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PostPosted: Mon Jun 05, 2006 11:16 am 
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I answer it in the Questions thread:
http://alliancethegame.com/community/vi ... c&start=15

The answer is that at the end you'd have two magazines with 10 rounds, not one with 20.


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PostPosted: Tue Jun 06, 2006 8:58 am 
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And please, make the shooting sounds more ear-violent(compare CS:Source with CS:Source Fusion), and maybe add post-sound effects such as ringing in the head not only for explosions but for shooting too.

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 Post subject: Death and Dying
PostPosted: Thu Jun 08, 2006 12:32 pm 
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Similar to the realistic ballistics I'd like realistic death/dying.

To expound:

If you are headshot. You're done. Instant death. Lights out. Badda bing.

If you are mortally wounded it'd be nice to be able to fire off some a few last glory rounds while you are going down.

Example: If you get shot in the chest, you are going to die, but not instantly like a headshot.

I'd like to see a timing system incorporates the following parameters:
1. the ballistics of the weapon inflicting the damage
2. the vitality of the area on the body hit
3. integration of ballistics and tissue/organ damage = time until death

In essense, when you are injured, either by fall or by weapon, your health begins to dissipate in a manner that is related to the seriousness of your injuries.

If you are shot in the calf, the decline might be slow. If you are shot in the chest, the decline might be precipitous.

As your health approaches the final 20% your ability to aim your weapon accurately is diminished, your ability to move normally is limited, your ability to see over distance is limited. et cetera

Maybe even abilites limited by the area wounded. Chest/torso wounds make you fairly useless at trying to do any kind of sniping or long distance shooting.

A leg wound by bullet or fall limits speed and mobility. A wound to the arm limits accuracy of long range shooting.

Obviously wounds are cumulative. If you are shot in the leg and the arm, your health decreases in proportion to your cumulative trauma and you are limited in your mobility, speed, and long range capabilities.

If there is a healing option as in BF2 (medic). It takes longer to heal those that have sustained more serious injuries. This adds a dynamic element of battlefield triage. As is the case in the "real" military, triage is the exact inversion of the civic model. The military model places priority resources on those soldiers that will be capable of returning to battle. Surgical candidates, amputations, etc are lower on the priority scale because they cannot return to battle. The opposite is true of civilian triage where we treat the most seriously injured first. It would be a interesting strategic aspect to multiplayer and perhaps solo.


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PostPosted: Sat Jun 10, 2006 5:05 pm 
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Foxman wrote:
Borrowing some inspiration from Red Orchestra here and there...

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Something I loved about the Enemy Territory game online was the small scale 'persistant' campaign system that was used. Perhaps some elements of the single player story could be jumped into MP to create a small campaign where maps are linked together. To make it better though, have a dynamic map selection based on the success or failure of a team rather than having a set cycle. So if Team A wins then they move further into Team B's territory or vice versa.

Stats are always interesting but if included, don't tie them to any form of ranking or reward system ala BF2. It sours the game considerably when a small section of a community 'farm' or 'whore' for points instead of 'playing' the game.

In-game browser != Gamespy.



I'm sure I'll come up with others soon enough. My apologies if some of these are mentioned elsewhere in the thread or forum and I've overlooked them.


Something like this is a great idea. Maybe something like a "multiplayer campaign mode" where the server can set up a number of levels. such as follows:

A "short campaign" would be 3 maps selected by server. Players start on "neutral"(no tactical advantage to either side) map. Winners of the round goes to the losers' map that is set up so that the losers are in a better defensive situation, making it harder for the attackers. If the attackers win again they they win the campaign. If the defenders win then it goes back to the "neutral" map.

It would be kind of like a multi-map linked tug-of-war. Winners would gain ground on the losers. Longer campaigns would be 5,7, etc maps. One "neutral" map to start with and a number of maps that make it progressively harder for the attackers.

If the levels could be customized by the server, say from a drop list, for each map slot, the combinations of campaigns would be endless.

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PostPosted: Sun Jun 11, 2006 3:38 am 
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I'd love to see something kind of similar for Coop mode also. For example you setup a server with three maps and have 10 players joining. After the first map 3 of you are dead and you have used up 50% of your ammo. Then the server switches to the next map, the three people who are dead stay dead and can either leave or spectate and used ammo doesn't replenish itself. You then play the second map and if you lose any more men this is reflected when you start the final map, again any ammo used is not replenished.

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PostPosted: Mon Jun 12, 2006 11:18 am 
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Multiplayer campaigns are something we've actually been considering for a while, but it's too early to say whether or not they'll make it into Alliance. They would be fun, though.


Last edited by AllianceEric on Tue Jun 13, 2006 10:47 am, edited 1 time in total.

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PostPosted: Tue Jun 13, 2006 12:12 am 
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Sox34 wrote:
Multiplayer campaigns are something we've actually been considering for a while, but it's too early to say whether or not we'll be able to include them. They would be fun, though.


Fun indeed! But not only is it fun, it adds a level of persistance to the game that is akin to an MMOG or ranking system but without the massive time investment and tendency to focus on personal glory. It gives players a real sense of achievement if they can push the enemy back and it gives the losing side a real incentive to fight back and hold their ground.

Having a set 'line' of maps with a central starting point ie:

A - A1 - A2 - A3 - N - B3 - B2 - B1 - B

Would be good for a small campaign as described by AccuracyThruVolume with say 3 maps or so but more than that and I feel it would become too much of a bore if the teams are pushing and pulling fairly evenly.
Instead, make it branch based on the level of success for the winning team. So if its a close victory (based on whatever the conditions are), then the map may or may not be the same as if it had been an overwhelming victory. Likewise, this could work in reverse if the defenders start pushing back.

A7A - A8A - A9A

A4A - A5A - A6A

A - A1 - A2 - A3 - N (mirrored for opposing team)

A4 - A5 - A6

A7 - A8 - A9

Just a quick example off the top of my head, obviously its not perfect or anything but I hope the idea is clear as thats all I'm wanting to show at this stage. Multiple directions of attack based on either victory conditions or perhaps player voting for the victorious team, thus adding even more of a player driven element. Hell, you could even start to talk about voting/nominating players as group leaders to give more of a structure feel to the campaign although that opens up its own can of worms.

Either way, I'm still keen as mustard to see more of this game in the future. Its looking sharp, very sharp :)


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PostPosted: Wed Jun 14, 2006 5:54 pm 
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I'de really like to see an animated HUD/GUI.


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 Post subject:
PostPosted: Mon Jun 19, 2006 1:22 am 
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Dont know if this has been posted before, but as an objective based mode, a simplem "destroy the target" would no doubt be the best option for competitive play and tournaments. Please include a attack/defend mode, like we see in CS and COD, makes multiplayer simple, competetive, quick rounds, no respawn, teams of 5-8 and sets up brilliant oppurtunities for team based play. Especially if one team is navy seals and another czech mercenaries (or something).

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PostPosted: Mon Jun 19, 2006 5:08 am 
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Well here are my suggestions.

1. The ranking system is quite important for a lot of people. It keeps them coming back and playing, however one thing that EA did get right with BF2 was the way they only handed out the ranked server code to ISP's and other people willing to pay through the nose. Also their ability to wipe stats etc for stats padding. If you guys did that, it would be fantastic!

2. Whilst your intentions are to develop a realistic game, please bear in mind that it is a game. I personally prefer games where rifles actually shoot where your crosshair is pointing, the games like COD/BF2 and many others that decrease your accuracy when moving, jumping etc really takes the skill out of it too much. You need to have good aim in games like medal of honor where you shoot and it goes right where you're aiming, not 60 degrees to the left or right. That's skill in my opinion.

3. Please try and have server options for A LOT of things, even like the above suggestion, being able to choose between "real-life" mode and "game" mode (for lack of a better word). Server options allow people to set the game up the way they want and there would hardly be as many complaints if people could set more options the way they like it. There's nothing worse than being stuck with something you don't want or vice versa. Obviously this needs to be within reason but surely adding server options isn't that much of a time killer.

4. It would be good if the game could go through thorough testing before release. Again, I relate to BF2 and DICE said "yeah we're doing extensive testing" where in actual fact, they hardly did any and now have finally realised the only way to fix their problems is wth an open beta. I'm not suggesting this (although it would be nice) but please, please get the game running as good as possible without simple problems like those of BF2 (server browser, crash to desktop, and the latest "server crash" problem.)

5. Please include bolt action rifles on all teams, we don't all like using semi-autos. And please try and reward bolt action users moreso than other guns, whether it be more damage or players get more body armour etc. There's nothing worse than the "spammers" owning everyone. Once again, the skill required for bolt action is higher than spray and pray that some games have. Although many will disagree with me, this is simply my view.

6. As the poster above me said, an objective gametype for multiplayer is a must if you ask me. CTF and TDM etc get boring and there needs to be a reason to stay alive. So once you're dead, no respawn till next round.

7. Please don't make the game "slow" like Day of Defeat Source or Red Orchestra...it takes ages to use ironsights in them and they just feel sluggish and really poor. COD type ironsights is the way to go. Don't make the mistake of having the game run like Medal of Honor Pacific Assault either. It needs to be responsive to the user.

8. A lean mode like Spearhead? No movement whilst leaning - that type of thing.

That's all I can think of now, I await the flaming but hope that people can understand where I'm coming from :)

Cheers


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PostPosted: Mon Jun 19, 2006 5:17 pm 
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Quote:
6. As the poster above me said, an objective gametype for multiplayer is a must if you ask me. CTF and TDM etc get boring and there needs to be a reason to stay alive. So once you're dead, no respawn till next round.


NUFF SAID ! :D

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 Post subject:
PostPosted: Mon Jun 19, 2006 5:21 pm 
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I think it should be realistically slow because it extends the play time and replay time and is funner then just running through a level being Rambo.

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PostPosted: Mon Jun 26, 2006 2:45 pm 
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In addition to the standard multiplayer gametypes, Alliance's main gametype will be objective based with regards to the maps and scoring (in addition to the flexibility that the WarStudio affords with regards to setting up custom scenarios).

You will not be able to run around while leaning.

As for the rest: :D


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PostPosted: Mon Jul 03, 2006 9:54 am 
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i´d also like to share my ideas... since i love the idea to share them bevore the game is finished instead of whining about stuff later...



1.) decent stuff i could see in other games and would love to see em packed in 1 not 10 games (i´m gonna stick to rather recent games since it would be of no use to refer to grandfathers like "Castel Wolfenstein"... the first one)...

x) the hitting system they had in "ghost recon 1"... you get shot with an assaultrifle ? no way can keep aim... you got shot in the leg ? well... slower movement... et cetera...i just looooved that; in addition... one could get shot down literaly by gunfire... so he hes to get up again if he was (f.ex) hit in the shoulder or leg by a big caliber (or a shotgun on close ranger)

x) the serverinfo and filteroptions (the thing you can check bevore joining a server) in "Ravenshield"; One could filter for ping, players, version and god knows what... actually there can´t be enough options ... but it would be nice if it did work... not like the one in rvs tell you wrong maps beeing played...

x) that john-wayne slide they had in "GRAW" (only REALY decent stuff in that game so far); there also was this thing when being close to a wall you lowered your weapon until u had a reasonable distance to rais it again (which was quite annonying some times, but very logical)

x) the way you had to aim in "Farcry"... a reticle dosen´t stand still... actually it becomes quite hard to keep it stable after some time

x) the moves the enemys performe in "F.E.A.R." in sngleplayer: like shooting above your cover to suppress movement... but not for NPCs but to do it yourselfe (you got no aim but could hit them if they were advancing)

x) one can call me crazzy, but: Anyone played "Freelancer" ??? I know it ain´t no FPS (lol... not even close to one), but I think this separation of aiming and movment would open new worlds when implemented in a FSP... Finaly one could retreat by walking backwards and aim without running around like drunk... I know it would be quite hard to get used to it but i also think noone could live without it anymore after gettin used to it.


to name some things...



2.) Stuff i haven´t seen till now in games... but hey... who knows what santa is gonna bring

x) different (REALY different) aiming for handguns/rifles... if u ever tryed to aim with a rifle and a handgun you know what i´m talking about... you got almost instant aim with a handgun on close range while it can be quite hard to do that even with a MP... i´d love to see this fact taken care of in a fps once...

x) this shooting-from-cover the way npc´s do in F.E.A.R. taken a step further: why cant we shoot around the corner using a handgun (won´t work with an attackrifle ...) without giving the enemy the opportunitiy to hit me critical ? AND it´s about time i can throw a nade around (without leaning or using the oppoit wall) the corner when i´m standing right at the corner.

x) when climbing a ladder it aint possible to use an attackrifle since u have to carry them on the back, that´s for sure. But what about handguns ? it aint no big deal to climb a ladder with a handgun or a rather small MP... if you don´t mind about climbing realy slow u can also do it with a rifle but would have terrible aim and recoil

x) ironsights that work like ironsights: maybe there are games out which got em (i cant play em all) but i haven´t seen only ONE which got em. if i got conefire...ok... but i wanna see that cone in some way. if i got ironsights, reddots or a scope... THERE AINT NO CONE FFS !!!! accuracy yes... but hell... if u aim at something the aim moves, there aint no mystical cones

x) some sort of quick-peek around a corner; when u do it by leaning one can be hit quite easy; but just peeking for the glimpse of a second dosent make u a target but can give you some vital info... like: there are 20 guys round the corner aiming for my spot

x) i´d like to be able to give someone a nice "goooood moring" with the weapon im holding atm. since quite often one could finish off enemys silently but got either no sileced gun or can´t use the riflestock to introduce himselfe... FEAR got it... i liked it



3.) Thing i would HATE to see... refering to existing games

x) a gun-player "interaction" like in "Ravenshield"... anyone remembers these ravenshield-dances ??? 2 players on full-auto circling each other on 2-3m distance and sometimes not even hitting each other with a full 31rounds-mag... which is quite ridiculous...
i don´t know, but is it realy THAT hard to write the code that way, so things i shoot at (when they apear in my reticle) get hit ??? in some games bullets seem to "vanish" so the guy with the higher rof (prais the famas) wins this sick shootout...
getting rid of this thing would ppl make think twice bevore they go rambo...
So please: NONE of these "Agent-Smith vs Neo" stuff ... plz plz plz


x) the jump & run stile one can see on css, bf2... and i guess all onlinegames you can jump... if you can manage to make a "jumping noob a dead noob...".... you got a place in my heart forever; wtf do i need jumping in a FPS for ? these aint no super-mario clones, right ? if ppl have to get over some wall or stuff... why cant they climb over it ??? an infanterist carrying some serious weight cant jump either...

x) some sort of "buying equipment" option like in GRAW, CSS and i guess many others... if i´m correct, since the dawn of the roman empire infanterist didnt have to buy their own gear... Buying gear & jumping made me not by css, buying gear made me feel sorry for having bought GRAW... i (and i think many many others) will not make the same dump think more than once

x) the quasi unremapable keycontroles in Battlefield 2... i don´t realy care how other ppl use their controls... i actually hate not to able to use the keypad
for making most of the moves. Since not everyone does: in BF2 it was pretty hard if not impossible to remap the keys in use since you couldn´t just define them new if they were in use... One had to set the key in question free first. But EA and Dice were to dump to tell ppl which control had to be changed. I suppose some keys like forwar, backward and these couldm´t even be changed...




4.) Generel remarks, partialy linked to ideas by others

x) some guys here had the idea of using some sort of a player-bound voice which enemys could hear if close enough; i suggest these ppl try bf2 once, which had this little extra. First: most ppl don´t use it since it seems to have some serious time-delay. Second: IF it would work and IF pp would use it... I don´t think they also would use it when fighting other Clans, since using prgs like Teamspeak or ventrillo would give them a serious benefit. I like the idea of it, but hey... noone would use it if he could avoid

x) The ranking system mentiond by several other ppl in here: Not a bad idea at all, unless it ain´t just for stars & stripes like bf2... who needs useless badges ??? I´d like to bring up the idea of melting some rpg into FPS. Why not letting your charakter evolve like in online rpg´s ? Since badges bring no gain, why not let ppl rais sttributes like runnigspeed, aiming, silent moves... stuff like these was possible in rpg games like UFO but the attributes were rather related to FPS than to some medival carnage (i´m sure some ppl would hate it, but i could eaysily be based serverside on/off)

x) no crosshair when not aiming: ? why ? you think a trooper holding his gun they way they do it when in battle and not aiming atm woulnd be able to use it ? come on... a gun ain´t bow & arrow... he wouldn´t have the aim to shoot a target at some mid-range distance but enought aim to hit on 5-10m without any problems

x) no "radar"... or whatever these thing at the had are called... as long as one has to sit in front of a screen and can´t plugg in by neural interface i´d like to stick to this kind of interface... ist allready hard enough not to have the visible angel of 2 human eyes...

x) advatage of boltaction over autfire for boltaction-lovers ? erm... guess why (except some snipers) noone uses bultaction ... because they ain´t no real match for modern attackrifles (which, btw, can be set to singlefire...most of them)

x) real ballistics: i think i´m gonna love you guys if u get this to work proper !!!! no more hiding behind wooden fences, bulletdecline at high range, no more hiding behind carwrecks, no more hiding behind thin walls from 7,62mm FMJ-bullets... *crying*...great !!! do we also get ricochets ???? lol... just kiddin..

x) it would be nice to have gametypes which are rather timeconsuming and others for a quick firefight... or, be able to join a battle any time. I remember it to be quite annonying (refering to the Ghost Recon 1) if one had to wait up to 10min to be able to join a game... But i still loved it to lay down low for severel minutes and just watch the battle evolve.






5.) Some final remarks: I don´t know how far you guys writing the game care about our comments in here, but gettin the feeling one can share his ideas with you makes a big differnece to the usuall "game is ready, pay, feed on it, buy the next one"-politics by companies like Ubi and EA...

geee... feels like when writing a letter with all the stuff i want on it to santa while i was a child ï?Š


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PostPosted: Mon Jul 03, 2006 10:01 am 
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damn sorry for the 3 postings... my browser f***ed up... plz, mods, delete 2 of them so i can rais my head again...

thx a lot


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 Post subject:
PostPosted: Mon Jul 03, 2006 10:42 am 
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Quote:
x) advatage of boltaction over autfire for boltaction-lovers ? erm... guess why (except some snipers) noone uses bultaction ... because they ain´t no real match for modern attackrifles (which, btw, can be set to singlefire...most of them)


I always use a boltation i'd rather put the one rifle round in a guys head at a range they are not gonna be able to shoot back then having to close in on them and risk geting nailed.

My mane suggestion would be in the multiplayer maps to have afew that are wide open with alot of cover like big rocks and trees. Great for a rifle fight.

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 Post subject:
PostPosted: Mon Jul 03, 2006 11:46 am 
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An "idle" animation.

Rather like Duke Nukem, where you start cracking your knuckles and asking yourself if you are a camper over the loud speakers.


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 Post subject:
PostPosted: Mon Jul 03, 2006 11:46 am 
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i have a few ideas of my own that i really would like to share

KaiserSoze talked about some injuries killing you slowly. I think it would be really cool if you could have something like that so that you can have a last shot when you are dying of severe injuries. It could bring some drama to the game Imagine: Your shot down. Slowly bleeding to death. The enemy has already left you for dead and is walking away. The basterd. Your gun is lying next to you. one bullet left. shame to die with a bullet left. You raise your gun to the back of the enemy who is walking away. If i die you die, you think if you take your last breath and with the last of your strengt you pull the trigger. That would be cool

Enough about drama, what about teamplay. No game has succesfuly established a game where you didnt have to join a clan not to be surrounded by idiots that didnt work to gether. BF2 was wel on its way in solving this with the commander and squad system plus the voip. It would be handy if the tactics could begin before the game however. What if the leader of each team could give a plan to his teammembers. This plan could be made beforehand and give instructions to the team on how tocommunicate, where to go, what not to do and so on and it includes a map of the area including arrows and dots and whatever the teamleader wants. Then he can assign each member with a task when the game is still waiting o begin and the mission will start of with a wel organised plan. This is optional ofcourse since not everybody would want to take this time. I would find it very handy however.

On the radio system. It would be cool if you could talk, shout and talk on the radio so that your team but also possibly your enemys could hear you. Talking and talking on the radio can be heared by everybody in your close surroundings and shouting in a larger area. This was already sugested and i find it very cool. A cool gameplay element would be if you could steal enemy radios. This would mean that you could listen in on there tactics and anticipate there attacks. It would bring a whole new intelligents ellement in the game. This to would be optional for servers of course. A cool extra would be the ability to intimidate the enemy by speaking on there radio and saying things like: im sorry, *** cant come to the phone right now, if you want to leave a message contact your local psychic or wait for us to set you up for a meating, and mean stuff like that. You would lose your radio if you die.


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PostPosted: Mon Jul 03, 2006 4:19 pm 
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I think my suggestions might seem a little awkward because they are very specific weapon related from first/second hand knowledge that 99% of the time are not done correctly in games, and i'd love to help you guys out to make the weapons behave like they do in real life, and alot of times these little pecularities aren't something you'd notice if you just rented the gun once or twice.

For example.
Most games i've played misunderstand how the burst setting in a firearm behaves. Usually the game Devs set the controls so that if you click the mouse the weapon automatically fires the complete burst. That's not how the trigger on the gun works though. You have to pull and hold the trigger through the whole cycle. Think of it as full auto.. except that the cycle stops (usually on the 3rd round). It's quite possible to fire off only 1 or 2 rounds from a burst setting if your light on the trigger. Which brings me to my first "weapon oddity" tid bit.

The M16 family (as far as i know this pertains to all burst fire M16 and clones) has a unique burst cycle. In all other burst fire weapons that i know of, the burst cycle resets when you let go of the trigger. In practice this means that if you only fire 2 of the 3 shots in the burst it wont effect the next burst. This IS NOT the case with the M16. The fire cycle only resets after the 3rd shot. This profoundly effects how the weapon functions in practice because if your really light on the trigger and fire only 1 shot.. the next time you pull the trigger... no matter how long you hold it it's only going to dischare the remaing 2 rounds from the cycle. Because of this the M16 can be a little deceptive reguarding how much ammo is left in the gun. Inexperienced shooters may unkowningly only fire off 2 of the 3 round cycle, then note that on the next shot only discharge once... and think that the magazine is empty. :wink:

The short version of my suggestion. Burst fire doesn't automatically fire off 3 shots, you should be able to fire less if you don't hold the trigger (mouse button) for the whole cycle. and - The M16 only resets it's cycle on the 3rd round, not the for each pull of the trigger.


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PostPosted: Tue Jul 04, 2006 5:14 am 
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Damn i forgot one of my most important suggestions.
I have heard that this game wants to give players the option to choosefor either arcade or realistic combat situations. In multyplayer the option to hide the scoremessages or whatever they are called,( the messages like: john killed mark M16) and the option to block chat and voip for 30 sec after getting killed or until respawn. This means that players wil not always immidiatly notice that htere teammates are dead or what has happend to them which will create a realistic combat situation of uncertanty and confusion .


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