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Is this a possible solution to the Slow Scope Animations?

Posted: 2008-09-01 16:09
by CanuckCommander
The Issue:

I think the main problem and complaints of the new scope animations originates not from the fact that it is a tad unrealistic to be bringing the optic to your eye so slowly but from the inability to fire the rifle while the zooming animation is playing. The first person to fire has a great advantage. For example, he can suppress the other person quicker, hindering the other person's shot, etc.

I understand that this animation was implemented in order to "simulate" the time it takes to acquire a target, NOT how long it takes to "put on" the scope.



I suggest:

If it is possible to use the "fade from black" effect (or something akin to an eye refocusing) that is used when a person is spawning-in after the animation of the scope/zooming, then it would greatly improve the situation. Have the .75 scope-in animation's speed, allowing the player to shoot as soon as he can, but also include a black fade (or screen blur) to throw-off his initial shots as to "simulate" that he can't instantaneously acquire the target properly as with real weapons.


To sum up, so during the zoom animation rifle can't be fired, but since the blur/fade is a screen effect, such as the bleeding red screen effect, it would allow players to shoot during that time, albeit very inaccurately.


The blur would be similar to a person's eye adjusting to the focus of the scope from unmagnified vision.


If the fade/blur isn't possible with the engine, then perhaps a camera shake or wobble of some sort would suffice since it also simulates how a shooter can't acquire the target properly with the first try.

Just a suggestion for a possible compromise for the current complaints about the animations. :razz:

Re: Is this a possible solution to the Slow Scope Animations?

Posted: 2008-09-01 16:22
by PeterLorre
No matter what you do, the first person who has got your range has the advantage.

Re: Is this a possible solution to the Slow Scope Animations?

Posted: 2008-09-01 16:23
by Rudd
PeterLorre wrote:No matter what you do, the first person who has got your range has the advantage.
yeah...okies...not really what the thread was about

it sounds creative, might be a new idea, and it sounds good, i'd rather the effect be something akin to an eye refocusing.

Re: Is this a possible solution to the Slow Scope Animations?

Posted: 2008-09-01 16:32
by CanuckCommander
Dr2B Rudd wrote:yeah...okies...not really what the thread was about

it sounds creative, might be a new idea, and it sounds good, i'd rather the effect be something akin to an eye refocusing.
Well yea that is what I really meant if that effect is achievable.

I edited my post to contain your quote, hope you don't mind. :razz:

Re: Is this a possible solution to the Slow Scope Animations?

Posted: 2008-09-01 16:37
by monstercam
Dr2B Rudd wrote:yeah...okies...not really what the thread was about

it sounds creative, might be a new idea, and it sounds good, i'd rather the effect be something akin to an eye refocusing.
That is exactly what this thread is about smarta$$

Re: Is this a possible solution to the Slow Scope Animations?

Posted: 2008-09-01 16:48
by Rudd
monstercam wrote:That is exactly what this thread is about smarta$$
there isn't a language filter mate, you might as well have written smartass.......

Re: Is this a possible solution to the Slow Scope Animations?

Posted: 2008-09-01 18:35
by CanuckCommander
PeterLorre wrote:No matter what you do, the first person who has got your range has the advantage.
I'm talking about mostly CQB to medium range engagements. Few maps allowed players to snipe each other with standard rifles in a firefight. Plus if they are far away, you have enough time to hide.

P.S. you and DR stop fighting, stay on topic pls (not trying to be a mod, but just be civilized pls) :p

Re: Is this a possible solution to the Slow Scope Animations?

Posted: 2008-09-01 19:33
by Snowno
I'm pretty sure it's there to make ACOG's have a disadvantage in CQC.

Re: Is this a possible solution to the Slow Scope Animations?

Posted: 2008-09-01 19:38
by SleepyHe4d
1. The suggestions section is locked for a reason.

2. ...or they could just go back to the speeds in 0.75 and actually have good and realistic gunplay gameplay since this is both a game and one based on reality. :roll:

Re: Is this a possible solution to the Slow Scope Animations?

Posted: 2008-09-01 21:08
by Katarn
The next time you can raise and center ironsights to your eye in 0.08 seconds, call me. I'll be waiting.

Re: Is this a possible solution to the Slow Scope Animations?

Posted: 2008-09-01 21:27
by Scot
I think a scope wobble would suffice, like adjusting it to your eyes...

Re: Is this a possible solution to the Slow Scope Animations?

Posted: 2008-09-01 21:55
by flem615
It is there to simulate targeting a target, but also has a much broader implementation. in earlier versions if you got shot at you just popped your scope up and returned effective fire. but now someone has to cover you with there scope ready. thats a major point. if a squad runs across a road, someone has to have the scope/ironsights already at the ready to cover the rest of the squad. then they cover him as he crosses the street.

Re: Is this a possible solution to the Slow Scope Animations?

Posted: 2008-09-01 22:05
by Gooser
I have been arround the type of guns that are used in PR my whole life, and I have never been able to look threw my sights/scope at the speed people did in .75

The speed that characters scope in in .8 is very realistic. It takes me around the same time to scope in as them. I think it's very realistic

Re: Is this a possible solution to the Slow Scope Animations?

Posted: 2008-09-02 01:14
by CanuckCommander
[R-DEV]Katarn wrote:The next time you can raise and center ironsights to your eye in 0.08 seconds, call me. I'll be waiting.
Read my post again, I think you misunderstood. I'm on your side about the time of scoping. I'm talking about improvements to allow the player to fire sooner.

Yes I can raise the ironsights in .08 seconds, BUT I CANNOT center it. That is my point. Allow players to raise the sights as fast as possible, but blur or shake the screen so they can't return accurate fire until whatever time (1 second in V.8?) it takes to "center" the sight.

Re: Is this a possible solution to the Slow Scope Animations?

Posted: 2008-09-02 01:23
by SleepyHe4d
^He was talking to me man...

Katarn, if I had the weapons and experience I'd love to call you. ;)

Hell, even if I just had the weapons I'd even take comparison videos.