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mirok

Moves speed up, anim interupts, fire, grenades

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Hi guys,

I'm using Arma Czech verzion 1.05.

I want to strongly suggest speeding up some move animations - current animations / moves are too flegmatic and slow banghead.gif. In real life (and movies) people are really hyped-up with adrenaline, and under stress situation of combat, you really HURRY-up - after all they're trying to kill you so you better move that ass, as you were tought in the boot camp (MOVE THAT LAZY ASS OF YOURS SOLDIER!!!wink_o.gif.

Therefore I do not understand while it takes e.g. like 3 seconds to put your rifle on your back. Normaly under stress, you'd just throw the gun on your back, pull up the AT gun a fire as quickly as you can, since there are bullets flying around your coconut. I think that this should really be speeded up, otherwise the game looses any adrenaline and moves are slooooow like in honey. MOVE, MOVE, MOOOOVE!!!

The other thing that bugs me is that if you lay without any gun in hand (via Prone command after holding the AT gun) first you have to take your rilfle (takes foreever!!!wink_o.gif, and only after that you can take your AT gun. The result is that you cannot stand up from prone to crouch directly with AT gun, so you stay exposed too long banghead.gif . ArmA should remember the last gun user held in hands - AT gun after going prone and coming back up to crouch.

One more thing, if you're standing right next to burning vehicle, you don't get hurt by fire - should be fixed.

Grenades seems to bump waaay too much after being thrown - I've never thrown a real one, but I image they are rather heavy and hard, so the should NOT bump and role like 20-30 meters!

And at last and not least, there really need to interupts in the animations like it was mentioned in other topics - it won't look pretty, but it will be PLAYABLE and REALISTIC, if you are realoding or changing guns - you are frozen = sitting ducks = dead meat.

Over and thanks.

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Oh, and one more thing I forgot to mention. I don't understand, why it takes 2-3 more steps for stopping after sprinting longer time. Yeah, it might be realistic, but you really need to think ahead before stopping the sprint, which you normaly do instinctively, so now in the game your are more burdened with controling the guy, rather then concentrating on combat - MOVING SHOULD BE NATURAL LIKE IN REAL LIFE, SO YOU DON'T HAVE TO THINK ABOUT IT.

Many thanks.

Over.

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About the sprinting. It is realistic because this is a simulation. Its called INERTIA

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About the sprinting. It is realistic because this is a simulation. Its called INERTIA

Tough the funny thing is it depends on how far into a animation cycle you are when releasing the sprint key. Sometimes you will stop imediatly, sometimes you will keep running for a couple of meters. There is no way to control this in the game or plan ahead, it is pretty much luck.

So in the end it is not designed realism, but rather a side effect of a medicore movement system.

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Therefore I do not understand while it takes e.g. like 3 seconds to put your rifle on your back. Normaly under stress, you'd just throw the gun on your back, pull up the AT gun a fire as quickly as you can, since there are bullets flying around your coconut.

3 seconds is fine, and they've obviously accelerated the

process for the sake of game-play. It takes much

longer than that in the real world to put down your rifle,

unsling the AT4, remove it's safety pin, check it isn't

obviously damaged, unfold it's shoulder stop, deploy and

adjust the foresight, deploy and adjust the rear sight,

cock the launcher, check your backblast area is clear,

aim and fire.

I agree with most of the rest of your complaints, though. I

strongly believe that the "rocket launchers" should be done

away with entirely and the AT4 and RPG-7 be implemented as

normal firearms, so they can be fired from the prone and the

standing position, and so your movements are not restricted

(especially with that stupid pantomime that ensues if you

have a launcher on your shoulder and want to lie

down  banghead.gif )

I've never had any problem with the sprinting, I can dash to

cover and get down right where I want to be. It just took a

little bit of familiarisation.

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What bugs me is the time taken from hearing a dead mans click to drawing your pistol.

IRL, hear the click.....drop the rifle, snatch the pistol from the holster and kill the bastard before he kills you.

In game....hear the click, wait an AGE to stick the rifle on your back and another AGE to draw the pistol.....and then die cos the AI finally gets its act together and shoots you.

Sure, I know, keep an eye on your ammo and you'll never hear the dead mans click. And yeah, I know it's called a dead mans click for a reason.....but really. mad_o.gif

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I think you need to be able to run while you are reloading or switching weapons. Having to stand still for 10 seconds while you sling the AT4, unsling your rifle and then change mags is ridiculous. The only time you'd stand still like that in a real war is when you get sick of living.

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Oh, and one more thing I forgot to mention. I don't understand, why it takes 2-3 more steps for stopping after sprinting longer time. Yeah, it might be realistic, but you really need to think ahead before stopping the sprint, which you normaly do instinctively, so now in the game your are more burdened with controling the guy, rather then concentrating on combat - MOVING SHOULD BE NATURAL LIKE IN REAL LIFE, SO YOU DON'T HAVE TO THINK ABOUT IT.

Many thanks.

Over.

Well maybe you should just play more, it feels totally natural to me and i do it instinctively in the game, just like in real life.. tounge2.gif

EDIT: I do think that a 'quick weapon switch' would be a good option, the pistol is completely useless now. Not for switching to AT weapons though, you shouldnt switch to an AT weapon out in the open anyway, and you can walk around with AT weapons now so that makes it a whole lot easier then in OFP. smile_o.gif

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I agree with most of the rest of your complaints, though. I

strongly believe that the "rocket launchers" should be done

away with entirely and the AT4 and RPG-7 be implemented as

normal firearms, so they can be fired from the prone and the

standing position, and so your movements are not restricted

(especially with that stupid pantomime that ensues if you

have a launcher on your shoulder and want to lie

down  banghead.gif )

Indeed, when i did my military service we fired the Carl Gustav from both crouch AND prone position, it was even in the manual. Being able to fire from prone coupled with (a little) faster weapon switching would make at-combat much more realistic and fun. As it is now its suicide to use the at-weapons against a mbt.

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Therefore I do not understand while it takes e.g. like 3 seconds to put your rifle on your back. Normaly under stress, you'd just throw the gun on your back, pull up the AT gun a fire as quickly as you can, since there are bullets flying around your coconut.

3 seconds is fine, and they've obviously accelerated the

process for the sake of game-play. It takes much

longer than that in the real world to put down your rifle,

unsling the AT4, remove it's safety pin, check it isn't

obviously damaged, unfold it's shoulder stop, deploy and

adjust the foresight, deploy and adjust the rear sight,

cock the launcher, check your backblast area is clear,

aim and fire.

I agree with most of the rest of your complaints, though. I

strongly believe that the "rocket launchers" should be done

away with entirely and the AT4 and RPG-7 be implemented as

normal firearms, so they can be fired from the prone and the

standing position, and so your movements are not restricted

(especially with that stupid pantomime that ensues if you

have a launcher on your shoulder and want to lie

down  banghead.gif )

I've never had any problem with the sprinting, I can dash to

cover and get down right where I want to be. It just took a

little bit of familiarisation.

I completely agree with you, especially on the topic of 'rocket launchers' :P

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i guess everyone "except the natural born BIS defenders" agrees on that issue. exspecialy on the anim issue. if you run just forward or sideways its not that bad, but mixing them together and running a bit sideway while forward gives you that extra step with the annoying crosshair jumps. so its like you can just run forward or sideway to be fast at aiming. somehow handicaped. the reloading anim haven't changed too since ofp, so while reloading its like you're freezed. but hey, we got some kung fu anim's at least lol.

Best anim's feeling i had with COD2 and American Army. but BF2, Stalker, Halflife are also more realistic and accurate, it just felt better and more real or lets say it was fluently

PS. if you see english faults, you can keep them wink_o.gif

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definitely not more realistic for reloading while running tounge2.gif (or jumping even)

But I dare not agreeing, I must be a fanboi, ofc.

Gotta love these kind of rethoric. "If you don't agree with me, you're blind"... because of what, exactly? whistle.gif

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guerilla @ Mar. 30 2007,18:54)]Best anim's feeling i had with COD2 and American Army. but BF2, Stalker, Halflife are also more realistic and accurate, it just felt better and more real or lets say it was fluently

Well that is probably just a matter of taste, other games may feel more fluid but they are all 'flying camera with 2 hands and a gun'. OFP and ArmA really give me the feeling of having a body which i need to more around, IMO this feels much more natural (Altough it has some limitations like being unable to do 2 things at the same time). But i really prefer it this way.

Not that it really matters, this is deep in the engine, not something thats just going to be changed in a patch. (Thank <s>god</s> anyone that pleases you for that, me and most other coopers are very happy with the current system wink_o.gif )

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possible changes:

- using AT weapons while prone

- interupt reloding (possibly loosing the new mag)

- fast pistol out (rifle drops to ground)

on the other stuff, add me to the fanboys nener.gif

QuietMan

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i'm not against everythink concerning the anim, i mean they look damn good and the collision system is just awsome, specialy if you compare them to good old ofp or any other fps game. if you play coop i have to agree that this isnt a big problem, as i play it too, but in dm / ctf it really spoils the fun i had with opf and every progress on that issue would make coop's also feel better, wouldnt it ?

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guerilla @ Mar. 30 2007,20:28)]wouldnt it ?

no,

those complains often go "I cannot ..."

but they forget that opposing player also "cannot"

What is the advantage when everyone can change mags without thinking? There are plenty of fast paced FPS out there. I like Arma more cause people need to use their brain MORE when playing.

1. Count your ammo

2. Don't stand around in the open

I hate it when I got catched without ammo, but I know it was my error, so are the rules of the game and their are pretty much real life.

Why is noone making a mod that gives 100000 rounds per mag, so you can forget about changing?

But to improve CTF I would try to remove scoped weapons and make sure spawn points are no deathtraps.

QuietMan

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i wasn't talking about mag's or reload, only about anims and hiding because the anims don't work fluently isn't a solution. Reloading while walking isn't also unreal, only with waterpistols its difficult but still possible

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I agree with most of the rest of your complaints, though. I

strongly believe that the "rocket launchers" should be done

away with entirely and the AT4 and RPG-7 be implemented as

normal firearms, so they can be fired from the prone and the

standing position, and so your movements are not restricted

(especially with that stupid pantomime that ensues if you

have a launcher on your shoulder and want to lie

down  banghead.gif )

That simply doesn't work. What you want instead is to add new stances to the AT anims, which is intirely possible, and not use the existing primary weapon anims (which is what I'm assuming you meant by implimenting the AT weapons as 'normal firearms', which, technically, is different). It's bad enough all primary weapons use the same animations, let's not make it even worse by removing the secondary weapon anims and having both primary and secondary use the same animations.

Also, I'm sure BIS doesn't want idiots to go running around carrying rockets all the time without their movement being limited. It's a tactical disadvantage as a compromise to having the extra firepower. Haven't you ever seen these idiots in other games that allow this? It's quite unrealistic, and downright annoying.

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possible changes:

- using AT weapons while prone

- interupt reloding (possibly loosing the new mag)

on the other stuff, add me to the fanboys  nener.gif

QuietMan

totally agree with these points especially with the interruptible reloading request. Reloading can be overidden by moving forward, backward and sideways inputs as well as stance change when u need to hit the deck. If reloading is interrupted magazine change would be incomplete - a player would stay with an old mag in the well. No transition animation are needed - just a quick termination of the reload animation and activation of the other move the player has chosen. Maynot be pretty, but functional - ArmA isn't about prettiness smile_o.gif

BIS almighty, please amaze us once again!!! Can I just through in the little change, removal of tracers from all sniper rifles, and the fix of the tracers on/off option in the settings wink_o.gif

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possible changes:

- using AT weapons while prone

- interupt reloding (possibly loosing the new mag)

on the other stuff, add me to the fanboys  nener.gif

QuietMan

totally agree with these points especially with the interruptible reloading request. Reloading can be overidden by moving forward, backward and sideways inputs as well as stance change when u need to hit the deck. If reloading is interrupted magazine change would be incomplete - a player would stay with an old mag in the well. No transition animation are needed - just a quick termination of the reload animation and activation of the other move the player has chosen. Maynot be pretty, but functional - ArmA isn't about prettiness smile_o.gif

BIS almighty, please amaze us once again!!! Can I just through in the little change, removal of tracers from all sniper rifles, and the fix of the tracers on/off option in the settings wink_o.gif

I think you should think that over again. Have you considered how much it'd suck to accidentally cease reloading with the slightest movement? What if you accidentally pressed a movement key while reloading, or tried to reload before completely releasing a movement key - you'd find it even more frustrating to reload quickly. I know personally I like to use reload to automatically stop my character without having to let go of the keys, so as soon as I'm done I can keep on moving again as fast as possible. Having to wait to reload without touching the keys until you are absolutely certain you're done reloading (as you can't always tell visually when an animation has ceased) will only slow you down. I don't think you considered every aspect of what you suggested, which is a common problem with a lot of things people suggest. Now, having an action or another key assigned to cancel a reload in progress would be a little more practical.

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I do think that a 'quick weapon switch' would be a good option, the pistol is completely useless now. Not for switching to AT weapons though, you shouldnt switch to an AT weapon out in the open anyway, and you can walk around with AT weapons now so that makes it a whole lot easier then in OFP. smile_o.gif

Agreed. It's amazing how long it currently takes to pull out a sidearm in ArmA.

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Quote[/b] ]Have you considered how much it'd suck to accidentally cease reloading with the slightest movement? What if you accidentally pressed a movement key while reloading, or tried to reload before completely releasing a movement key.

I considered and tested it. The fact that you still hold movement key and hit R just shows you developed a habit. u know u will stop when reloading. It's also becasue u probably use A,W,S, Z keys with your left hand for movement. The right hand is on the mouse. You keep the "forward" key depressed and reach for "R". I use Forward, Backward, Left, Right arrows with my left hand for movement. So to reload by pressing the R key I let the arrows go and reach for it. I cannot possibly accidently touch the movement keys I just let them go. I'm not contesting whether AWSZ key system is better than arrows one, it's just a tested combination I adopted to.

It's an aquired behaviour, the way u adopted to the rigid OFP controls. I don't touch or hold the movement keys when reloading - I know they do nothing after I hit R. And in OFP/ArmA accidents is what gets you killed. You can adjust your behaviour, it's the same as switching to a new game, in a night u will adopt. Yet if the interruptible reloading feature is introduced it will be far more realistic and flexible for the gameplay. Introducing a separate key for that is even more rediculous. When u reload you can still look around with your mouse btw, that can stay. Yet it's the movement keys that should release the reload, maybe sprint key only.

I can't quite remember how they did it in America's Army. I got great respect for their control and movement system - you can tell they consulted ppl who really been dodging bullets and implemented most of the aspects with a great deal of insight and common sense. Do they have a complete motion lock while reloading too?

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I completely disagree that they should increase the movement rates. The sprinting rate is quite fast... and the jogging rate seems reasonable for a cross country jaunt.

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In regard to the sprinting oversteps to prone: Just like in real life, you sprint to get your ass across dangerous territory, slow to a jog as you approach where you want to dive, and then go prone.. This is like in RL, and also in ArmA. It works perfectly every time. If BIS got rid of this feature, we'd never get taken by surprise, there'd never be that moment of time added that gave you the upper hand (or lower, if it were you bumbling into view). We'd just hit the dirt from a full out sprint, with our sights fixed on the enemy. What fun is that? There are many other arcadey games with this 'feature'. smile_o.gif

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Therefore I do not understand while it takes e.g. like 3 seconds to put your rifle on your back. Normaly under stress, you'd just throw the gun on your back, pull up the AT gun a fire as quickly as you can, since there are bullets flying around your coconut.

3 seconds is fine, and they've obviously accelerated the

process for the sake of game-play. It takes much

longer than that in the real world to put down your rifle,

unsling the AT4, remove it's safety pin, check it isn't

obviously damaged, unfold it's shoulder stop, deploy and

adjust the foresight, deploy and adjust the rear sight,

cock the launcher, check your backblast area is clear,

aim and fire.

I agree with most of the rest of your complaints, though. I

strongly believe that the "rocket launchers" should be done

away with entirely and the AT4 and RPG-7 be implemented as

normal firearms, so they can be fired from the prone and the

standing position, and so your movements are not restricted

(especially with that stupid pantomime that ensues if you

have a launcher on your shoulder and want to lie

down banghead.gif )

I've never had any problem with the sprinting, I can dash to

cover and get down right where I want to be. It just took a

little bit of familiarisation.

In real combat if you have an AT4 ready, then you see someone aiming at you with a firearm, would you spend 3 seconds putting it on your shoulder then lying down. or just chuck it, hit the dirt and draw a firearm?

I agree with the no movement when relaoding though.

We need an instant discard weapon key, throw the At4, or half loaded rifle att he ground and either pull another gun or start running...

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