;-) )

Posted: 2007-10-19 14:20
by zeidmaan
I REALLY love the idea. It would give more advantage to the guy thats stationary and ready to engage, over the guy on the move. Currently it takes a skilled player about 1 second to stop - bring the sight up and score a hit (with scoped weapons, with unscoped its a bit longer). I hate that, specially now when about 50% of players have scoped weapons.

Posted: 2007-10-19 14:51
by Waaah_Wah
I was gonna post about this a while ago :)

Posted: 2007-10-19 15:00
by <1sk>Headshot
I agree, it's a good idea. Maybe an increased value for Sniper rifles and MG's. An average value for AR's and little to none for Carbines. This would work pretty well. With maybe a delay of half the time if you are prone, to give you an advantage over attackers if you're defending, like it should be.

Posted: 2007-10-19 15:31
by G.Drew
i also like the idea, adds more realism + its stops the instant headshot thing

Posted: 2007-10-19 15:40
by Harrod200
Waaah_Wah wrote:I was gonna post about this a while ago :)
Gonna woulda coulda, too slow ***** :p

Definately something to consider for .8 methinks.

Posted: 2007-10-19 15:43
by CAS_117
you cant move when aiming. in the army youre taught a tactical walk to keep spacing with others and your sight picture even while remaining mobile while having the weapon shouldered. in pr you don't move in the aimer. accuracy while walkng should be minimal, but you should still be able to walk normally, otherwise its better to instaprone.

Posted: 2007-10-19 16:05
by ZaZZo
caboose wrote:you cant move when aiming. in the army youre taught a tactical walk to keep spacing with others and your sight picture even while remaining mobile while having the weapon shouldered. in pr you don't move in the aimer. accuracy while walkng should be minimal, but you should still be able to walk normally, otherwise its better to instaprone.
Wrong thread? :neutral:

Posted: 2007-10-19 16:10
by Harrod200
Yea he reposted that in the walking speed one :)

Posted: 2007-10-21 00:57
by AnRK
Harrod200 wrote:Gonna woulda coulda, too slow ***** :p
Actually something like this was suggested a month or two back. ;-)

Posted: 2007-10-21 01:20
by OkitaMakoto
Harrod200 wrote: If there was a delay added I'd expect to see two things;
1. More people moving around with their eye to the sight permanently, ready to engage
2. More people running around and just spraying when they see an enemy
Ok, what idiot would "slow walk" around with the iron sights up constantly? :) Slow moving easy target with limited visual range if you ask me

And fine, spray and pray long distance and see if you kill me first.

I say go for it, more time would be nice.

:)

Posted: 2007-10-21 01:24
by pasfreak
yeah i vaguely remember it
but it was nowhere in the search, and i didn't see it in the *** thread.

...im just waiting for a mod to come over with their UBER SEARCH powers to show me the old thread and then lock this one.

but whats the point in that? i mean when a thread dies out, and the issue isn't recognized (as in dev's saying, "yes" or "no" to it), then shouldn't it be brought back to attention?
i mean if you can't find the original thread, what makes better sense than to just make a new one?


and in addition to my original point in making the scope raising longer, i think a big issue (which ties into scope raising time) is having the weapon in the DOWN position (i.e. the position its in when you're sprinting) while walking as well.

the only time it should be up is while your scope is raised, and 5 to 10 seconds after you raise your scope.
i'm not saying model this in FPS mode, but simply altering the character model so it does this. (so you see it when you look at another person)

Posted: 2007-10-21 09:59
by Warmagi
pasfreak wrote: but simply altering the character model so it does this. (so you see it when you look at another person)
Thats called animation and to do that they need animator whos going to spend his valuable time to do that. As probably some DEV will tell you later if you're an animator... go for it.