2015-06-16, 02:36 | #11 |
Retired PR Developer
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Re: Animation & Rate of fire - why BluFor weapons are op
Lay off the personal attacks or this discussion is over.
Higher ROF guns do have less recoil in full auto in PR. You will see the recoil between for every shot in semi vs full auto is a different difference. The firing animation for the next round cancels out the previous round, similar to when you try to reload and immediately go prone. This is an engine limitation, not much we can do without changing full auto values to unrealistic numbers. |
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2015-06-16, 02:38 | #12 |
Join Date: May 2011
Posts: 922
United States of America
Location: NOT NYC
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Re: Animation & Rate of fire - why BluFor weapons are op
Somebody open a window its getting heated in here :0
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2015-06-16, 02:53 | #13 | |
Banned
Join Date: Jun 2009
Posts: 3,268
China
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Re: Animation & Rate of fire - why BluFor weapons are op
Quote:
--- After swapping around animations; I found out that AK-74 tends to cause gun to immediately start drifting left/right while L85 or Galil ironsight zoom_fire(firing while aiming down sight) animation tends to keep the first few rounds going up instead. | |
Last edited by ComradeHX; 2015-06-16 at 03:36..
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2018-04-23, 12:22 | #14 | |
Join Date: Jun 2014
Posts: 5
Spain
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Re: Animation & Rate of fire - why BluFor weapons are op
Quote:
I do understand the argument of using auto up close and single at longer range but single fire still feels under-powered when engaging in CQB. Quick taps with single fire should be a viable alternative. From my own experience shooting an AK equivalent in 7.62 x 39, it was always preferable to "get behind" the gun and tap multiple shots on target than switching over to automatic fire. I understand if this is an issue that cannot be fixed, but I would appreciate confirmation if that is the case. | |
2018-04-23, 17:42 | #15 |
PR:BF2 Developer
Join Date: Sep 2015
Posts: 798
Korea (North)
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Re: Animation & Rate of fire - why BluFor weapons are op
You're replying to a post from 2015.
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2018-04-23, 18:13 | #16 |
PR:BF2 Contributor
Join Date: Oct 2012
Posts: 1,874
Germany
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Re: Animation & Rate of fire - why BluFor weapons are op
You can balance stuff out(900 RPM compared to 600 RPM compared to 450 RPM).
You can make semi more viable, too. |
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them ]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy Just_Dave: i have a list about PR players, and they r categorized by their skill Para: You sir are an arse and not what the game or our community needs. AlonTavor: Is that a German trying to make me concentrate? Heavy Death: join PRTA instead - Teamwork is a must there.
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2018-04-23, 22:14 | #17 |
Join Date: Jun 2014
Posts: 5
Spain
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Re: Animation & Rate of fire - why BluFor weapons are op
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Tags |
animation, blufor, fire, length, rate, weapons |
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