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Do developers need to improve the performance of their rifles with these proposals?

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Author Topic: 9 suggestions for improving rifles  (Read 744 times)

Offline Pa3ym2

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9 suggestions for improving rifles
« on: 11-11-2021, 10:11:42 »
Strong recoil interferes with firing from submachine guns 2-3 rounds per 100 meters. Perhaps it should be lowered so that such a firing mode was possible, but some circumstances prevent this.

In 2011, the developers of FH2 released version 2.3 of the game, which dramatically increased the recoil of all submachine guns. I think this is due to the fact that when the recoil of submachine guns was low, then most players played with submachine guns, and rifles and machine guns were chosen very rarely. Therefore, in order to equalize rifles and submachine guns in efficiency, the developers have greatly increased the recoil of all submachine guns in the game. But this "equalization" is not the best, as a result it became unpleasant to shoot from submachine guns and because of this the gameplay with them worsened. I propose to slightly lower the recoil of most submachine guns in the game, but in contrast, you can strengthen the rifles with some ideas that I will write below:

1) Introduce the ability to simultaneously shoot from a rifle and beat it with a bayonet. You can also hit with a bayonet while sprinting. In urban combat at close range, if you miss with a rifle at a distance of 4-6 meters, then this will give you the opportunity not to wait for the rifle to reload, but to run a few meters by sprint and hit a soldier with a submachine gun before he kills you. Or hit him with a bayonet in the doorway before a fighter with a submachine gun can fire enough shots to kill you. Additionally, it would be possible to significantly increase the range of a bayonet strike, and make sure that there is not such a long delay time in hitting a bayonet strike that is now. All this will slightly strengthen rifles in relation to submachine guns.

2) In the mode of shooting from the front sight of the rifle, after each shot, the shooter takes the rifle to the hip, after which you need to press the button of aiming with the front sight again and again aim from the front sight. Because of this, the shooter loses 1-1.5 seconds after each shot. In Call of Duty 1, this is done differently. After firing from the front sight, the shooter does not move the rifle to the hip, but reloads the next cartridge and automatically returns to the front sight mode without pressing the front sight button (6:05) https://www.youtube.com/watch?v=OIAG6Gn8eOw
If you enter the same thing in FH2, then the player will not lose 1-1.5 seconds after each shot, and the rate of fire of the rifle will increase significantly. This will further strengthen the rifles in relation to the submachine guns.

3) Make it so that while jogging (in normal mode) it would not be possible to reload the weapon. It is necessary that the player can reload the weapon only while standing still, or in walking mode. If the player starts to run during the reload animation, it is interrupted. This will lead to the fact that a fighter who has shot the entire horn of cartridges from a submachine gun will have to stand still in order to reload it, and a fighter with a rifle and a bayonet may not wait for reloading, but run a sprint and hit a fighter with a submachine gun with a bayonet before he will recharge it. This is a slight boost to bayonets and knives in the game. If this seems too radical to you, then you can make it so that it would be possible to reload the weapon while jogging, but not while sprinting. Then at least a fighter with a submachine gun will move slowly while reloading a weapon, and a fighter with a rifle and a bayonet can sprint and he has a better chance of killing his opponent with a bayonet during close-range gunfights in cities.

4) Introduce rifle and machine gun cartridges more penetration of materials and objects than submachine guns. That is, to make it so that the rifle cartridge would pierce wooden boxes, wooden carts, window frames, carcasses of dead animals, doors, thin trees, some towers, two layers of a tent. And submachine guns cannot penetrate all this. The greater penetration of the rifle cartridge will slightly strengthen the rifle in relation to the submachine gun.

5) Introduce overheating of submachine guns the same as for MG-34 machine guns.

6) In ARMA 3 there are 5 different body positions: standing, slightly bent over, standing on one knee, sitting on the butt, and lying down (2:14) https://www.youtube.com/watch?v=9zzAjx7ejxI
I saw that the MG-42 machine guns on the carriage on the Omaha beach have the function of adjusting the position of the machine gun in height up and down. Couldn't we take the same function and add it to the regular infantry?
There is also peeping around the corner (2:25).
Is it possible to do something similar in FH2? The usefulness of such options is that you do not need to stick out the entire body with the weapon from behind the cover at once, but just stick out the head with the weapon, and then the player is much less likely to hit. In conditions of combat at medium and further distances, this gives more advantages to a soldier with a rifle than with a submachine gun. In order to hit a fighter at a distance of 100m who stuck out only his head and a weapon, high accuracy of the weapon is needed, so at such a distance it is really possible to do it only from a rifle. In addition, to kill with a rifle, you only need to lean out of the corner for half a second to shoot, then hide back and reload the next cartridge. And a soldier with a submachine gun needs to stick out for a few seconds to lead a queue. Because of this, a fighter with a submachine gun is exposed to fire more time and more chances to kill him.

7) If you implement functions with different body positions from point 6 and peeping out of the corner, you will need more precision rifles. I saw you do a lot of magnification when shooting from the front of the Bren machine gun. Perhaps all rifles will have to do this in order to have a large aiming rate and greater accuracy to hit the head of the enemy leaning out from behind the obstacle. This will further increase the utility of rifles in relation to submachine guns.

8) If the developers decide to return the crosshair of the sight to the screen, then it is possible to reduce the "narrowness" (accuracy) of this crosshair at the rifle in a standing position to the level of a sitting / lying position. And in the lying / sitting position, reduce the "narrowness" by the same amount. This will increase hip fire accuracy and give rifles much more efficiency in hip fire with crosshairs than with submachine guns.

9) A SMG fighter needs a lot more ammo than a rifle fighter. According to the logic of the higher consumption of cartridges for a fighter with a submachine gun, he is forced to carry a greater weight of these cartridges than a fighter with a rifle. Is it possible then to make fighters with submachine guns a slightly lower movement speed than fighters with rifles? This will further strengthen the rifle fighters.

If all this is done, then the usefulness of the rifle will increase dramatically. In contrast, it will be possible to significantly reduce the recoil of submachine guns almost to the level of version 2.0. Shooting submachine guns and rifles will become more enjoyable, and this will increase the growth of new players. And the more new players, the more donations the developers could receive.

I ask the developers to write which of these proposals is possible to implement.
« Last Edit: 11-11-2021, 10:11:15 by Pa3ym2 »

Offline jan_kurator

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Re: 9 suggestions for improving rifles
« Reply #1 on: 11-11-2021, 12:11:59 »
In 2011, the developers of FH2 released version 2.3 of the game, which dramatically increased the recoil of all submachine guns.
Any data to support this claim?

1) Introduce the ability to simultaneously shoot from a rifle and beat it with a bayonet.
It's the most basic suggestion anyone can come up with. It would be introduced in the first release of FH2 if
only BF2 engine supported such option, but ALT FIRE IS NOT POSSIBLE FOR HANDWEAPON IN THE REFRACTOR ENGINE.

You can also hit with a bayonet while sprinting.
You can do that now, you only need to release sprint button for a split second and use your bayonet, then spring again. Your player model in game won't slow down and stabbing animation will play during sprinting.

Additionally, it would be possible to significantly increase the range of a bayonet strike, and make sure that there is not such a long delay time in hitting a bayonet strike that is now.
Not desired. Your stabbing distance is only as long as your rifle + bayonet combined together (and depends on a rifle type). Learn to use bayonets in FH2, though against bots it won't do you much good, we suggest to play mulitplayer for far better experience.

All this will slightly strengthen rifles in relation to submachine guns.
Not desired. The opposite would be more welcome. Rifles in hands of experienced players are already too deadly on most of the occasions.

2) In the mode of shooting from the front sight of the rifle, after each shot, the shooter takes the rifle to the hip, after which you need to press the button of aiming with the front sight again and again aim from the front sight. Because of this, the shooter loses 1-1.5 seconds after each shot. In Call of Duty 1, this is done differently. After firing from the front sight, the shooter does not move the rifle to the hip, but reloads the next cartridge and automatically returns to the front sight mode without pressing the front sight button (6:05) https://www.youtube.com/watch?v=OIAG6Gn8eOw
Again. Not possible in the refractor 2 engine (not without major drawbacks). We develop this game for nearly 15 years now, we really tried everything already ;)

If you enter the same thing in FH2, then the player will not lose 1-1.5 seconds after each shot, and the rate of fire of the rifle will increase significantly. This will further strengthen the rifles in relation to the submachine guns.
As said above, rifles win most of the engagements due to their 1s1k ability. If anything needs beefing up, it's submachineguns.

3) Make it so that while jogging (in normal mode) it would not be possible to reload the weapon.
Not possible in the refractor 2 engine.

4) Introduce rifle and machine gun cartridges more penetration of materials and objects than submachine guns. That is, to make it so that the rifle cartridge would pierce wooden boxes, wooden carts, window frames, carcasses of dead animals, doors, thin trees, some towers, two layers of a tent. And submachine guns cannot penetrate all this. The greater penetration of the rifle cartridge will slightly strengthen the rifle in relation to the submachine gun.
Not possible without re-doing the whole game from scratch. Penetration in refractor engine is pretty limited. For now, you can already shoot through thin wooden fences, several layers of a tent, wooden carts, some window frames, thin pieces of furniture, cloth materials, doors, windows shutters, wooden planks, plants, thin metal objects and many more. This unfortunately affects both rifles and SMGs. Welcome to BF2.

5) Introduce overheating of submachine guns the same as for MG-34 machine guns.
Not desired. SMGs were designed not to overheat easily, and pistol cartridges generate much less heat than full rifle caliber.

6) In ARMA 3 there are 5 different body positions: standing, slightly bent over, standing on one knee, sitting on the butt, and lying down (2:14) https://www.youtube.com/watch?v=9zzAjx7ejxI
I saw that the MG-42 machine guns on the carriage on the Omaha beach have the function of adjusting the position of the machine gun in height up and down. Couldn't we take the same function and add it to the regular infantry?
Not possibe. This is not Arma 3. This is battlefield 2 from 2005.

There is also peeping around the corner (2:25).
Is it possible to do something similar in FH2?
Again. Not possible in FH2.

7) If you implement functions with different body positions from point 6 and peeping out of the corner, you will need more precision rifles. I saw you do a lot of magnification when shooting from the front of the Bren machine gun. Perhaps all rifles will have to do this in order to have a large aiming rate and greater accuracy to hit the head of the enemy leaning out from behind the obstacle. This will further increase the utility of rifles in relation to submachine guns.
Not possible (point 6 cannot be done at all) + not desired (rifles are already super deadly and super accurate).

8) If the developers decide to return the crosshair of the sight to the screen
Not going to happen.

9) A SMG fighter needs a lot more ammo than a rifle fighter. According to the logic of the higher consumption of cartridges for a fighter with a submachine gun, he is forced to carry a greater weight of these cartridges than a fighter with a rifle. Is it possible then to make fighters with submachine guns a slightly lower movement speed than fighters with rifles? This will further strengthen the rifle fighters.
It is possible, but again, not desired. It will have it's drawbacks like keeping your soldier slow even after he will spend most of his ammo, and this is nonsense, not to mention that soldiers in FH2 have load outs usually based on their real life counterparts, meaning that they carry as much ammo as they "comfortably" can without slowing them down, given pouches they had and other gear.

If all this is done, then the usefulness of the rifle will increase dramatically.
Rifles are already the most efficient weapons in FH2.

In contrast, it will be possible to significantly reduce the recoil of submachine guns almost to the level of version 2.0. Shooting submachine guns and rifles will become more enjoyable, and this will increase the growth of new players. And the more new players, the more donations the developers could receive.
Any data to support this claim?