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Thread: Attachments on Weapons

  1. #21
    General Naga's Avatar
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    Re: Attachments on Weapons

    I really like that idea. I've always thought it would be good to be able to bring the mounted MGs to a good spot rather than have them put there by the mapper.

    I think what we have here is a MkI and MkII of an idea. Your idea Nada would be very difficult to implement well where as the other idea from Commissar would be comparatively easy.

    So what I suspect we'll end up doing it Commissar's idea in first release and then possible refining it to include Nadanova's idea as well in a later patch.

  2. #22
    Nadanova is offline Senior Member
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    Re: Attachments on Weapons

    Commissar's idea is great yet I was just building on it, if the latter could be implemented somehow I think it would add a lot of realisim to the mod.

  3. #23
    Nemesis-Xero is offline Senior Member
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    Re: Attachments on Weapons

    I don't know if anyone here has played Red Orchestra, but there was a similar system in place in that game. Using the sights of a weapon while standing or crouching, your weapon would 'wobble' slightly, because it's obviously difficult to remain perfectly still. But, if you were near any surface and aimed your weapon as if you were placing it up against that surface, your weapon would be still because you were 'resting' it on the surface. It worked looking around corners (weapon against the wall) and looking over cover (on top of sandbags or any other surface you could look over). I have no idea how they implemented it, but it's something to think about.


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  4. #24
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    Re: Attachments on Weapons

    That would be very cool but likewise I have no idea how it would be done. Perhaps a compromise system would be to have helpers which trigger better accuracy when firing out of specific places such as windows and firing slots.

  5. #25
    Bob_Bobber0 is offline Senior Member
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    Re: Attachments on Weapons

    Yea, Red Orchestra has it down in terms of being able to stable your rifle or weapon on pretty much any surface. A little icon shows up to let you know you are stabling your weapon.

    For MG's and weapons that need to be deployed the same thing happens, you see the icon and you push action key and your mg sets up. You are unable to move unless you "de-pack?" your weapon and move.

    Probably one of the best features in the game.

    Going back to the discussion of attachments, I think the only attachments should be the bayonet and rifle grenade. Bayonet on every weapon that would realistically have one and rifle grenade only with that certain class.

  6. #26
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    Re: Attachments on Weapons

    The problem with Crysis Attachments (not sure if I've mentioned this before) is that theres no delay for attaching them. So a player could be firing one second and have bayonet fixed half a second later if they used a macro or a whole second if they don't.

    Personally I quite like the idea of having the delay while an animation of the bayonet being attached or the rifle grenade being setup. That's just my personal view though.

  7. #27
    Bob_Bobber0 is offline Senior Member
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    Re: Attachments on Weapons

    it only takes about 2-3 seconds to put a bayonet on, it wouldnt need to be that long of a delay, rifle nade I'm sure isnt too much longer either.

  8. #28
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    Re: Attachments on Weapons

    The rifle grenade took quite a long time to setup. It would take me (untrained) about 8-10 seconds if everything was layed on a bench infront of me. They'd have to get it out of pouches etc... but they would also be trained.*

    With the Bayonet it might in theory take only a few seconds to put on BUT how quickly could you put it on if your hands were shaking with fear?

    That all being said I'd hate to have long transitions like in reality. However having 0 time to transfer does seem a little extreme.

  9. #29
    Bob_Bobber0 is offline Senior Member
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    Re: Attachments on Weapons

    I will have to read up on the rifle nade, I just assumed it was attaching the end piece to the barrel and firing the rifle..? lol

    I think its hard to say "every" person is effected by fear in negative ways. For some it may allow them to perform faster and more efficient, for others, maybe their hands do shake and it could impede them in many things.

    But also remember, all of the characters, especially most german troops, have seen combat before, sometimes on multiple fronts. Combat doesnt "scare" them like it would some draftee. I think its unfair to assume that every single one is green. At least some of the men were battle hardened soldiers.

    I think the best way to do it would be to have some kind of bayonet attachment animation that would last 1-3 seconds, maybe you can select it at the weapon attachment screen, maybe not. Same thing for the rifle nade but maybe it takes longer?

  10. #30
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    Re: Attachments on Weapons

    Agreed an animation is the answer. We might not be able to use the attachment system and instead have to opt for cheat method of having them as separate weapons which appear to be attachments by using clever animations.

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