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3 Suggestions...

Posted: 2006-02-26 19:08
by Evil_Eye
Hi, ive got 3 suggestions for the mod:

1. Smoke (from nades) should stay around longer, to make it more useful.

2. Crouching should be a toggle, not constant pressing.

3. Sniper feels a little underpowered.


What are ur thoughts?

Posted: 2006-02-26 19:30
by Campez
1. Good idea, so you can move a whole squad over a street :)
2. I dont really think this is a problem is it?
3. Underpowered!!, dont you mean unaccurate, it s one shot one kill with the m24

Posted: 2006-02-26 19:33
by bake15
sniper rifles are fine as they are imo, the other 2 suggestions would be good additions to the mod.

Posted: 2006-02-26 19:46
by Rifleman
As CamperDK said ;]
I tried m24 today... i didn't hit anything so i won't say anything on its power...

Posted: 2006-02-26 19:56
by Evil_Eye
There is no hit indicator, so i guess it could be inaccuracy not power explaining a lack of kills.

Edit:
As it is easy to die in PR remaining hidden in long grass is essential. I was on Steel Thunder today, and i wished i had had a crouch toggle.

Posted: 2006-02-26 21:00
by [BiM]Black7
the sniper is fine as it is atm you just need some training...

Posted: 2006-02-26 21:02
by Evil_Eye
It seems harder to hit stationary targets than in vanilla BF2, i expected it to be the other way around.

Posted: 2006-02-26 21:02
by Rifleman
the sniper is fine as it is atm you just need some training...
Teach me in PM please :-)
Becouse today i shot few guys from 20m - 50m in center of body and nothing...
But claymores were deadly :P

Posted: 2006-02-26 21:05
by Evil_Eye
I aimed for the head, and im sure i should of hit but it didnt

Posted: 2006-02-26 21:12
by [T]Terranova7
These are some issues I noticed as well.

1 - My first time playing in Project Reality, you can't cross the street without being shot at, and I've used smoke grenades several times but they just don't last long enough.

2 - I like, I hate wasting an extra finger stuck on the crouch button. CoD had it this way and it works really well.

3 - I don't know exactly how the sniper rifle works in game, since when I played with it I didn't hit anything.

Posted: 2006-02-26 21:26
by Evil_Eye
Well a few people agree with me. I wonder if the changes will be implemented.
:) :-D :mrgreen:

Posted: 2006-02-26 21:29
by Cerberus
Smoke grenades don't last long enough nor do they give enough cover, IMO

It would be pretty nice as a toggle, I suppose.

M24 is atrocious (it's like using a shotgun for sniping), SVD is pretty useful but can often miss the target by a foot, and the QBU-88 is ****ing amazing. I'd like to see the M24's accuracy improved

Posted: 2006-02-27 02:10
by Gran
The smoke issues are tied into LAG. A ton of smoke would cause problems with the BF2 engine. The M-24 accuracy HAS been improved from earlier releases and this issue has been talked to death. Trust me, the DEV's know about the M-24. I think the main reason its accuracy has been nerfed to a non-realistic point, is that the USMC weapons were more accurate overall. Possiblely now that the other teams weapons have been improved the M-24 will get another look, I hope.

Posted: 2006-02-27 06:50
by Rhino
solodude23 wrote:Of course its tied into lag. But at least anotehr 10 seconds of smoke wont hurt.
you might be suprized....

Posted: 2006-02-27 08:15
by Gran
Another ten secs? What happens when half the server pops smoke? Like on the initial assault into Karkand? I don't think the game engine can handle that much.

Posted: 2006-02-28 18:34
by Evil_Eye
Gran wrote:Another ten secs? What happens when half the server pops smoke? Like on the initial assault into Karkand? I don't think the game engine can handle that much.
Obviously it would have to be balanced. Perhaps reduce smoke to 1 each.

It doesnt need to be quite 10 secs.

Posted: 2006-03-02 01:34
by Sgt.Sappo
Hmm, smoke I think isnt used as much as some people think... I have only seen it used in mass quantities on Oasis, and that is only on the initial flag rush to secure.

We should have random drift scripts for the smoke, depending on what the script decides for wind :) One time it will roll slowly across to the left, another time It might wildly blow across the right quickly.