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09-03-2008, 03:00 AM #16
Re: Weapons animations
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.
Originally Posted by kevlarorc
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.
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.
Originally Posted by aus-trooper
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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09-03-2008, 04:49 AM #17
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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09-03-2008, 05:58 AM #18
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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09-03-2008, 09:06 AM #19
Re: Weapons animations
|TG-XV| Waldo_II
Violence doesn't solve anything.
Exceptions for: Slavery, dictatorship, communism, genocide, oppression, evil/racist/hateful regimes bent on world domination...
"If you take a step towards freedom, it'll take two steps towards you." - Tom Morello




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09-03-2008, 09:21 AM #20
Re: Weapons animations
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
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09-03-2008, 09:25 AM #21
Re: Weapons animations
cqb = death

|TG-12th|WhiskeySix
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09-03-2008, 09:56 AM #22
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09-03-2008, 01:11 PM #23
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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09-03-2008, 03:08 PM #24
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09-03-2008, 04:56 PM #25
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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09-04-2008, 07:01 AM #26
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09-04-2008, 09:26 AM #27
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.
|TG-6th|Ferris Bueller
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09-04-2008, 01:08 PM #28
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09-04-2008, 04:42 PM #29
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09-04-2008, 04:45 PM #30
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I just love the sounds and animations... one more good reason to be sq leader!










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