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Forgotten Hope 2 => Suggestions => Topic started by: rich9000 on 15-11-2015, 18:11:58

Title: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: rich9000 on 15-11-2015, 18:11:58
This topic i write as a huge FH fan all the way back to the original 1942 version. That being said i have huge expectations of the upcoming 2.50 version.

I would really like to see all realistic gunsounds, especially for the 900rpm PPSH-41 :P. The other thing I've been contemplating since FH2 was first released years ago is "Why haven't you guys" found it to be a necessity to be able to deploy your machingun like the MG-42 or Browning M1919 on a sandbag wall or from a window??? When it is quite clear it will make the game into so much more of a dynamic war experience!

Best Regards, [Panz]Sturmf111.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: jan_kurator on 15-11-2015, 19:11:46
The other thing I've been contemplating since FH2 was first released years ago is "Why haven't you guys" found it to be a necessity to be able to deploy your machingun like the MG-42 or Browning M1919 on a sandbag wall or from a window??? When it is quite clear it will make the game into so much more of a dynamic war experience!
It is not possible to code it in a refractor engine properly. You can only make weapons be deployable in standing position, but they cannot interact with statics, and that means you will be able to "deploy" your MG in air as well, not only behind a cover like a sandbag or in a window.

Also, this topic was discussed dozens of times in the past, please use search button next time, before you will suggest anything: How to: Suggestions - Read Before Posting (http://fhpubforum.warumdarum.de/index.php?topic=18.0)
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: rich9000 on 15-11-2015, 19:11:05
Gotcha! Thanks for the quick reply. Now I don't have to sit thinking about it everytime I get shot in the ass.

"Damn I could have shot that guy if only i could fire my lmg whilst running like John Basilone in the pacific!"

 ;D
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: jan_kurator on 15-11-2015, 19:11:56
Gotcha! Thanks for the quick reply. Now I don't have to sit thinking about it everytime I get shot in the ass.

"Damn I could have shot that guy if only i could fire my lmg whilst running like John Basilone in the pacific!"

 ;D

That's why MG gunner class always got the sidearm! Use your pistol in close quarters situations, and stop relying on hollywood productions. ;)

Btw, you can hip fire some lighter weapons like BAR, Bren, ZB26, FG42, upcoming DP28, DT and finnish Lahti LMG.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: LuckyOne on 15-11-2015, 21:11:31
I said it two (or was it three?  ::)) years ago, and I'll say it again. Deploying MGs in thin-air >> deploying nowhere. The current maps and gameplay are waaay too limited because of the stubbornness of the devs on what is essentially a minor visual issue and not in any way game-breaking.

Both PR and FHSW have proved that a "less than perfect" approach can work and still be decently fun to play.


Nice to know that the DP will keep the hipfire feature demonstrated in the last animation video though.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: rich9000 on 15-11-2015, 22:11:44
I know dude, can't rely on HW productions like the pacific. :P

Still though how cool would it be to spray with an MG-42 from the hip, or takin aim with it by help of another german soldier who can rest the MG on his shoulder while the gunner has to make a split second decision.

Project Reality made it possible to mount weapons with bipods on any surface practically. My thought was if the PR team could do that I can't see why the FH2 dev team can't do the same.

:D
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: Flippy Warbear on 16-11-2015, 13:11:08
Project Reality made it possible to mount weapons with bipods on any surface practically. My thought was if the PR team could do that I can't see why the FH2 dev team can't do the same.

It uses the exact system what jan_kurator explained here:

Quote
It is not possible to code it in a refractor engine properly. You can only make weapons be deployable in standing position, but they cannot interact with statics, and that means you will be able to "deploy" your MG in air as well, not only behind a cover like a sandbag or in a window.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: Leopardi on 16-11-2015, 14:11:37
And the system works great, only small drawbacks (which are small, making yourself a standing target in the open doesn't make it exploitable.) for a great improvement in MG class playability is definitely a no-brainer. Pretend it models the shoulder firing, just without the other soldier :D
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: Flippy Warbear on 16-11-2015, 14:11:59
We did test the system but I cant recall why it wasnt completed. It worked just fine and made the MG34 for example a nice offensive support weapon when you were storming farmyards as you could put the MG up on a low wall and cover the advance of your buddies or indeed put it up in a window for unpredictable defensive element. I personally like the idea but I cant say why it wasnt implemended back then.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: Ts4EVER on 16-11-2015, 14:11:31
Two reasons:
1. No manpower to retroactively apply it to all mgs back then (this was pre-2.46 when FH2 was scraping by just so).
2. It made MGs too powerful an alternative to smgs.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: Mudzin on 16-11-2015, 14:11:59
2. It made MGs too powerful an alternative to smgs.

Give them 0.05 limit and voila - problem solved!
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: LuckyOne on 16-11-2015, 16:11:16
2. It made MGs too powerful an alternative to smgs.

Can it be limited FHSW style then? In deployed mode you can't actually move, only crouch/go prone. So it's not possible to run and gun with MGs... I know it's not very realistic, but then again everyone going Rambo is not realistic either...
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: Ts4EVER on 16-11-2015, 16:11:49
Don't think that is codable.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: LuckyOne on 16-11-2015, 16:11:58
Shame... I seem to remember PRs heavy MGs offer only the ironsights option for aiming properly, and you can't actually move very fast while doing it. Would that be enough to limit Rambo spammers?
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: Captain Pyjama Shark on 16-11-2015, 16:11:24
Could you make it so that it has an exceptionally long time to be brought up to aim while standing or crouching?  That way people would only do it in cover.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: Ts4EVER on 16-11-2015, 16:11:36
People can still walk while zoomed in though. Not much of an issue in PR, where everyone has an automatic rifle, but when you face mostly rifles + the occasional smg, it is a different story.
Generally speaking, this whole system then looks a lot like a workaround, because it is very unintuitive and inelegant. The prone only solution is limited and not entirely realistic, but it is consistent and works to make the lmgs function in a unique way.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: rich9000 on 16-11-2015, 17:11:56
That it would make an MG overpowered is hogwash according to me. It is as I said a necessity to be able to deploy MG:s on elevated surfaces in a WW2 game like this! In case people think that is unfair or anything like that they need to study tactics and history.

My only hope is that this will be accomplished by the developers! Who knows maybe 2.50 packs alot of surprises.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: GeoPat on 16-11-2015, 18:11:47
In MultiPlayer, people just go prone in unrealistic places, like balcony railings, top of sand bags, anywhere they can on top of something.  It often looks stupid. 

You can't Rambo too much with the PR way.  Remember those automatic rifles take several shots or bursts to put someone down.  FH2 is mostly 1S1K.  If you can't run in FH2 you'll be dead soon.  You can always limit them or relegate them to pick-up kits only.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: Mayhemic.MAD on 17-11-2015, 00:11:09
Our testing back then showed that one could use, eg, the MG42 in iron sights while standing and make very accurate kills on long ranges. The slow movement speed in iron sight mode was enough to evade a few bullets, yet it did not cause any aiming inaccuracy. That means the first bullet of a burst would always be a hit, even on long ranges. So you had more slowly advancing upright walking MG42 snipers ingame than you had them defending in unexpected positions, which sucked more than it was nice.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: ctbear on 19-11-2015, 02:11:30
How about increase recoil and reduce accuracy? Just like PR's machinegun.
Our testing back then showed that one could use, eg, the MG42 in iron sights while standing and make very accurate kills on long ranges. The slow movement speed in iron sight mode was enough to evade a few bullets, yet it did not cause any aiming inaccuracy. That means the first bullet of a burst would always be a hit, even on long ranges. So you had more slowly advancing upright walking MG42 snipers ingame than you had them defending in unexpected positions, which sucked more than it was nice.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: Leopardi on 19-11-2015, 08:11:59
People can still walk while zoomed in though. Not much of an issue in PR, where everyone has an automatic rifle, but when you face mostly rifles + the occasional smg, it is a different story.
Generally speaking, this whole system then looks a lot like a workaround, because it is very unintuitive and inelegant. The prone only solution is limited and not entirely realistic, but it is consistent and works to make the lmgs function in a unique way.
That's not why it works, it works because LMG's deployed are useless on the move, even in CQB situations, because of greatly reduced accuracy even when you move a little, and 8 seconds of settling time. They even made a separate non-bipod firing mode with more accurate on-the-move firing, to make it balanced against the automatic weapons everyone have!

When we fully apply the PR style, and remove the bipodless firing mode from the equation, it makes a perfectly balanced system for FH2's rifles and occasional SMG.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: rich9000 on 19-11-2015, 18:11:01
Yeah!

Maybe the devs could make certain objects like sandbags etc have a deployable zone for MG gunners in a crouched position or something.. This function is a must in future updates. Christ i want to see MG-42:s deployed on sandbags and in windows! :P
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: Ts4EVER on 19-11-2015, 18:11:15
That is not possible. As I said, the PR method is the only possible one, we tried it and didn't like it.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: rich9000 on 19-11-2015, 23:11:52
I agree that the PR version is not as nice as FH2. But why is it not possible to create this function?? I mean they made the mod FH2!  ;)
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: Ts4EVER on 19-11-2015, 23:11:45
Because some stuff simply isn't possible on the BF2 engine.
Title: Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
Post by: Leopardi on 20-11-2015, 05:11:45
That is not possible. As I said, the PR method is the only possible one, we tried it and didn't like it.
No we really haven't, since the problems mentioned don't exist in PR's implementation with very aggressive accuracy drop on slight movements, and long settling time.