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Weapon Switching on the Move

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I wonder if there's some changes coming for that then?

I would guess its simply a regression...

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While many folks are concerned with how the weapon switching looks, I'm more concerned with how long each process takes, especially while on the move. For instance, the time it takes to switch from a rifle to the Titan Compact AT Launcher feels like it's what switching between 2 rifles is like (timewise) as opposed to switching from an 4+ kg rifle to a 12+ kg launcher. I couldn't see much of a difference between standing still & sprinting either.

 

If it's at all possible, I'd also like to see a time difference between primary/sidearm switching for someone doing it unprepared (most combat situations) vs. someone expecting to need to do it (CQB/room clearing). This may require a change in primary rigging like some other folks in this thread have mentioned.

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If it's at all possible, I'd also like to see a time difference between primary/sidearm switching for someone doing it unprepared (most combat situations) vs. someone expecting to need to do it (CQB/room clearing). This may require a change in primary rigging like some other folks in this thread have mentioned.

 

What? How would that even work?

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What? How would that even work?

 

If one could specify a primary weapon sling style (front Y rig like Spec Ops/SWAT people vs. the 1 strap over the shoulder standard rig), the "unprepared" animation could take X amount of time to put the rifle away on the shoulder and draw the pistol while the "prepared" version would be faster as you're just letting go of the rifle & quickdrawing the pistol.

 

I consider this a neat to have feature. The primary to missile launcher speed bothers me far more.

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I've found a little bug with the weapon switching and I'm not sure if this is the right place to put it but at least someone else will see it here.

 

Essentially, I was using the .338 Marksman DLC LMG. When the ammo ran out I pressed reload, and the reload animation started. Whilst the animation was ongoing, I scrolled and clicked to switch to my pistol, but the LMG reload continued. The problem is that at the end of the animation my character pulled out his pistol before closing the cover on the belt of ammo, leaving the LMG on my back with the cover open. I then switched back to the LMG, and the cover remained open, and I was able to ADS with the cover blocking the sights, as well as being able to shoot normally. Further experimentation showed that the cover opens to seemingly random angles. 

 

To summarize, here are the steps to replicate the bug:

 

1. Shoot a bit with LMG.

2. Begin reload.

3. Whilst reload animation is in action, switch to pistol.

4. Once animation has finished, LMG will be on your back with cover open. Switch it back into your hands.

5. The LMG will now be in your hands, usable, but with the cover open.

 

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I've found a little bug with the weapon switching and I'm not sure if this is the right place to put it but at least someone else will see it here.

 

Essentially, I was using the .338 Marksman DLC LMG. When the ammo ran out I pressed reload, and the reload animation started. Whilst the animation was ongoing, I scrolled and clicked to switch to my pistol, but the LMG reload continued. The problem is that at the end of the animation my character pulled out his pistol before closing the cover on the belt of ammo, leaving the LMG on my back with the cover open. I then switched back to the LMG, and the cover remained open, and I was able to ADS with the cover blocking the sights, as well as being able to shoot normally. Further experimentation showed that the cover opens to seemingly random angles. 

 

To summarize, here are the steps to replicate the bug:

 

1. Shoot a bit with LMG.

2. Begin reload.

3. Whilst reload animation is in action, switch to pistol.

4. Once animation has finished, LMG will be on your back with cover open. Switch it back into your hands.

5. The LMG will now be in your hands, usable, but with the cover open.

Hello,

this is an already known bug.

Nearly all primary weapons are affected by that reload-switch-to-pistol bug.

If you change the rate of fire (Navid) you can open and close the cover on demand and the reload slider will move on other weapons.

Best regards

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Handgun animation stutter.

 

Repro:

 

Place down missile specialist

 

Switch to handgun

 

Sidestep (ctr + D or ctr + A)

 

hand gun animation will stutter.

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Tweaked: Some speeds of weapon switching
1. Speed for HMG and Anti-materiel rifle needs to be toned down. It's simply impossible to take those weapons so fast.
 
2. Switching from Launcher->Rifle is too fast.
Added: New animations for weapon switching in a prone stance

The new animations are ridiculously fast.

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There's already a much more realistic transition animation in the game but it's only plays when you switch to pistol in a vehicle. You should change the default animation to that one :

 

 

 

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Here is my feedback on the issue.

  • 1. Dont make the pistol switch so fast it becomes a unrealistic COD thing compared to reality and how people operate the weapons OUTSIDE of firing range scenarios with their stopwatch or similar.

 

  • 2. Dont take "trick shooters" type videos seriously. Unless a soldier knows he has the most unreliable weapon in the world. No amount of training will make the user as fast as those videos when it happens during real encounter. They dont call it a deadmans click for nothing... There would be a moment of "what, jam... then reaction" even for super hard core trained guys. This firing range were they know its going to happen etc and act like the times would be legit in a real situation is just BS.

 

Tbh I am worried this is going to end up like biopods. Something that works very well, but have aspects like prone deploy without a bipod because... oh you cant do that in real life and if people could just "man up" while supporting their weapon on a flat surface like that there wouldnt be a need for a real life bipod in the first place. Basically, that they create this, something that works and people want for valid reasons, but is also tweaked too gamey for people that want to twist its intentions (realism) and turning the game into a "full auto, quick switch pistol finisher" you see in all other shooters. Because those are just like real life guys. LoL

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Here is my feedback on the issue.

  • 1. Dont make the pistol switch so fast it becomes a unrealistic COD thing compared to reality and how people operate the weapons OUTSIDE of firing range scenarios with their stopwatch or similar.

 

  • 2. Dont take "trick shooters" type videos seriously. Unless a soldier knows he has the most unreliable weapon in the world. No amount of training will make the user as fast as those videos when it happens during real encounter. They dont call it a deadmans click for nothing... There would be a moment of "what, jam... then reaction" even for super hard core trained guys. This firing range were they know its going to happen etc and act like the times would be legit in a real situation is just BS.

 

Tbh I am worried this is going to end up like biopods. Something that works very well, but have aspects like prone deploy without a bipod because... oh you cant do that in real life and if people could just "man up" while supporting their weapon on a flat surface like that there wouldnt be a need for a real life bipod in the first place. Basically, that they create this, something that works and people want for valid reasons, but is also tweaked too gamey for people that want to twist its intentions (realism) and turning the game into a "full auto, quick switch pistol finisher" you see in all other shooters. Because those are just like real life guys. LoL

 

Hence the need to introduce a weapon switch skill value. Have the speed with which a character transitions to his secondary weapon depend on that variable. Like I said earlier in the thread, ideally BIS should introduce character classes in addition to a weapon transition skill. For example having a number of different classes (SF, regular soldier, militia) would allow for the introduction of different animations as well. This would counteract poorly trained third world militia utilizing the same drills as Delta Force operators. 

 

 

There's already a much more realistic transition animation in the game but it's only plays when you switch to pistol in a vehicle. You should change the default animation to that one :

 

 

Yeah, the 'proper' animation is already used in certain circumstances. I think switching to your binos will also trigger a similar animations.

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Hence the need to introduce a weapon switch skill value. Have the speed with which a character transitions to his secondary weapon depend on that variable. Like I said earlier in the thread, ideally BIS should introduce character classes in addition to a weapon transition skill. For example having a number of different classes (SF, regular soldier, militia) would allow for the introduction of different animations as well. This would counteract poorly trained third world militia utilizing the same drills as Delta Force operators. 

 

 
 

Yeah, the 'proper' animation is already used in certain circumstances. I think switching to your binos will also trigger a similar animations.

 

 Oh man so much this. While people were complaining about copypasta vehicles - its the infantry that really need variety imo. Not barbie doll outfits, but actual functional different behaviours and yes, definitely animations. Should the Line Cook strut and shoot like the Recon Marksmen? How do you build strategy around that? (yes strutting soldiers require strategy)

 

 This would give a fresher feeling to all scenarios be it military, Lifers, and ZedHeads alike.

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There's already a much more realistic transition animation in the game but it's only plays when you switch to pistol in a vehicle. You should change the default animation to that one :

 

www.youtube.com/watch?v=SygBXuedxrY&feature=youtu.be

When you're standing still or sitting on something it's nice but I'm still not convinced moving, especially running, when you've rifle hanging in front of you. There are just so many things that can go wrong. Fall or something and you easily fuck up either your weapon or your mouth or maybe even some other part of your body. You can easily dip the pipe in something just for example.

 

Though there's some options for that. If you're not allowed to jog/run/sprint or be in any other stance than standing up, you're forced to put the weapon on back, if you try to do any of those things. Then I can see this working.

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When you're standing still or sitting on something it's nice but I'm still not convinced moving, especially running, when you've rifle hanging in front of you. There are just so many things that can go wrong. Fall or something and you easily fuck up either your weapon or your mouth or maybe even some other part of your body. You can easily dip the pipe in something just for example.

 

Though there's some options for that. If you're not allowed to jog/run/sprint or be in any other stance than standing up, you're forced to put the weapon on back, if you try to do any of those things. Then I can see this working.

 

I test that the other day.You can run with your gear (plate carrier) and M4 with bungie sling (so 1 point sling) while all the while your rifle wobbles around like crazy.

But if you have to, you can do it.That's my reality.

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People are thinking about this way too much. Rifle no workie, pistol workie switch them and don't stand still if you're being shot at. If you need to run you can hold the rifle with one hand. If you're being shot at and you opt to stand still you deserve a Darwin award.

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I think that 100% we should be able to sling the rifle on our front when switching to a sidearm however you should only be able to do it when walking or at combat pace. Anything above those levels of speed should require you to either switch back to your primary or place it on your back for storage, the same goes for when you are about to go prone it should either stop you from going prone or force a weapon switch.

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Agree switching weapons on the move should be only possible at combat pace or walking.

Every else would just end up with "run and gun" with MG and launcher!

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Agree switching weapons on the move should be only possible at combat pace or walking.

Every else would just end up with "run and gun" with MG and launcher!

 

Good thoughts. Probably It would be very not unrealistic to look, like a soldier switches your primary weapon to launcher during the sprint.
I mean the maximum speed - W + Shift.
I think, if the player will starts to change your any weapons while sprinting (full speed), then at this moment neccessary automatically to reduce his maximum speed to a slower speed (only W-key running).
It would be a good solution.

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I know this if off topic but it applies to the animation while moving part of the tech. What would people think of a animation for aiming? 

 

I'm thinking a slight change in stance at max and a moving of the head to look more down the sights as min. 

 

It would let players know if their target is using their sights or just wildly moving their gun around.

Apart from just looking a whole lot better it would allow players to asses if the person of interest is looking at you with their sight or just looking in your direction.

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Apart from just looking a whole lot better it would allow players to asses if the person of interest is looking at you with their sight or just looking in your direction.

Countless times I've given away my position by opening fire just because someone is looking at my general direction, this would be a definite improvement

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Any chance to get bit same kind of improvement for weapon up/down animation? You now run some meters if you're already on the move or you can't move for a sec if you're standing still.

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And while you're at it with weapon up/down animation, take a look at this bug too please.



Basically, whenever you switch your moving direction, and press optics button (aim down sights) at the same time, rifle gets stuck for a moment (delayed) before the player raises it to aim.

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There is 2 issues appearing randomly;
- Weapon is not available for some time, after player get out of water
-                 ------------||||||||-------------       , after player get off the ladder.

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