Cone of Fire is beyone lame

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  • bigwyrm

    #1

    Cone of Fire is beyone lame

    I am curious as to if any mods can or plan to get rid of the awful 'cone of fire' that BF2 uses. I can't stand it. It makes the game more like an RPG with a 'chance to hit' rather than a FPS that requires skill. I can understand them implementing a cone of fire when firing and moving at the same time to limit accuracy, but having the cone of fire/chance to hit on scoped sniper shots makes me want to play something else.
    EA/DICE's decision to make the game 'appeal to a broader audience' by having no blood (rated teen) and less of a chance to get worked by skilled players is just lame. I cannot count how many times my perfectly aimed sniper shot has missed the mark completely (even after I give it time to 'settle'), not to mention the lame ass medium range zoom that these guns have.
    FYI, sniper rifles are supposed to be LONG RANGE, ACCURATE weapons, not medium range innacurate pieces of crap. I will quickly convert to the first mod that introduces authentic style sniper rifles and never look back to vanilla BF2 again. I am a sniper at heart and don't play BF2 nearly as much as I played BF1942 because of this (and several other lame dev decisions).
    My suggestions are to 1. have a 'weapon sway' to simulate inaccuracy while moving and standing/unscoped 2. make the sniper rifles accurate and deadly like in real life but limit the sniper rifle kits available or, better yet, make them 'pick up' kits that don't respawn until the user is killed.
  • eviltiki100

    #2
    It's easy to get rid of the cone of fire. What mods will do is make the deviation 0 or very low and increase the movement of the guns when firing.

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    • excentriker.de

      #3
      To change the deviation in zoommode to 0 is easy, to simulate the 'weapon sway' you have to edit the animations for the zoommode. So for someone who knows how to do that, it should also be easy.

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      • Megaraptor

        #4
        To edit the scope sway anims in Bf1942 you just had to copy some lines of code - wonder if it works the same way in BF2?

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        • eviltiki100

          #5
          By movement I meant these lines.
          ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/0.1/0.6/0
          ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-0.4/0.4/0
          Those would simulate the recoil if the values were jacked up.

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          • Thugnasty4life

            #6
            the only problem with that is that those lines affect recoil in all stances and cannot be set to specific ones such as running, walking ...

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            • Cerro

              #7
              Originally posted by Thugnasty4life
              the only problem with that is that those lines affect recoil in all stances and cannot be set to specific ones such as running, walking ...
              Plus the recoil will be the same wether you're standing, crouching or prone.
              That is a really bad shortcoming of the BF2 engine. Even good old UT-99 could manage that!

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              • excentriker.de

                #8
                The recoil-system has nothing todo with the zoombehaviour. It has only an effect after you have fired. The aiming system of the weapons in bf2 is realized by different 3d-animations , when you go to zoommode then the engine plays the 1p_m24_tozoom.baf , if you move while zoomed 1p_m24_zoom_run.baf and if you just stand the 1p_m24_zoom_stand.baf, because there are no other anmation files for lying and crouching in zoommode, probably the same zoom_stand-animation is used for that. So if you wanna create an 'swaying-effect' thats wizh a higher amplitude when you stand the when you lie you have to create new animations, and edit the zoom_stand-animation. That s what I think how it works , maybe i'm wrong.

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                • eviltiki100

                  #9
                  I am pretty sure the guys of DCR made it so that the recoil is different at different stances, but I am not sure because it has been a long time since I have played.

                  Comment

                  • Raslin

                    #10
                    Originally posted by excentriker.de
                    The recoil-system has nothing todo with the zoombehaviour. It has only an effect after you have fired. The aiming system of the weapons in bf2 is realized by different 3d-animations , when you go to zoommode then the engine plays the 1p_m24_tozoom.baf , if you move while zoomed 1p_m24_zoom_run.baf and if you just stand the 1p_m24_zoom_stand.baf, because there are no other anmation files for lying and crouching in zoommode, probably the same zoom_stand-animation is used for that. So if you wanna create an 'swaying-effect' thats wizh a higher amplitude when you stand the when you lie you have to create new animations, and edit the zoom_stand-animation. That s what I think how it works , maybe i'm wrong.
                    Maybe for visual effects, but the gun doesnt need to be literally swaying, for the bullets to simulate gun sway.

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                    • Dib

                      #11
                      I agree wholeheartily regarding the sniper rifles. The first thing I did after getting the game was play as sniper, and it was appaling how deficient the sniper rifle was. You can be perched upon the highest tower, staring the enemy straight in the face through your (limited zoom) scope and it still requires two hits to take them out.

                      Meanwhile, semi automatics and even pistols seem to have divine powers to shoot over comparable ranges with absolute accuracy (along with the benefit of not having to wait several seconds to fire more than one bullet). That aforementioned perching spot being completely susceptible to anybody whom bothers to look up and shoot at you, despite what weapon they're carrying.

                      If they get to have some sort of elven enchanted mithril bullets with this power, then what's the point of using a sniper rifle in the first place? Having a decent scope and functional headshot can easily be balanced with the limited ammo, slow reload, and an additional swaying motion (as there should have been in the first place).

                      Comment

                      • excentriker.de

                        #12
                        I figured a way out to configure the deviation of the sniper to have more real life behaviour.

                        If you set the .minDev to 0.0 and the .devmodZoom to 1.0 so you have a weapon with pin point accuracy.
                        The problem is the quick recovery time of the standard .setSpeedDev and .setMisc.Dev.

                        If I'd say i run, go prone , zoom-in; then I should need 2-3 seconds to set an exact shot. The fourth value of .setSpeedDev is the value in degrees that the deviation is reduced per ServerFrame (30 FPS) so if I set the .setSpeedDev to 5 degrees and say it should return to 0 in 2.5 seconds i have to calulate 1 / ( 2.5 * 30 ) = 0,0133 .

                        Now it feels a bit more like a real precision-shooting. (I've been in german army, so i have some experience with real weapons)

                        Comment

                        • excentriker.de

                          #13
                          Thats one configuration for the M24 that work really good. But still a visual hinting is missing how precise your shot will be , but thats only possible by editing the animation files.

                          Code:
                          rem ---BeginComp:SoldierDeviationComp ---
                          ObjectTemplate.createComponent SoldierDeviationComp
                          ObjectTemplate.deviation.setFireDev 2 2 0.02
                          ObjectTemplate.deviation.minDev 0
                          ObjectTemplate.deviation.setTurnDev 0 0 0 0
                          ObjectTemplate.deviation.setSpeedDev 2 0.5 0.5 0.02
                          ObjectTemplate.deviation.setMiscDev 2 1 0.02
                          ObjectTemplate.deviation.devModStand 1.5
                          ObjectTemplate.deviation.devModCrouch 1.2
                          ObjectTemplate.deviation.devModLie 1.0
                          ObjectTemplate.deviation.devModZoom 1.0
                          rem ---EndComp ---
                          mfg

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