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Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 14:10
by Charliesierra-RCR
i wonder if its possible to create a double zoom feature...
i noticed people complaining about scopes in CQB and i hate clearing rooms with a 4x ACOG sight and getting tunnel vision.
Newer generations of ACOGs have a CQB sight mounted on the top of the sight, and the Canadian Elcan has 3 rubber sights on the top for CQB. Even the new Elcan DR has a 0x redot/ 4x zoom feature
My suggestion is a 2 right click method, 1 click for above the sight for CQB, and bringing the weapon into the shoulder, and 2 clicks for looking through your sight.
just a suggestion

Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 14:15
by Rudd
I'm afraid thats not possible in BF2
you can click twice and get differnet levels of zoom, but only in either teh scope OR another position.
CA tried this system using only the scope, and it didn't work so well, now they are trying changing the movement speeds of the player with teh scope up.
I'm sure the PR DEVs also have some good ideas on this front as well.
Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 14:22
by akatabrask
Well, there's a reason there is ironsights/reddot versions of all weapons isn't it?

Other than that I think the combined arms mod tried to incorporate something like this but I never have ogtten to play it that I can tell how good it worked in pr, as far as i recall I just found it annoying to have to click twice to bring the scope up.
Edit: Ninja
Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 14:24
by Charliesierra-RCR
ok, what about instead of a scope taking up the entire screen when you zoom in, you just see through the scope like the m68 aimpoint on the specialist? the area the acog covers still has the zoom, but its not taking up the entire screen so you can see movement from your sides, then maybe you can do the 2 different zooms while in the scope like you mentioned.. but the 2nd click would expand your sight picture to full screen?
Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 14:30
by Rudd
Charliesierra-RCR wrote:ok, what about instead of a scope taking up the entire screen when you zoom in, you just see through the scope like the m68 aimpoint on the specialist? the area the acog covers still has the zoom, but its not taking up the entire screen so you can see movement from your sides, then maybe you can do the 2 different zooms while in the scope like you mentioned.. but the 2nd click would expand your sight picture to full screen?
the only way afaik is to set 2 different weapons with different zoom characteristics.
I wanted that system myself, but its probably too complex to be fun, intuitive or easily understandable.
I applied the ironsight zoom animations to teh scope rifle to demonstrate the CQB mode method. (it would need new zoom animations to place the rifle to the right so that your view isn't completely obscured, I was thinking it would work exactly like the ironsight, except less accurate.
undeployed mode attempt 2 - Xfire Video
it has the advantages of allowing the player to move quickly, and get greater situational awareness, but it is a very convoluted system as its 2 ammo linked weapons like the LMG.
Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 14:42
by Charliesierra-RCR
exactly what i was talking about, but only if you could see through the scope instead of it just being black... the sniper rifles can have a 2 zoom feature with the sight, why couldnt that be implemented with the rifle, with the same picture you just showed me, but with the scope with a sight picture through it, and then another click and it expands it to full screen?
and i dont know what you mean by being complicated? the 2 click feature?
if so, i dont think it would be a problem as long as the game reacted fast enough to the clicking of your mouse.
Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 15:05
by Adetter
WHy not make it like the LMG kits,undeployed and deployed in that case but why not have 2 slots? You guys know what i mean.
Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 15:17
by 0331SgtSpyUSMC
akatabrask wrote:Well, there's a reason there is ironsights/reddot versions of all weapons isn't it?
Your ACOG with AR are normally part of the security/support part of your sq, they should not be clearing out houses, rather providing suppressive fire and watching entrances to the building you are clearing

Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 15:25
by Charliesierra-RCR
0331SgtSpyUSMC wrote:Your ACOG with AR are normally part of the security/support part of your sq, they should not be clearing out houses, rather providing suppressive fire and watching entrances to the building you are clearing
im talking about with my m16/ m4... even still, i've cleared rooms with a M249 and a M240...
Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 15:38
by 0331SgtSpyUSMC
Charliesierra-RCR wrote:im talking about with my m16/ m4... even still, i've cleared rooms with a M249 and a M240...
Sorry I meant the ACOG m16 and AR with or with or without Elcan scope in actual real life usually part of the support team of the squad and provide cover fire and security
Normally you wont need more than one ACOG m16 if you know you will be spending a lot of time in CQB. Something that SQLDR should be enforcing.
Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 15:43
by mangeface
The ACOG is the main reason that I like being the Insurgents or MEC. It is such a pain for MOUT. They really are a horrible piece of equipment IRL and in PR.
Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 16:04
by Herbiie
darkside12 wrote:The ACOG is the main reason that I like being the Insurgents or MEC. It is such a pain for MOUT. They really are a horrible piece of equipment IRL and in PR.
DarkSide, sounds like you love the ACOG
but tbh I like it how if you are going to be in CQB you take ironsights/aimdot, if not you take ACOG, it means that those who are aware of their situation have an advantage of those who go "Woot ACOG".
P.S Darkside: Why is PR depicted as a 6 foot black dude?
Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 16:12
by LUKE_NUKE_EM
'[R-CON wrote:Rudd;1241333']the only way afaik is to set 2 different weapons with different zoom characteristics.
I wanted that system myself, but its probably too complex to be fun, intuitive or easily understandable.
I applied the ironsight zoom animations to teh scope rifle to demonstrate the CQB mode method. (it would need new zoom animations to place the rifle to the right so that your view isn't completely obscured, I was thinking it would work exactly like the ironsight, except less accurate.
undeployed mode attempt 2 - Xfire Video
it has the advantages of allowing the player to move quickly, and get greater situational awareness, but it is a very convoluted system as its 2 ammo linked weapons like the LMG.
I totally agree with this Rudd, because in its current state, any scoped rifleman kit is useless in CQB. And like you said, if they did it with the LMG, why not with scoped riflemen?

Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 16:13
by Charliesierra-RCR
ok, but if we want to do "real life"... i know first hand that we use the Elcan mainly for the Canadian infantry.. (not going into a debate about other battle sights for the canadian army) but the Elcan has CQB sights on the top in which we train to use, and plus the back up sights... but not every time your in battle do you get a chance to be like, "ok im going into a building, time to remove my sight and screw up zeroing"... i leave my sight on and clear a room with the CQB sight.. cause as soon as im done with that room/building.. maybe now im going down an alley way where im being fired at from 150-250m away... now my Elcan sight comes in handy... these situations are the reasons why the new generations of ACOG and the Elcan Specter DR have been developed
Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 16:23
by LUKE_NUKE_EM
Herbiie wrote:DarkSide, sounds like you love the ACOG
but tbh I like it how if you are going to be in CQB you take ironsights/aimdot, if not you take ACOG, it means that those who are aware of their situation have an advantage of those who go "Woot ACOG".
P.S Darkside: Why is PR depicted as a 6 foot black dude?
Could they not make scoped rifles less common(or even limited kits) for all factions besides USMC?(Because all Marine riflemen are issued ACOGs, correct?) In America's Army, they were basically the DM of the game. Since the game was made by the Army, this must be realistic? And if we dont, i can guess a real MEC wouldnt be able to equip quite so many of its troops with scoped rifles, nor would the PLA or the Russians. Anyone, politely correct me if I'm wrong?

Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 16:30
by Charliesierra-RCR
I dont know if your wrong or right, but basically from what i've seen is that all infantry units are equipped with a scope of some sort on their rifles now, the days of Iron sights are pretty much gone, but i could be wrong too cause im speaking on behalf of the Canadian infantry
Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 16:52
by Rudd
Charliesierra-RCR wrote:I dont know if your wrong or right, but basically from what i've seen is that all infantry units are equipped with a scope of some sort on their rifles now, the days of Iron sights are pretty much gone, but i could be wrong too cause im speaking on behalf of the Canadian infantry
I think you are correct for the most part, though I don't have any sources to back that up atm apart from chats with various servicemen.
However the ironsight ingame should probably stay because 1) variation is the spice of life, 2) medics, but plz don't have that debate again here etc.
in my perfect world, unless someone comes up with a better idea the characteristics of the iron vs scope kits should be
Irons, accurate, but no zoom, extra incendiary grenades in some iron kits + maybe some other augmentations.
Scope,
undeployed - no zoom, less accurate than ironsight, but more accurate than hip fire
deploayed - zoom and accuracy as now
has to use 1 piece of equipment to fit the undeployed mode, so would say the loss of the binocs won't hurt much considering its got a x4 scope in the kit anyway. (and only irons carrying binos makes irons more useful and relevant, preserving the kit vs kit balance)
Though you might wanna have a go witht he current CA beta, as they've done some tweaks to how the scope behaves.
Combined Arms : PR Add-On for juxtopposition
Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 16:52
by LUKE_NUKE_EM
Charliesierra-RCR wrote:I dont know if your wrong or right, but basically from what i've seen is that all infantry units are equipped with a scope of some sort on their rifles now, the days of Iron sights are pretty much gone, but i could be wrong too cause im speaking on behalf of the Canadian infantry
Well yes, lots of guys do, but since this game is based upon scale(6 man squads) when every man has an ACOG in the squad, which isnt a good idea but some do it anyway, is a bit unrealistic ACOG/ AIMPOINT ratio. Although nearly all infantry- at least in US- are given aimpoints or some other type of general purpose scope besides the ACOG that serves the purpose of ironsights.
Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 16:53
by LUKE_NUKE_EM
'[R-CON wrote:Rudd;1241465']I think you are correct for the most part, though I don't have any sources to back that up atm apart from chats with various servicemen.
However the ironsight ingame should probably stay because 1) variation is the spice of life, 2) medics, but plz don't have that debate again here etc.
in my perfect world, unless someone comes up with a better idea the characteristics of the iron vs scope kits should be
Irons, accurate, but no zoom, extra incendiary grenades in some iron kits + maybe some other augmentations.
Scope,
undeployed - no zoom, less accurate than ironsight, but more accurate than hip fire
deploayed - zoom and accuracy as now
has to use 1 piece of equipment to fit the undeployed mode, so would say the loss of the binocs won't hurt much considering its got a x4 scope in the kit anyway. (and only irons carrying binos makes irons more useful and relevant, preserving the kit vs kit balance)
Though you might wanna have a go witht he current CA beta, as they've done some tweaks to how the scope behaves.
Combined Arms : PR Add-On for juxtopposition
PERFECT IDEA RUDD

Re: Double Zoom Feature/ Tunnel Vision
Posted: 2010-01-23 16:57
by 0331SgtSpyUSMC
I believe we have two sets of scopes right now because they each have a specific role in the squad, and not to just have a choice. You are right however, sometimes even a guy with ACOG could find himself in a CQB situation, so Rudd's solution would be pretty cool to have.
