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Discussion: Project Reality / PR:BF2 - Weapons animations - Originally Posted by kevlarorc I really hate how slow the acog animation is. I don't
  1. #16

    KORdaemon's Avatar

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    Re: Weapons animations

    Quote Originally Posted by kevlarorc
    I really hate how slow the acog animation is. I don't mind the aimpoint so I basically would rather have a medic kit as an SL than an officer kit.
    i, like i already said, think the ACOG animation makes sense so people have a tangible incentive to get iron sights and also, with the officer kit, that just gives you more reason to try to keep yourself farther out of the fighting since you are supposed to be leading.

    not saying you should completely stop fighting, but the squad leader kit should be used more for guiding the rest of your group such as spotting for your squad, acting as designated marksman when necessary, and in general being more of a support kit than anything else.

    for closer combat, the squad leader has his pistol, which is fairly powerful if used well, which gives the slow acog aiming even more reason to be slow since before, the pistol was pretty useless.

    a squad leader is no use if he's dead.

    Quote Originally Posted by aus-trooper
    Yea I hope they change the animations even slightly would be great, I remember in the version before last the Hat kit was impossible to use, then in the previous prob to easy, now they have made it too hard again.

    The other day i was in a covered position, crawled up on a Apc (from a long distance) went to my knees lined him up with the hat......... 2 mins later (animation) about to fire then he kills me.. he should have gone down first. Lol maybe just bad luck... no more shooting down choppers with the Hat
    oh come on, you're exagerating. it's not THAT much slower than before (if it's slower at all), and it's definitely easier in this version since you can visually see when the stupid thing is ready to fire. i highly doubt you would have been able to take out that APC whether it was 0.8 or 0.75 under the circumstances you've described.

    edit: btw, i'm just curious, why did you need to crawl up to the APC in the first place? couldn't you just take it out from afar?
    also, i've already seen a HAT take out a heli, in the very first round of 0.8 that i've played. why would the new animations stop you from doing so anyway.

    now, i'm not trying to bash people about this, i'm trying to give you some perspective. if i seem rude, i'm sorry, but i'm just trying to balance this thread out by giving some good points to the new changes since right now this thread is just a bash about the new animations (aside from the opinions about tapping the mag on your helmet.. i don't really have anything to say about that).
    Last edited by KORdaemon; 09-03-2008 at 03:20 AM.

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  3. #17

    Bisclaveret's Avatar

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    Re: Weapons animations

    Having the ACOG/otherscoped sights the way they are with the slow animation is pretty killer. It's a static, slow moving block in the middle of the way, that blocks your view of your target before actualy being able to see. The same thing for the aimpoints, and is even more rediculous. I think ARMA is jading me on this though, because from ready to aimed on an aimpoint is less then half a second WHILE BEING ABLE TO SEE THROUGH THE AIMPOINT WHILE ITS DOWN. I know you can't do that with the 2d weapons like we have them now, but still.. just a thought.

    You're right though, the time it takes for the USMC/RMC to do various things like pick up thier weapon from switching/after swimming, from low ready to aiming (for both types of weapons)... the game acts like the soldier is hefting a 20 lb rock instead of a 8-10 lb weapon spread over length. They're way too slow and deliberate, and theres been countless times where i've been shot because i just can't bring my eyes to the sights fast enough.

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  5. #18

    Ghost Dog's Avatar

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    Re: Weapons animations

    Is there a reason why the automatic rifles reload when going from deployed mode to normal mode or is this a bug? It makes no sense to me...

    Other than that, I really like the new animations. They might be a little slow, but I think they 're great.

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  7. #19

    Waldo_II's Avatar

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    Re: Weapons animations

    Quote Originally Posted by kevlarorc View Post
    I really hate how slow the acog animation is. I don't mind the aimpoint so I basically would rather have a medic kit as an SL than an officer kit. Some of the animations are foolish, sure it looks kinda cool but the animations where you tilt your head sideways just throw me off.
    When I last led a squad, on Jabal, I actually went rifleman ironsights just for this reason. Sure, I did have to run back to my rally just to get an officer kit to set down a bunker, but at least I got kills and the flag.

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  9. #20

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    Re: Weapons animations

    Quote Originally Posted by Ghost Dog View Post
    Is there a reason why the automatic rifles reload when going from deployed mode to normal mode or is this a bug? It makes no sense to me...

    Other than that, I really like the new animations. They might be a little slow, but I think they 're great.


    They are two separate rifles with linked ammo but other then that you could assume there is a sandstorm going on or something and it needs clearing alot


    Best new animation is heli dust off and mini jdam explosion from the cobra and a10, etc


    Only thing that bugs is dam rubbish ak47 accuracy, I wouldnt mind assembling it from parts every time its used if it would then work on automatic. The ak101 is still usable


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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  11. #21

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    Re: Weapons animations

    cqb = death

    |TG-12th|WhiskeySix

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  13. #22

    |TG-Irr|Nixon's Avatar

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    Re: Weapons animations

    Quote Originally Posted by WhiskeySix View Post
    cqb = death
    Not with the new pistols I just love the sounds and animations... one more good reason to be sq leader!



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  15. #23

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    Re: Weapons animations

    Yeh the Saw animation is horrible and you dont usualy last with it for longer than 5 min. I dont see why you reload, after you get out the vehichle, get off a lader or change from deployed to undeployed. From this the SAW is now almost useless in my opinion since u die so fast from having these horrible issues with the animation.

    And slammin the mag on ur head, if i was getting shot at, i reallyi would not think about slammin the mag on my head no matter how cool it looked.

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  17. #24

    kevlarorc's Avatar

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    Re: Weapons animations

    Quote Originally Posted by Bisclaveret View Post
    Having the ACOG/otherscoped sights the way they are with the slow animation is pretty killer. It's a static, slow moving block in the middle of the way, that blocks your view of your target before actualy being able to see.
    I think this is the main reason it feels slow. Your enemy could duck back around a corner and head down an alley and you don't even get the chance to see him because your scope is taking up 95% of your screen.



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  19. #25

    TheTonkaTruck's Avatar

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    Re: Weapons animations

    I just wish the single shot was faster, especially for the pistols. I liked the old fire rates.


    You're resident FireFighter/EMT TonkaTruck <3

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  21. #26

    browna3's Avatar

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    Re: Weapons animations

    i'm lovin all the new animations except for the saw it's pointless o check the weapon everytime you go from deployed to undeployed i leave it on deployed now and dive to the ground if there is a contact

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  23. #27

    Ferris Bueller's Avatar

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    Re: Weapons animations

    PPSh>all. The thing is like an autofire laser beam. I was victim to an entire squad of militia medics owning the crap out of us yesterday. Apparently the devs forgot the deviation on that particular weapon.

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  25. #28

    Charity Case's Avatar

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    Re: Weapons animations

    Quote Originally Posted by Ferris Bueller View Post
    PPSh>all. The thing is like an autofire laser beam. I was victim to an entire squad of militia medics owning the crap out of us yesterday. Apparently the devs forgot the deviation on that particular weapon.
    This is totally untrue, the 'burp gun' actually has higher deviation in all respects than a standard assault rifle. I think you just got a little too close .

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  27. #29

    TurkishDelight's Avatar

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    Re: Weapons animations

    I call it a support gun
    |TG-X|Turkish


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  29. #30

    KORdaemon's Avatar

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    Re: Weapons animations

    Quote Originally Posted by TurkishDelight View Post
    I call it a support gun
    lol same here, it works almost as well as an undeployed LMG ^-^
    didn't really get a chance to use it much in combat in 0.8 though...

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