Support gunner in 0.8

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mordis
Posts: 4
Joined: 2007-08-09 05:55

Support gunner in 0.8

Post by mordis »

I hope these havent been posted yet (didnt find in search)..

Played MEC support yesterday and noticed few little oddities.

1. 'deployed' (default key 4) mode weapon uses seperate ammo from 'normal' moden (default key 3), its pretty weird that you can run out of 'deployed' ammo and still have magazines in 'normal' mode
2. when you stand up after being prone, deployed and zoomed in, you cant unzoom and run at normal speed without changing weapon first

Other things considered, the 0.8 looks like quite a leap from 0.75 in many aspects, good work :)
$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Re: Support gunner in 0.8

Post by $kelet0r »

Yeah the 2nd one is annoying and seems to affect all support guns and the first is a result of having 2 weapon slots for one weapon
Tbh I don't understand why a deployed mode was necessary at all - aside from a cool animation (which far too often just repeats itself) it just doesn't serve much of a purpose.
I thought that before being prone was the equivalent of being deployed. Now there is a situation where the player is carrying 2 light machine guns, one of which is nearly useless in terms of effectiveness and the other which cannot be fired in any other position then prone.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Support gunner in 0.8

Post by badmojo420 »

The 2nd one is part of the game, it says can only sight in or out while prone. It just slows down the support gunners a bit more. Not even annoying when you get used to pressing both buttons when standing or going prone.
Onil
Posts: 1232
Joined: 2007-08-19 09:50

Re: Support gunner in 0.8

Post by Onil »

Ammo count from the deployed and un-deployed mode should be linked so it would be the same, maybe they forgot to put it in that model.
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Outlawz7
Retired PR Developer
Posts: 17261
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Re: Support gunner in 0.8

Post by Outlawz7 »

Onil wrote:Ammo count from the deployed and un-deployed mode should be linked so it would be the same, maybe they forgot to put it in the weapon's code.

Small correction.
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Caboosehatesbabies
Posts: 335
Joined: 2008-08-25 19:01

Re: Support gunner in 0.8

Post by Caboosehatesbabies »

Huh, I've wondered about the ammo count for the weapons, but never tested it out, I think they share from the same magazine pool though. IE if you use all your belts in deployed mode, you still have the box on your assault mode, but no more ammo after that.

Second, the deployed mode is great and is there to prevent instaprone with the LMG, which is why it has the sight in time after your prone. The reduced movement is compensated by the excellent accuracy in deployed mode.
mordis
Posts: 4
Joined: 2007-08-09 05:55

Re: Support gunner in 0.8

Post by mordis »

Caboosehatesbabies wrote:Huh, I've wondered about the ammo count for the weapons, but never tested it out, I think they share from the same magazine pool though. IE if you use all your belts in deployed mode, you still have the box on your assault mode, but no more ammo after that.
I might be wrong, but I think it was so that I emptied all my belts and last rounds in deployed mode but still had two(i think) full boxes plus loaded rounds in normal mode. Gotta test it out when I get home from work.

Being stuck in zoom is ok when you get used to it, but I think its still a bit ankward. You should be able to unzoom when standing in deployed mode without changing weapon. It sprung to my mind that there might be BF2 engine restriction which just lets you prevent zooming altogether in specific stance, that might explain why its coded like it is now :)

My likely not very feasible suggestion for this: make weapon change automaticly when you have MG in use and change stance from standing/crouch to prone (and vise versa). The actual weapon-change could maybe be incorporated into new animations or then make it just animate like when changing weapon normally from normal to deployed.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Support gunner in 0.8

Post by badmojo420 »

mordis wrote:Being stuck in zoom is ok when you get used to it, but I think its still a bit ankward. You should be able to unzoom when standing in deployed mode without changing weapon. It sprung to my mind that there might be BF2 engine restriction which just lets you prevent zooming altogether in specific stance, that might explain why its coded like it is now :)

My likely not very feasible suggestion for this: make weapon change automaticly when you have MG in use and change stance from standing/crouch to prone (and vise versa). The actual weapon-change could maybe be incorporated into new animations or then make it just animate like when changing weapon normally from normal to deployed.
You dont get it, being stuck in zoom is a death wish. But you dont have to switch weapons to get it out of zoom. Just go prone again, hit the sight in button and stand up again. You can even stand up while the un-sighting animation is going. There is no bf2 restriction, it was "normal" in .756. You could just stand up and it cancels out the zoom. But then you have people running around and instantly going prone and sending a hail storm of bullets down range. Now, they have to go prone and setup. Sort of like in real life how a soldier can't just run around, then dive on the ground with a LMG and be firing instantly. Just get used to it, the guns are awsome now, you have to play smart, no more running into open fields and expecting to kill anything you see, you gotta find a good position and cover your squad.
GruAncH
Posts: 36
Joined: 2007-04-23 11:02

Re: Support gunner in 0.8

Post by GruAncH »

I dunno about anyone else but I've noticed a few times when walking undeployed then changing to deployed to go prone the deviation is wild like your still undeployed.
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nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Re: Support gunner in 0.8

Post by nedlands1 »

mordis wrote:I hope these havent been posted yet (didnt find in search)..

Played MEC support yesterday and noticed few little oddities.

1. 'deployed' (default key 4) mode weapon uses seperate ammo from 'normal' moden (default key 3), its pretty weird that you can run out of 'deployed' ammo and still have magazines in 'normal' mode
2. when you stand up after being prone, deployed and zoomed in, you cant unzoom and run at normal speed without changing weapon first

Other things considered, the 0.8 looks like quite a leap from 0.75 in many aspects, good work :)
#1 Ammo supply is linked. I did it myself and I just checked it

#2 That's an inherent problem with guns that can only be zoomed while prone.
GruAncH wrote:I dunno about anyone else but I've noticed a few times when walking undeployed then changing to deployed to go prone the deviation is wild like your still undeployed.
That's because the deviation due to moving is 10 times higher than in the undeployed mode. Count to three after moving and then shoot.
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taipohh-Est-
Posts: 5
Joined: 2007-10-15 15:58

Re: Support gunner in 0.8

Post by taipohh-Est- »

i think the support gunner is very weird in this mod...

one time i played as mec and i had LMG... i saw an enemy rifle behind the corner so i went there,and at about 1m distance opend up on him,he was prone and looking other direction.. i didnt use irons. to aim,just pointed gun to him..(middle screen) and fired a short 5 round burst... next thing i know the recoil put my weapon pointing to sky and the guy shot me dead..
bit unreal to me.. i mean,if the enemy is 1m away i can hit him with MG. right?? u cant miss him.. but the recoil is far too powerful on these guns...

heres a couple of vids...

YouTube - MG3 shootout in Afghanistan -mg3 standing up,shooting..

YouTube - PKM 250 rounds PKM machinegun

YouTube - HK21 Hk machine gun

what im trying to tell is that recoil effect should be overwatched and redone in next version...

and the animations are nice but they are idiotic...
if im prone with my machinegun,and i have the bipod down,and i get up to make a run,etc. why the hell does he recheck the belt,lift the reciver cover,fiddle with sights.. 1 time if you take the kit... ok make animations.. but if you select 3 and 4 and then 3 and 4 it goes idiotic..
I we been Machine gunner.. and it wont/dont work like that.. you die if you do it like that... :? ??:
Last edited by taipohh-Est- on 2008-09-23 11:04, edited 1 time in total.
HeXeY
Posts: 1160
Joined: 2008-06-28 18:03

Re: Support gunner in 0.8

Post by HeXeY »

It isn't possiblee with the BF2 engine to make the animation work the opposite way too, it's like that when you play vBF2 too (Assault, rifle+GL). Aleast I think that's why
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ERASERLASER
Posts: 152
Joined: 2007-12-30 14:58

Re: Support gunner in 0.8

Post by ERASERLASER »

taipohh-Est- wrote:i think the support gunner is very weird in this mod...

one time i played as mec and i had LMG... i saw an enemy rifle behind the corner so i went there,and at about 1m distance opend up on him,he was prone and looking other direction.. i didnt use irons. to aim,just pointed gun to him..(middle screen) and fired a short 5 round burst... next thing i know the recoil put my weapon pointing to sky and the guy shot me dead..
bit unreal to me.. i mean,if the enemy is 1m away i can hit him with MG. right?? u cant miss him.. but the recoil is far too powerful on these guns...

heres a couple of vids...

YouTube - MG3 shootout in Afghanistan -mg3 standing up,shooting..

YouTube - PKM 250 rounds PKM machinegun

YouTube - HK21 Hk machine gun

what im trying to tell is that recoil effect should be overwatched and redone in next version...

and the animations are nice but they are idiotic...
if im prone with my machinegun,and i have the bipod down,and i get up to make a run,etc. why the hell does he recheck the belt,lift the reciver cover,fiddle with sights.. 1 time if you take the kit... ok make animations.. but if you select 3 and 4 and then 3 and 4 it goes idiotic..
I we been Machine gunner.. and it wont/dont work like that.. you die if you do it like that... :? ??:
Thats pretty much proved on how realistic this game is
hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Support gunner in 0.8

Post by hiberNative »

taipohh-Est- wrote:but the recoil is far too powerful on these guns...
if you haven't noticed, most recoils are too high in the game. it's for gameplay purposes.
a lot of features (like the standing MG magcheck) are there to prevent run-and-gun.
i know it's not that realistic, but i think it benefits the gameplay more instead of dying constantly.
Last edited by hiberNative on 2008-09-23 13:38, edited 2 times in total.
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[MoL]jaVi
Posts: 190
Joined: 2008-03-17 20:51

Re: Support gunner in 0.8

Post by [MoL]jaVi »

Keep in mind that this is "Reality-Mod", on one hand sure its made to be realistic, but on the other hand its STILL A GAME and needs gameplay.
If you take a closer look at it, this mod fulfills both: On one side it IS imho the most realistic mod of bf2 and on the other hand its still "playable"/made for gameplay!

For me, the PR-Staff found a good balance between reality and gameplay.... and they are still going on to become a more realistc AND playable mod! :)
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Chuc
Retired PR Developer
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Re: Support gunner in 0.8

Post by Chuc »

You're supposed to sight in, as this is a preventative measure against prone spamming.
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