View Full Version : Melee Weapons?
ollyboy
Jun 26 2005, 00:03
Will there be any Melee weapons in Armed Assault?! ***http://forums.bistudio.com/oldsmileys/confused_o.gif
such as Hammers, Knifes, Bayonets ***http://forums.bistudio.com/oldsmileys/inlove.gif ***it would be fun stabbing people in the middle of the face ***http://forums.bistudio.com/oldsmileys/inlove.gif
and maybe Some addon makes make Medieval Mod http://forums.bistudio.com/oldsmileys/whistle.gif wich would be nice
Nobody knows. http://forums.bistudio.com/oldsmileys/wink_o.gif
Been some discussion about it in this thread; Squad Control, What Will Future (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=64;t=46691;st=0)
there already working axes, nailguns or bayonets... check FDF for an axe, the nail gun was a separate addon and UKF had a bayonet.
ollyboy
Jun 26 2005, 01:04
i tried them... im not satisfied http://forums.bistudio.com/oldsmileys/sad_o.gif i want better ***http://forums.bistudio.com/oldsmileys/banghead.gif would they said AA engine would be little bit like counter strike... maybe they are useing the knife from ther
You want the ArmA engine to be more like Counter-Strike? http://forums.bistudio.com/oldsmileys/crazy_o.gif The engine is'nt meant for this kind of weapons. As I have said in some other threads, there's not really any need for knifes and other close combat weapons (IMNHO). During my four years with OFP I have NEVER missed it.
ollyboy
Jun 26 2005, 01:16
they said that it was gonna be little bit like it right?!
they said that it was gonna be little bit like it right?!
Never heard of it. If so, it must have been OFPxbox, not ArmA. And they must have meant that the view is going to be fixed like in most fps games.
CS influencing BIS... http://forums.bistudio.com/oldsmileys/rofl.gif http://forums.bistudio.com/oldsmileys/goodnight.gif
ollyboy
Jun 26 2005, 01:43
i think knife are gonna be important when u make RPG mod such as Crime city... or WW1 mod or WW2
andersgrim
Jun 26 2005, 09:29
i tried them... im not satisfied i want better http://forums.bistudio.com/oldsmileys/banghead.gif would they said AA engine would be little bit like counter strike... maybe they are useing the knife from ther
Are you sure they didn't say ArmA would be compared to OFP like CS:Source is compared to CS? Like an engine upgrade?
Armed Assault is a new engine for OFP. You can play OFP in new engine, much like relationship between CS and CS:Source. There are improvments over OFP:R, and some other features that I'm willing to shell out money to buy. When it hits the shelves, you won't be able to resist it!
Moving Target
Jun 26 2005, 11:04
theres nothing wrong with UKF bayonet, you forget that this is a military sim, not MOH http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
Baphomet
Jun 29 2005, 00:26
Quote[/b] ] ***would they said AA engine would be little bit like counter strike... maybe they are useing the knife from ther
... Die.
That is the absolute LAST thing the game needs.
Realistically speaking. Since this -is- going to be a realistic game. Stabbing someone would take up far too much time to be useful. It's not like in the... game... you mentioned. Where you just circlestrafe like a moron cycling through an animation of some hand "waving" a knife that has in no way any relevance to actually stabbing someone in real life. More. Giving them minor fleshwounds and aggravating them.
Balschoiw
Jun 29 2005, 06:36
As Marek already said ages ago, there will be improvements for hand to hand combat.
Quote[/b] ] it would be fun stabbing people in the middle of the face
Really ? http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif It´s pretty useless to stab into the face as the skull will hinder your stabbing quite much unless you intend to poke out some eyes or cut off some noses... http://forums.bistudio.com/oldsmileys/huh.gif
I know , reality sucks for CS fans....
Yawwwwwwwwwn ! http://forums.bistudio.com/oldsmileys/goodnight.gif
doc stahlhelm
Jul 2 2005, 18:38
knifes will be nice tools for some stealth spec op missions! and not for stupid cs action. in real life a knif is a powerfull and completely silent weapon - if the one who uses the knife knows what he have to do with it. so it would be nice to give this weapon only to spec op soldier class as an usefull tool for taking out guards etc.
ordinary soldiers have only a bajonett for close combat.
combinated with really good animations, knife and bajonett can be a cool thing in aras! far beyond stupid cs action.
But they AI wouldnt be able to use knifes.
And how would knifes work? I mean, you cant just stick a knife thru modern body armor, right?
DBR_ONIX
Jul 2 2005, 20:52
Erm, if the AI sneaks up on you with a knife.. That would be.. scarey http://forums.bistudio.com/oldsmileys/tounge2.gif
Body armour only covers torso, lots of uncovered areas, but lets not get into this whole discussion http://forums.bistudio.com/oldsmileys/crazy_o.gif
Quote[/b] ]would they said AA engine would be little bit like counter strike
Both games you can shoot people, theres your similarity http://forums.bistudio.com/oldsmileys/tounge2.gif
- Ben
doc stahlhelm
Jul 2 2005, 21:00
yes, you're right - many parts of the body of modern soldier are covered with bodyarmor. so a knife attack only make sense in a
"classic stealth kill" - grab the enemy from behind an stab the knife into his throat ( so the knife is blocking air circulation - no screams ) an then make a cut an slit his throat - ok ok is a classic "actionmovie" thing - but i also see this killing technics in close combat manuals from the marines ( i found this manuals in p2p ).
in most cases a knife combat between opponent soldiers will be a total unrealistic situation, but for a spec op situation, when you have to kill guards silently its usual to use a knife. and whats about these bajonettfighting in irak?? ok this poor islamic fighters dont have bodyarmore so they can be stabbed very effectively.
and another thing to think about - in a realistic combat situation
everything that you can grab can be used as a weapon when you are out of ammo or unable to reload!
the only problem for melee weapons in an simulation like aras or ofp2 are people who dont understand the character and the special situations of close combat situations - stupid kids who are searching for the most brutal killing - but the special gameplay character of ofp is the most effective and "naturaly"
cover against a flood of stupid cs kids - i dont thik that this people will have a lot of fun in ofp cause it is more a sim than a game. maybe melee weapons should only be able to handle in spec-op singleplayer missions, where it makes sense - and not in multiplayer. when im looking a game like bf1942 - who uses knifes? the most situation i was killed by knifes or killing with knifes is to make a "dishonorable" kill to a sniper http://forums.bistudio.com/oldsmileys/wink_o.gif and this is one of the very few situations where it make sense to use the knife.......
its ok to put some melee weapons in the singleplayer when the specific situation of a mission has a need for it!
greetings, vonStahlhelm
DBR_ONIX
Jul 2 2005, 21:11
Just include support for it in the game is best IMHO, then servers/players can decide wheter to give the players knifes.
If someone wasnt to try and run at a fixed-MG and get shot down, let them, then they'll learn not to, hopefully http://forums.bistudio.com/oldsmileys/tounge2.gif
It's better for it to be included, and not used a lot fo the time, than to not include it and it do be needed.. http://forums.bistudio.com/oldsmileys/smile_o.gif
- Ben
Just include support for it in the game is best IMHO, then servers/players can decide wheter to give the players knifes.
If someone wasnt to try and run at a fixed-MG and get shot down, let them, then they'll learn not to, hopefully http://forums.bistudio.com/oldsmileys/tounge2.gif
It's better for it to be included, and not used a lot fo the time, than to not include it and it do be needed.. http://forums.bistudio.com/oldsmileys/smile_o.gif
- Ben
I do agree about that.
As long as they dont give the AI knifes.
Why bring a knife to a gunfight? http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
Besides, OFP is all about outdoor and long distance fighting. Knives belong in bunnyhopping games likes BS2, Delta Force and the likes.
How often are you 2 meters from an enemy and still are undetected in OFP?
I'd rather pack a pair of pliers so I can chew through fences.
That's pretty much my point. If BIS decides do some something to the engine to make it easier to create melee addons, then that's a good thing. But I can say that Im 99% sure that there wont be any knifes in the singeplayer part of the game (cause it wouldnt really fulfil any purpose). And I know that there wont be any meaningless bayonets.
Drill Sergeant
Jul 3 2005, 05:54
For the record I have missed the knife aspect. If ArmA is going to be a open terrain system featuring only long range land engagements...
You may as well toss any SOF and CQB ideas.
While knives aren't used that often, they are still part of the military arsenal. IRL you'd be surprised just how close you can get to people without them noticing. Spetznaz are well known for using guitar strings to strangle people. Navy Seals are just as well known for one stroke knife kills.
Silenced pistols are still noisy, when done properly knives are totally silent. It's all part of the persona surrounding SOF: Silenced fire arms, High and low tech equipment, and high speed cutlery. It all has it's proper place, and without it, it's just not "real".
Major Fubar
Jul 3 2005, 08:43
I think melee weapons would be useful, at the very least for civilian riots and such...
I think melee weapons would be useful, at the very least for civilian riots and such...
Like that new sledgehammer in Postal 2 weekend apocalypse? http://forums.bistudio.com/oldsmileys/rofl.gif
Seriously, I know we have knives in real life. I just don't see how they can be useful in a OFP-game. In games, silenced handguns are just as silent anyways but they reach alot longer than your arm.
Drill Sergeant
Jul 3 2005, 11:35
So what if ArmA is so "real" that it changes all that?
http://img.photobucket.com/albums/v379/DrillSergeant/Knife.jpg
2002-2003 OFPr. Ammo bug, shame the Ai have eyes in the back of thier head and you are so noisy.
If implamented properly melee weapons would be great. Not just knives but SAS, SAFTA, Spetznaz neutralization moves ect.
Bring it on, all it can do is set the release date back. *** http://forums.bistudio.com/oldsmileys/tounge2.gif
doc stahlhelm
Jul 3 2005, 15:37
someone knowes those "conflict: desert strike" 1 + 2 games.
ok ok - that are games, not a serious simulation. but they have some real nice animated stealth kills with knifes! in this games, as in real life to, the knife is in most cases not a good choice as weapon - the most time you have to youse your guns and grenades. but sometimes, when you have to infiltrate a enemy base silently - the knife is a good offensive weapon against unawared enemy soldiers. much better than a silecend gun.
i think a modern combat simulation, like aras or ofp2, should cover ALL combat situaitions, from long range rifle fights to close quarter combat situations. i remember on more than one situation in ofp1 where i wish to had a bajonett on my gun - especially when you ordered to take a town full of angry enemys - in this situaition, a bajonett on your gun is a livesaver for real! sometimes in fights your magazine goes empty - and this is a prefer situation that an enemy comes around the corner an catch you while loading your gun http://forums.bistudio.com/oldsmileys/welcome.gif "hi please dont kill me, i have to reload than we can do a fair and honorable fight", hehehe! i think a bajonett in such an situation is very usefull!
knifes are a part of todays military arsenal and combat. well, not used often - but they are used. if you want an simulation with all aspects of modern warfare, the knife is also an part of it like an m4 or an apache-helicopter. only its role will be a very small, only be usefull on some special situations like SOF and CQB!
The engine got some limitations. Sure it would be possible to include bayonets but it wouldnt work well. Why? The AI is designed for long range combat and would have to be changed quite a bit. I rather wait 'till OFP2.
Melee weapons?
If those will appear in Armed Assault, the range for creation of missions will essentially extend, that undoubtedly is greater plus.
vektorboson
Jul 6 2005, 17:43
The engine got some limitations. Sure it would be possible to include bayonets but it wouldnt work well. Why? The AI is designed for long range combat and would have to be changed quite a bit.
What engine are you talking about? The ArmA-engine? How would you know which limitations that engine has? Did you already playtest it?
Better support for hand-to-hand combat would be a welcome addition, it would rise the number of possible scenarios and new weapons/units.
The engine got some limitations. Sure it would be possible to include bayonets but it wouldnt work well. Why? The AI is designed for long range combat and would have to be changed quite a bit.
What engine are you talking about? The ArmA-engine? How would you know which limitations that engine has? Did you already playtest it?
Better support for hand-to-hand combat would be a welcome addition, it would rise the number of possible scenarios and new weapons/units.
No, I havent playtested the Arms engine. But I've played Ofp since 2001 and I understand the engine quite good. Or to be more specific; the AI.
The Armed Assault engine isnt a new one. It's an improved version of the VBS1 engine. Since there are no official bayonets in VBS1 Im sure that it wont be in Arms and Im also sure that it wont work. Sure, the AI will be improved. But I dont think they'll be able to use close combat weapons in an efficent way.
Just imo, of course.
And I still don't understand what bayonets could be good for.
... in my opinion, i think we do not need these kind off game elements,
there are so many others to be improved and added ... http://forums.bistudio.com/oldsmileys/wink_o.gif
DBR_ONIX
Jul 6 2005, 21:55
someone knowes those "conflict: desert strike" 1 + 2 games.
ok ok - that are games, not a serious simulation. but they have some real nice animated stealth kills with knifes!
In CDS1 I got.. one knife kill, and thats only because it was completely set up (Random guy standing in dried riverbed, with cliffs to either side, standing doing nothing..)
The other stealth kill I got was with, erm, either an MP5 or a M249, shot someone miles away..
Not played CDS2 much, just one or two levels at freinds house
ArmA is aparently a testbed for stuff BI can do with Game2. it'd be nice to see knifes, but we'll see what we get http://forums.bistudio.com/oldsmileys/smile_o.gif
- Ben
gandalf the white
Jul 6 2005, 23:29
... in my opinion, i think we do not need these kind off game elements,
there are so many others to be improved and added ... http://forums.bistudio.com/oldsmileys/wink_o.gif
OFP is a war simulator, it was the first to aim at combined arms caonflicts over long distances... but base-infiltration is also on the agenda, and so is house-clearing http://forums.bistudio.com/oldsmileys/wink_o.gif .
and since the colesion detection got a patch up, this will be even more fun... http://forums.bistudio.com/oldsmileys/wink_o.gif
shinRaiden
Jul 6 2005, 23:36
Now-now, let's back up a couple logical steps... there's three basic methods presently implmented to negatively affect a given object's dammage property, in a hypothetically mathematical fashion.
1) create a vector originating at a given object, then check the length of that vector for any collisions. Detect if the collision is an object with a dammagable flag, then calc a value difference.
2) check to see if an object's collision space collides with another object's collision space. This is done ordinarily in the macro-object sense. If multiple objects collision boxes overlap, calculate an appropiate dammage.
3) check to see if a dammageable object is positioned within an area of coords defined as a "killbox". If so, decrease the dammage property as appropiate.
What we're after here is a variation in the micro-selection sense of form 2. We need a variable user-controlled supplementary collision box for the "weapon" object, and need to calculate intercepts for smaller selections we'll call "head", "kidneys", "groin", "shins" (for the wusses), and other items of relevance. You'd need to detect collision-space violations between the "weapon" object and specific "victim" object selections.
Complicating that are the effects involved. Your basic effects are blunt smashing, sharp poking, and slicing and dicing. However, they are not mutually exclusive in all cases. Furthermore, the method in which the auxilary object is utilized can influence the appropiate dammage model, in addition to the power level.
Take for example the common garden shovel. Used in a thrusting manner, it's a blunt object until sufficent force over a resistence level becomes a poking object. Used in a lateral sweeping motion, or in a vertical chopping fashion, it is either a blunt object or a slicing object, depending on the blade orientation. If the shovel is rotated end-for-end, it can be an effective parrying object as well, though the grip becomes somewhat more unwieldy. All methods of usage however, are equally effective in obliterating the pesky annoying nettles that BIS delights in torturing us with in the ArmAs screenshots. The first addon for ArmA I plan to look at making is an Agent Orange addon, the stinging nettles out back of the house here are now between 1 to 3 meters tall. Who ever thought to put them in is one sick puppy. http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/wink_o.gif
*actionhank*
Jul 9 2005, 02:38
If they keep the AI anything like it is now, you're chances of sneaking up on an enemy soldier with a knife, are about as good as your chances of not being shot from 4000 yards away http://forums.bistudio.com/oldsmileys/wink_o.gif
Reclus3
Jul 10 2005, 07:04
I think someone already said something like this, but I also would hate to play a game where 2 people run around each other, waving a knife in the air hoping they get that fatal paper cut move across the enemies flack jacket for the win.
Its just plain silly to even think about that in a game of this calibur.
The only way I could see pulling this off realistically would to have the different type of soldiers have a skill base that they excel at while others may lack in that department. You cant take any old joe in the military and ask him to sneak up on a another person and slit his throat, they have to have some skill in that department for it to happen.
But i dont forsee them adding a skill base like that to the game, atleast I have not heard rumor of it or anything, So I honestly dont see a reason for adding melee to the game.
In all honesty if the game plays exactly like OFP did without a single change in the game except for physics I will be happy.
Kissdznuts
Aug 1 2005, 16:24
Will there be any Melee weapons in Armed Assault?! Such as Hammers, Knifes, Bayonets
Knifes and bayonets I can understand, but hammers? LOL. That would probably be the most humiliating way to die ever.
Knives aren't really needed for ArmA itself, except it would support something like Splinter Cell.
But I would we so happy if we will have knive support, because than we could make swords and RPGs.... *dreaming* http://forums.bistudio.com/oldsmileys/inlove.gif
bigsouth1981
Aug 1 2005, 19:22
I think it would be a great idea to implement a bayonet, and or fighting knife into AA. As an Infantryman in real life, id love to see some ultra realism regarding these weapons.
In real life you are totally in a world of shit if you have to "fix" bayonets, unless you are in the final stages of clearing a position. Thats why the other day I suggested it would be a good idea to introduce a short throw into the game, ie: so that you could "post" a grenade for example through the firing slot of a bunker or through a window etc etc etc...
Like I said the bayonet Is usually a last resort, and Im glad that a lot of you on here recognise that. People wouldnt be able to do the crappy counterstrike "spin around in a circle, slashing away" thing because of the fact that flashpoint accuratley represents modern day combat to a good level, with ballistics and all. Besides, just think how close you would have to actually be!!!, you can sucessfully engage targets at around 400m with small arms, so it would be ultra special to achieve a melee kill. Being able to smash someone across the head with your rifle butt would do nicely too.
funnyguy1
Aug 2 2005, 06:25
Besides, just think how close you would have to actually be!!!, you can sucessfully engage targets at around 400m with small arms, so it would be ultra special to achieve a melee kill.
Not exaclty the truth..well, not in 100%.
I remember some cwc missions when doing some black op stuff, I could approach ruskies really close.
The problem was, when I finally got rid of my mp5sd, I had to do it loud...but, yeah, it was old good cwc 1.2 http://forums.bistudio.com/oldsmileys/biggrin_o.gif
We have to separate two things from each other.
melee weapons in sp, could be a nice adition, you won`t run around with knives, or...well, it`s your choice...
I really don`t think that It would be neccesary, but maybe I`ll appreciate this when the shovel or something save my life http://forums.bistudio.com/oldsmileys/wink_o.gif
and when it comes to mp...I think nobody will act like cs-idiot...battlefields are way to big to perform a kill with a knife...so those punks won`t be doing this.
anyway It might be up the server admin.
TokarevT33
Aug 2 2005, 23:12
they said that it was gonna be little bit like it right?!
Never heard of it. If so, it must have been OFPxbox, not ArmA. And they must have meant that the view is going to be fixed like in most fps games.
CS influencing BIS... ***http://forums.bistudio.com/oldsmileys/rofl.gif ***http://forums.bistudio.com/oldsmileys/goodnight.gif
What??? No please no!!! I want to see my shoulders..my arms.. i dont want to be just a floating hand http://forums.bistudio.com/oldsmileys/sad_o.gif
Where did you read this?
SteveVCB
Aug 3 2005, 00:23
Some form of melee would be a good addition, be it a bayonet, a knife, or a rifle butt to the face. Running out of rounds sucks, so having something there as a last resort would be great in my opinion. No throwing knives into people's eyes, no doing poncy action-hero throat-slices with a knife bigger than god's mum, no kung fu tiger-stance flying kicks. Just the ability to put up a fight.
People are harping on about how unrealistic it is. Well, OFP being OFP, when you fire your last round and end up rushing someone and trying to club him with your rifle, nine times out of ten you're going to die. That one time out of ten you take him down and snatch his weapon, nine times out of ten the guys stood ten metres either side are going to notice and waste you.
Seems pretty realistic to me.
bigsouth1981
Aug 3 2005, 01:57
Good post Kooky,
Your right it would be great knowing that no matter how slim the chance, you still have some sort of a last resort. In Iraq we had all sorts, fighting knives, kubotans, knuckle dusters. Personally I have a Fairburn and Sykes Fighting knife. Now im not saying that you should be able to pick up a housebrick and whack someone skull in with it (although its not a bad idea....lol), or be able to throw ninja stars etc etc http://forums.bistudio.com/oldsmileys/smile_o.gif
But some thing sensible to the point of being realistic.
One thing I must mention. All you dudes on here are cool, there is never any arguing, flaming, just good old war talk. It makes a nice change.
Rock on...............
Andy
D.murphy man
Aug 3 2005, 12:47
One thing I must mention. All you dudes on here are cool, there is never any arguing, flaming, just good old war talk. It makes a nice change.
Yep these forums are one of the best (and one of the first) ive ever been part of. Every one here is pretty well spoken and can take other opinions and disagree with out the usuall "OMFGZ U SUX U LAME PEAICE OF SH*T EVERY ONE SAY NO TO MEEEELLEE33 W4EP0NZZ" like what would happen on say the planet halflife 2 forums http://forums.bistudio.com/oldsmileys/tounge2.gif and most of its down to the mods ruleing with there fair but iron fists http://forums.bistudio.com/oldsmileys/wink_o.gif
but back on topic, yea i wouldnt mind seeing some form of meelee weapon weather it be a knife or baynot or maybe a wide variety of house hold objects youd find in a abonded war torn town (house brick or hammer any one? http://forums.bistudio.com/oldsmileys/tounge2.gif ) and as for realism.. if ArAs is going to be like OFP then i cant see people getting close enough or being able to run circles around each other for long enough to become a CS match. Since in CS it takes a few bullets to kill some one and the maps are very small, in OFP we got wide open spaces and one bullet is enough to take down any pesky CS kids trying to knife people, like kooky said. You cant just run across a field with your knife in your hand and not expect your head to get blown of by a AK47 before you can even get with in distance to shout verbal abuse at the enemy. Especially if theres tanks rolling around and helicopters and god knows what, so yea a knife would be perfect as a 'last resort'
doc stahlhelm
Aug 4 2005, 03:45
the programmers can make a whole bunch of melee weapons possible - the nature of ofp/arma make it impossible for an stupid cs-kid to have fun with this game or better simulation.
so i think its a good compromise to add some meleeweapons like knifes to a cool specop mission in the game an bajonetts to a "deep in da shit" mission for SP. for mp meleeweapons can be locked on the server by an admin. so the owner of the server can do the choice melee or not.
whats about a limited jump-funktion for jumping over obstacles??
sometimes i play CoD-UO, mostly the germanfront mod.
in CoD they limited the jump capacity to avoid bunnyhoppin.
you can make a jump over an obstacle, but if you try bunnyhoppin the player is only able to make some real small and useless hops.that real works,there are much less bunnys like in MoHAA or the BF-series.
i know jumping features are a kind of tabu in ofp, but in reality i can jump over obstacles so why dont make it possible in armed assault - limited and without the possibility for bunnyhopping?
what you think about?
greetings, vonStahlhelm
FCOPZ-Illuminator
Aug 4 2005, 07:17
Yeah, a knife ( or bajonetts ) would be realy nice ***http://forums.bistudio.com/oldsmileys/wink_o.gif
The possibility to jump ? *hmpf* I dont know, it's a risk....
But you can the jump possibility "merge" or associate with the old ofp function, if you longer run, you have to breathe... ( it's the right word ? *gg* )
So, maybe you can jump 3 or 4 times, then you have to wait few seconds..... (?) *** http://forums.bistudio.com/oldsmileys/smile_o.gif
doc stahlhelm
Aug 5 2005, 17:55
yes, talking about jumping in armed assault is a kind of sacrileg http://forums.bistudio.com/oldsmileys/wink_o.gif - a real provocation. but i think ofp's the most realistic war "game"
ever made and its successors will be maybe much more realistic.
so in fact in reality i can peek around corners, i can roll into cover wile in prone position, i can use meleeweapons if its necessary and i can jump over obstacles. but what i cant do in reality is make is jumping around like a bunny. i know that a jump feature is a risk in every game, so it must be limited. i just test the mod "german front" for "call of duty - united offence" - jumping there is only usefull for jumping over obstacles because the landing slows down the running speed for an moment, especially when you try to bunnyhop. fast pressing of the jump key results in useless minihops an a "stall" of the running speed so that in fact it makes you to a perfect target when you try hopping to not get shoot. i think thats near a perfect solution for this game.jumping is usefull only to jump over an obstacle but jumping to avoid bullets makes you to a perfect target.
if someone had CoD-UO load down the "germanfront" mod and take a look about this.
its easy to disparage (hope thats the real word for the german "verteufeln" - i use google for that) features like melee weapons
or jumping features - but both features a realistic parts of the world and i think they have a place in a modern combat simulation that want to be realistic. the question of this features
is not answered in "NO", thats an easy and ignorant way, its answered in "HOW".
greetings, vonStahlhelm
gandalf the white
Aug 5 2005, 18:11
I think a good jump to "get over obstacles" would be one that makes you sprint (Ie no shooting) for three meters, then jump like they do in the olympics (but maybe on your side, in case you have a backpack) , and then roll over so you can fire again...
...being able to jump over those sandbag defences in cwc beats the alternative... http://forums.bistudio.com/oldsmileys/wink_o.gif
The Lord
Aug 8 2005, 20:56
in current ofp u can run through them sometimes anyway :P
BTW Hi Gandalf!
ninjatek
Aug 8 2005, 21:09
Knifes I can see in the game. But jumping I cring at. One of the most annoying things I found in BF2 was people bunny hopping. It completely ruined what little realism was in the game for me. They would bunny hope and guess what, most of freaking time it would work for them to get away while I unloaded round after round at them. This was really just BS in my opinion. If jumping is allowed then I don't want it to allow them to have a greater chance of not being hit by reducing their body hit area, that is just gay.
However I am extremely happy to see the screen shots of real grass in AA. This means we can go prone in tall grass and use it for stealth as in JO. Using the follage and grass in JO for stealth was one of my favorite parts of that game.
I would like to have as much features as possible - even jumping (not to speak of melee weapons). To make it optional (turn on/off server side) would be the best solution.
Every new feature for the engine means more possibilities for later mods and addons. Melee combat for example would make it easier to get a decent medieval combat scenario with swords and axes.
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