View Full Version : Light Machine Guns
waaah_wah
08-05-2008, 02:54 PM
http://www.realitymod.com/forum/f196-pr-dev-journal/43215-weapons-light-machine-guns.html
*Fap *fap *fap
Wizrdwarts
08-05-2008, 07:39 PM
Are we going to have to check the chamber every time we take out any gun? Also how are they managing the mode switching? Can't you only have 1 draw animation per weapon?
waaah_wah
08-05-2008, 08:29 PM
They are made of win and sex. Thats how.
They have two different weapons that are maf linked, meaning if you empty the mag halfway though on the "Assault" LMG, you will only have half magasine left on the "Deployed" LMG.
But they are "different weapons". Atleast thats what i understood from some of their posts.
And yes i guess the animation will be there everytime you change your weapon to the assault LMG. Wich isnt a problem at all coz you should have it selected pretty much all the time anyway.
Wizrdwarts
08-05-2008, 09:36 PM
So it's considered 2 different weapons by the engine, except the ammo is linked like the rifle rockets/shotgun in 2142?
waaah_wah
08-05-2008, 09:56 PM
Never played 2142, but yes. One of the weapons is manuevrable and your able to scope in whenever you want but its inaccurate, the other one has slighty longer "sight in" time and you can only use the sights while prone, but when you do, its accurate as hell with little to no recoil.
Wizrdwarts
08-05-2008, 10:02 PM
And switching between modes will require you to redo the entire animation?
waaah_wah
08-05-2008, 10:31 PM
I dont know about that one.
Zuke`
08-06-2008, 03:19 AM
Probably, otherwise there'd be no point to having both weapons if it was that easy to switch between the two modes.
I personally think this is pointless. As cool as the animations and ideas are behind it, it doesn't seem right. Why have a gun you can't fire when you want it? I'm fine with having a delay, but it should be focused more on the amount of recoil/reload time when standing/running/prone/etc. than if you can fire it or not. Maybe I need a bit better of an explanation as to what this exactly changes between the two modes, but from what I've seen it just adds another cumbersome feature.
The animations/sights look amazing though.
The premise is that we're trying to convert the machine gunner into a thinking man's weapon where the idea of positioning is paramount to the success of this kit. In the past, it assumed when you were sighted in you had supported accuracy and control, despite the fact that you were standing and or walking about. This presented a number of habits that we wanted to discourage like prone-diving and running/gunning.
The best way for one to use the kit is to stay in assault mode when in transit except for when you want to hold a position and deny an area, of which you will deploy. In a way the machine gunner is a lot more defensive in that it takes only about 1.5-2 seconds to take out the deployed mode (which also means you can use things like grenades, field dressings and your shovel without much penalty), as opposed to the 7-8 seconds of the assault mode. In this way we're encouraging more machine gunners to choose wisely their positions rather than playing the rambo. (they still can, just that they'll be penalised should they want to switch back into assault mode).
Bear in mind also that deployed mode has a mouse sensitivity modification (0.5?) whereas assault mode is normal.
Now that I think about it, its a lot more suiting to call 'assault mode' more 'self defence mode'.
[130.Pz]W.Fuchs
08-06-2008, 10:38 AM
Finally talented animations!! Excellent work PR!
Now I just hope some vehicles, like the US truck, get a graphics boost and I'm a lucky PR player :p
waaah_wah
08-06-2008, 12:42 PM
The premise is that we're trying to convert the machine gunner into a thinking man's weapon where the idea of positioning is paramount to the success of this kit. In the past, it assumed when you were sighted in you had supported accuracy and control, despite the fact that you were standing and or walking about. This presented a number of habits that we wanted to discourage like prone-diving and running/gunning.
The best way for one to use the kit is to stay in assault mode when in transit except for when you want to hold a position and deny an area, of which you will deploy. In a way the machine gunner is a lot more defensive in that it takes only about 1.5-2 seconds to take out the deployed mode (which also means you can use things like grenades, field dressings and your shovel without much penalty), as opposed to the 7-8 seconds of the assault mode. In this way we're encouraging more machine gunners to choose wisely their positions rather than playing the rambo. (they still can, just that they'll be penalised should they want to switch back into assault mode).
Bear in mind also that deployed mode has a mouse sensitivity modification (0.5?) whereas assault mode is normal.
Now that I think about it, its a lot more suiting to call 'assault mode' more 'self defence mode'.
Nice to see you in here;)
Wizrdwarts
08-07-2008, 12:38 AM
So it's going to take 7-8 seconds just to pick up you MG off the ground?
Essentially yes. Usually you do that when you're moving out of which you'd have a fair decent amount of time anyway, plus you can still run or sprint while deploying.
Haymaker88
08-20-2008, 01:08 AM
0.8 is going to be awesome :thumbsup:
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