So I was thinking, shouldn't another class besides the crewman have some kind of SMG? Because I've found that being a MEC crewman or (or any other faction that gets an MP5, I haven't checked/payed attention), even when there aren't any armored vehicles around, is amazingly much more handy than being a rifleman with iron sights is because of the low recoil and fast rate of fire. And a kit that one would be able to spawn as with a SMG (An mp5 or uzi or colt SMG, or if you want to go with the cool factor, a bizon or something) would be really handy, as crewman have only their SMG and smoke. They have no grenades or anything offensive. Maybe the specialists or the medics, or iron sights riflemen could be able to switch between a full sized rifle or SMG as they please the same way you can change what primary you spawn with in vanilla BF2.
As for iron sights, my gripe is that they're almost useless when you're shooting past 50-70 yards. In reality, one should be able to hit a man sized target like 300 yards out with something like an AK, and even further with the AR15 series guns, with iron sights. I know that to shoot 300 yards is asking WAY too much for this game because everything would be horribly unbalanced, but irons should be at least a little bit more useful. Maybe a fast 2x zoom with them when you're looking down them? In ArmA, when you're wielding a g36, if you tap the right mouse button, it goes to the irons, and when you click and hold for a second, it uses the 3x zoom reticle on it. Is there any way that something like that could be implemented in PR? Maybe a 1.5x or 2x zoom for rifleman sights, or have the zoom only applicable if the weapon is in semi-auto firing mode? If this were implemented, and SMGs were more widely put into use, the zoom could apply to rifles and not SMGs so as to have a reason to choose one or the other.
Another thing that kind of irks me is that rifles tend to shoot where you point them in real life. It's really annoying to shoot someone with perfectly lined up iron sights from 20 yards away, or have the crosshair on what SHOULD be a 1 to 1/2 MOA rifle (M24, L96, etc.) on an enemies dome, and miss. Is there any way to add an iron sight/optics wobbling animation so that one would know when his/her weapon were stable? Or maybe add those bars that you see when you're trying to stabilize a HAT.
[EDIT]
I could have SWORN I was posting this in the suggestions section. If a mod could please move it, that would be wonderful.
Sorry! D:
Sub guns and iron sights
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Thunderblarg
- Posts: 10
- Joined: 2009-09-09 20:01
Sub guns and iron sights
Last edited by Thunderblarg on 2009-09-12 08:29, edited 1 time in total.
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Sub guns and iron sights
Welcome to the forums!
Weapon sway is hardcoded and a resuggestion; the Dev's would've done it if they could. I'd agree with some sort of indicator however.
As you probably figured, the inaccuracy of the weapons is mainly due to the player's movement; so just wait an extra second for the weapon to stabilize and don't try to shoot while moving.
As far as SMG's go, I could only imagine unconventional forces and the MEC to use them. (For the latter, an SMG/Battle rifle combination would make sense, the other factions have chosen the middle way with assault rifles)
Weapon sway is hardcoded and a resuggestion; the Dev's would've done it if they could. I'd agree with some sort of indicator however.
As you probably figured, the inaccuracy of the weapons is mainly due to the player's movement; so just wait an extra second for the weapon to stabilize and don't try to shoot while moving.
As far as SMG's go, I could only imagine unconventional forces and the MEC to use them. (For the latter, an SMG/Battle rifle combination would make sense, the other factions have chosen the middle way with assault rifles)
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DesmoLocke
- Posts: 1770
- Joined: 2008-11-28 19:47
Re: Sub guns and iron sights
Sneaky sneaky... You need 25 posts in order to post in that section.Thunderblarg wrote: [EDIT]
I could have SWORN I was posting this in the suggestions section. If a mod could please move it, that would be wonderful.
Sorry! D:
Regarding more SMGs, I don't think it will happen with the blufor forces as they use their standard issue assault rifles. I would think a SMG class would go against what PR is aiming for. Maybe if the specs ops kit was brought back but that is unlikely. Just remember it takes 8 full seconds for complete accuracy with most weapons. However, after 2-4 seconds, you should be able to hit your target at the average infantry engagement distance in PR.
Welcome to the forums.
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SkaterCrush
- Posts: 1173
- Joined: 2009-04-13 19:07
Re: Sub guns and iron sights
Welcome 
Anyways, I do vouch for more AK-47U's or some form of AK SMG for opFOR on Insurgency, because I am completely obsesed with them, but right now only the Cell Leader has the AK-47U
Anyways, I do vouch for more AK-47U's or some form of AK SMG for opFOR on Insurgency, because I am completely obsesed with them, but right now only the Cell Leader has the AK-47U
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RHYS4190
- Posts: 959
- Joined: 2007-08-30 10:27
Re: Sub guns and iron sights
I agree with you in regards to the 1.5 zoom for the iron sight's, Or even 1x zoom, would go a long way in giving you more range. and with a zoom that small you can still fight in close quarters just as effectively as with out the zoom.
it absolute Bull that you can effectively only get out to around 70m's. But don't get your hopes up that they will fix the iron sights, it starting to look like they never will.
And yeah i agree the option of SMG for the support class's would be great. There are often times when im medic id like the option of a weapon that can put out 900 rounds a minute,
And even though the max range of a SMG is 100m before the bullet starts to drop that hardly matters because that the limit to how far we can get out with iron sights any way.
it absolute Bull that you can effectively only get out to around 70m's. But don't get your hopes up that they will fix the iron sights, it starting to look like they never will.
And yeah i agree the option of SMG for the support class's would be great. There are often times when im medic id like the option of a weapon that can put out 900 rounds a minute,
And even though the max range of a SMG is 100m before the bullet starts to drop that hardly matters because that the limit to how far we can get out with iron sights any way.
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sparks50
- Posts: 1128
- Joined: 2008-07-16 21:30
Re: Sub guns and iron sights
Yes, sadly it looks like the developers refuses to understand that human eyes and a computer monitor works very different.
Even Red Orchestra has taken to it senses and have more iron sight zoom in their next game.
But the PR devs seem to look at this as something gamey or whatever, which puzzles me.
Threadstarter, you are not alone in grabbing the crewman kit in MEC inf maps. Its a superior weapon for close combat, as in real life
Even Red Orchestra has taken to it senses and have more iron sight zoom in their next game.
But the PR devs seem to look at this as something gamey or whatever, which puzzles me.
Threadstarter, you are not alone in grabbing the crewman kit in MEC inf maps. Its a superior weapon for close combat, as in real life
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Chuc
- Retired PR Developer
- Posts: 7016
- Joined: 2007-02-11 03:14
Re: Sub guns and iron sights
You make us sound like criminals, thanks. We're well aware of the resolution phenomena.
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sparks50
- Posts: 1128
- Joined: 2008-07-16 21:30
Re: Sub guns and iron sights
You wont get away with this *waves fist*
If it helps, I do think you guys get a lot right. PR is a blast to play
If it helps, I do think you guys get a lot right. PR is a blast to play

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Eddie Baker
- Posts: 6945
- Joined: 2004-07-26 12:00
Re: Sub guns and iron sights
Nice try.Thunderblarg wrote:I could have SWORN I was posting this in the suggestions section. If a mod could please move it, that would be wonderful.
Sorry! D:
The 25 post requirement is there because of re-suggestions like these. Spend more time reading the forum and getting to know the game and community before making suggestions.
Locked.





