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Perfoming a Weapons Check

Posted: 2009-02-27 15:52
by Dude388
First off, nothing came up on the search about this. Secondly, this suggestion DOES NOT drastically change gameplay...just adds a tiny bit more realism. Finally, THIS IS NOT SUGGESTING "WEAPONS JAMMING" AS IT IS HARDCODED. Now onto the idea itself:
Performing a Weapons Check
The basic point of this suggestion is to further shrink/remove the HUD from the display, more specifically the ammo/fire-mode icon. While the icon doesn't really bother anyone, I think the removal wouldn't be that drastic if this method was added. The following suggestion would allow for removal of the indicator and also allow for a detailed indicator to appear shortly if requested.


How to Implement

Player would press a key (perhaps hold down that weapons hotkey for 2-3 seconds) and then the solider would perform a "weapons check" on the current status of the weapon. A small indicator (perhaps the vBF2 indicator as a placeholder for now) would pop up for about 5 seconds (time up for debate). This would show the current ammo in your clip, total magazines remaining (not including your current magazine) and your current fire-mode. To simulate the soldier checking his weapon, we can use the v0.8 reload animations (which were a tiny bit longer :wink :) .


The Purpose

As you read this I'm sure your thinking "Even if they removed the current indicator, I have played enough to know how much ammo is in my clip and never forget my fire-mode". While I agree with you, this implementation can be useful for new player and veteran players alike.

I for one have had moments where after a large fire-fight I have lost track of my current ammo, and I have to guess if I should reload and possible lose a large amount of ammo, or take the risk of running into another fire-fight with only a few bullets left. While this wouldn't always happen, it wouldn't hurt to have this option for after a large battle or awaiting transport.

For example, your squad cleans out the area and a transport chopper arrives to move you the next location. During the flight your Squad Leader asks you all to preform a weapons check and make sure that your clip is sufficiently full, and your fire-mode is set to Burst. Some players would already know their clip is full and their fire-mode is set, but some may have forgotten and all they do while flying in is perform the "Weapons Check" and they're ready for the next engagement.


Final Thoughts

This idea is far from perfect and is not important enough to be added ASAP, not to mention the fact that this may even be hardcoded (however the fact that the DEVs were able to shrink/adjust the HUD leads me to believe otherwise). Any thoughts and opinions are welcome, but please keep them constructive.

Re: Perfoming a Weapons Check

Posted: 2009-02-27 16:02
by McBumLuv
I'm liking it so far, but I'm sure it's possible to check how much ammo you have in your clip with the model. Of course, as you've said, you can have a HUD indicator pop up at least. Only thing I don't know is whether you can press a button, role the animation, and then have the indicator show.

Re: Perfoming a Weapons Check

Posted: 2009-02-27 16:47
by Mr. Hader
like you said, pressing the "weapon check" button could start an animation on the weapon being tested.
for example, take out the magazine and press with the thumb to find out how many bullets left.
while the animation is going you cannot fire the weapon and you will have to switch back to the weapon slot in order to use it.

nothing hardcoded the way i see it, perhaps anyone else can tell me differently.

Re: Perfoming a Weapons Check

Posted: 2009-02-27 17:05
by rampo
Image

Re: Perfoming a Weapons Check

Posted: 2009-02-27 17:30
by oxYris
It would be cool if there were some animation for it, for instance looking at the side of your rifle to see the switch for the firemode. But I guess that would be too much animation-work for such a small thing.

Re: Perfoming a Weapons Check

Posted: 2009-02-27 17:38
by single.shot (nor)
I WANTZ!

Re: Perfoming a Weapons Check

Posted: 2009-02-27 17:52
by Spec
I don't think you can have an animation triggered by a key, except for weapon draw & reload.

Re: Perfoming a Weapons Check

Posted: 2009-02-27 18:12
by MonkeySoldier
Maybe as a slot? Or wouldn't that be possible?

Re: Perfoming a Weapons Check

Posted: 2009-02-27 18:16
by DeltaFart
and switch firemode
Id like it but how would it work? Why not just assign it to say the U key?

Re: Perfoming a Weapons Check

Posted: 2009-02-27 18:19
by Thanato
Why not just have the player remember what setting its at, or when its swtiched have a little R (Repetition), B (Burst), or A (Auto) pop up. . . and when the Mag is empty have it sound like the bolt is staying back, so that when you pop in a new mag, you hit the bolt catch it slides forward throwing a new round down the spout so you can continue killing.

~Thanato

Re: Perfoming a Weapons Check

Posted: 2009-02-27 18:37
by Mora
This seems pretty much hardcoded to me guys.

Re: Perfoming a Weapons Check

Posted: 2009-02-27 18:40
by Bob_Marley
Dude388 wrote:
Player would press a key (perhaps hold down that weapons hotkey for 2-3 seconds) and then the solider would perform a "weapons check" on the current status of the weapon. A small indicator (perhaps the vBF2 indicator as a placeholder for now) would pop up for about 5 seconds (time up for debate). This would show the current ammo in your clip, total magazines remaining (not including your current magazine) and your current fire-mode. To simulate the soldier checking his weapon, we can use the v0.8 reload animations (which were a tiny bit longer :wink :) .


X-ray vision! Oh yeah!

If you can't remember how much ammo is in your mag, reload.

Also, from our acclaimed Already Suggested Suggestions thread (***, as in you look like one if you haven't read it before posting) we have...


Weapons - Ability to check for ammo/magazines.


Find it here! Or in, you know, the stickey in big red letters at the top of the forum.

Locked for resuggestion.