|-2 easy Tips to enhance Gameplay-|

General discussion of the Project Reality: BF2 modification.
<<SpanishSurfer>>
Posts: 220
Joined: 2006-05-13 05:38

|-2 easy Tips to enhance Gameplay-|

Post by <<SpanishSurfer>> »

1st * Make it so that when a bullet goes near a player a whizz noise is heard.

2nd * Rework the tracers on weapons that are supposed to have tracer rounds. Make them look like they look in real life. The tracers in BF2 never guide gunners very well (Purpose of tracers), plus it looks cool in night maps.

This is what tracer rounds look like for choppers http://video.google.com/videoplay?docid ... cer+rounds

-Spanish 8)

*I put this in the suggestion section of the forum as well. Would like to see what everyone else thinks.
Garack
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Joined: 2006-05-04 07:20

Post by Garack »

Yes, like in Red Orchestra, both ideas are very good implemented there.
<<SpanishSurfer>>
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Joined: 2006-05-13 05:38

|-3 more Ideas-|

Post by <<SpanishSurfer>> »

*Stamina bar should effect aim. In other words, if you run a lot or jump a lot and are breathing heavily, it should effect player accuracy.

*Kit types should be limited in each map. In other words, based on the amount of people in a map there could be a limit as to how many people can be sniper, support, etc. That way the entire opposite team is never all snipers, taking away the feel of PRMM. <--Does everyone like that?

*Insta-proning has to go. Either make it a little slower to prone or make aiming impossible while going prone.
trogdor1289
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Joined: 2006-03-26 04:04

Post by trogdor1289 »

Insta-proning is being a major ***** to fix right now. As to your other suggestions the stamia idea is probaly going to be worked on. As to limiting kit's this almost defiently won't be happening due to forcing people to use kits isn;t fun for anyone.
<<SpanishSurfer>>
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Joined: 2006-05-13 05:38

Post by <<SpanishSurfer>> »

Oh, well I just thought I would suggest it, I know everyone does not like it. Forgotten Hope implemented it in BF1942 and is also doing it for BF2 and it worked out very well for them. It felt like a real army was fighting in that mod.
Fullforce
Retired PR Developer
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Post by Fullforce »

I was thinking about proning, heres some ideas.
1) either the prone is slower - you go into a crouch, then to the ground
2) You have to be crouched to prone. Not perfect, but it works.
3) or you lose a lot of stamina when you prone - a dive like that would really take the wind out of you.
<<SpanishSurfer>>
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Post by <<SpanishSurfer>> »

I like #1
"Get lost, support your Coast Guard."
the.ultimate.maverick
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Post by the.ultimate.maverick »

Garack wrote:Yes, like in Red Orchestra, both ideas are very good implemented there.
Ye they have momentum system that, guess what, isn't supported by BF2! Plus the guys over at RO got a lot of help from the guys who made the HL2 engine, unlike the DEVs and Dice.
Image
Fullforce
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Post by Fullforce »

Bear in mind the source engine is practically endlessly customisable. You can do anything with that thing.
OiSkout
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Post by OiSkout »

Instaproning DEFINITELY should stay. I'm pretty sure if I was skippin along in a field and I hear a MG outta nowhere shoot at me, I would drop to the ground preeeeetty fast.

Only the aiming should be slightly delayed after going prone. You should be able to shoot, but either it'll be really sporadic or you can't ironsight.
trogdor1289
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Post by trogdor1289 »

I would given how after talking to duece and other military advisors about this when you drop to the ground due to the amount of gear you're wearing espically the saw guy you use the weapon to break your fall. So for at least a while you will be getting your weapon back up into fighting postition.
solipsism
Posts: 181
Joined: 2006-03-02 04:34

Post by solipsism »

'[R-PUB wrote:maverick']Ye they have momentum system that, guess what, isn't supported by BF2! Plus the guys over at RO got a lot of help from the guys who made the HL2 engine, unlike the DEVs and Dice.
RO AINT Source. Its Unreal.
Braddock096
Posts: 370
Joined: 2006-02-06 20:04

Post by Braddock096 »

The point at issue with insta-proning is the near perfect accuracy as soon as you prone. If someone was firing at me I would get down damn fast, but I wouldn't be in a postion to shoot them with excellent accuracy within 2 seconds of my chest hitting the dirt.

EDIT

@ Spanish Surfer, check this thread on signature rules.... Thats a big 'un you've got there!
http://realitymod.com/forum/t3438-perso ... yspan.html
exodus
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Joined: 2006-05-14 03:12

Post by exodus »

Gimme those tracers
trogdor1289
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Post by trogdor1289 »

Image
Yeah spanish i think this is a bit big.
Cerberus
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Post by Cerberus »

OiSkout wrote:Instaproning DEFINITELY should stay. I'm pretty sure if I was skippin along in a field and I hear a MG outta nowhere shoot at me, I would drop to the ground preeeeetty fast.
If instant proning is going to stay, you oughta feel an huge impact when you hit the ground; it's not like you're diving in gym class. The soldiers in Project Reality are carrying a firearm, grenades, body armor, and countless other items.
Only the aiming should be slightly delayed after going prone. You should be able to shoot, but either it'll be really sporadic or you can't ironsight.
Agreed 100%
"Practice proves more than theory, in any case."

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trogdor1289
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Post by trogdor1289 »

Well yeah you insta prone if you don't land right you'e likely to knock the wind out of yourself you;re carrying like 80 pounds of gear all of that landing on you will have quite an effect.
six7
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Post by six7 »

How about this- when you prone, your weapon is "put away". There could be an empty selection in your inventory that you would switch to every time you proned. The you would have to hit the button to redraw your weapon after you hit the ground. IRL soldiers use the buttstock of the weapons to break the impact of fall when proneing. This would also make it so the devs didn't have to creat a whole new prone animation, as the putting away and redrawing animations would look pretty realistic and cause a good delay

~this idea was 50% stolen =o
Of mankind we may say in general they are fickle, hypocritical, and greedy of gain. -Niccolò Machiavelli
eggman
Retired PR Developer
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Post by eggman »

Hey Guys,

We really tried to get rid of insta proning and the accuracy on prone issues. We certaintly haven't given up .. but we had to stop our efforts and move on to other things in the 0.3 dev cycle.

It's a lot more difficult than we thought and there are more limitations than we expected, but we'll continue to see what we can do to address it.

egg
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
egg[/COLOR][/COLOR][/COLOR]

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Malik
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Post by Malik »

six7 wrote:How about this- when you prone, your weapon is "put away". There could be an empty selection in your inventory that you would switch to every time you proned. The you would have to hit the button to redraw your weapon after you hit the ground. IRL soldiers use the buttstock of the weapons to break the impact of fall when proneing. This would also make it so the devs didn't have to creat a whole new prone animation, as the putting away and redrawing animations would look pretty realistic and cause a good delay

~this idea was 50% stolen =o
I'd say 100%. ;)
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