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Old 2012-07-10, 01:18 AM   [Ignore Me] #16
n2q0_matrix
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Re: Sniper Rifle Chamber Next Round Animation


Example of what I mean at 2:00.

Finding non quick scoping MW3 vids is difficult. lol

http://www.youtube.com/watch?feature...w9mDafL8g&NR=1

Originally Posted by Actor View Post
I did find myself thinking that the charging animation was quite annoying, but then I also remembered how customizeable the game is. I'm sure there's a bolt or upper receiver upgrade that we can buy that will make it semi-auto but at the cost of something, my guess would be accuracy.

Honestly I am not going to worry about a thing until they release the game. There will be changes before the beta starts, there will be more changes during the beta, somethings will make people happy and others will rage about it. I believe that the developers have a good idea of what the community wants and what they will do everything they can to make this a AAA title. Besides, they want to make this game something that they would want to play daily!
I agree, I won't be worried about things until Beta is near over. I am simply curious to see if I am the only one who was thinking about this.

Originally Posted by Saifoda View Post
The only time in real-life situations (i.e. military) where the shooter can retain cheek weld/sights on a rifle when the bolt is manipulated on a bolt-action rifle is when the shooter is in a supported position. Perhaps there could be a bi-pod addition to cert into the cloaker class which will allow the rifle to be rested onto walls and/or other objects when crouching, allowing the bolt to be manipulated without having to "descope," as it were.
Good points. Makes sense to me.

Originally Posted by SnipeGrzywa View Post
Ya, that was a little disturbing. Maybe you can hold it to see and when you release you will charge? At E3 there were snipers that would shoot 3-5 times before coming out of zoom to do a reload animation. Different weapons with different certs.

Realism- yes, stay sighted while charging
Minimum - see impact of bullet

They hired whisehunt for these types of questions. Maybe he can shed some light.
More good points. IMHO
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Old 2012-07-10, 01:31 AM   [Ignore Me] #17
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Re: Sniper Rifle Chamber Next Round Animation


This is actually what I was referring to earlier. Watch at about 1:00




BF3 has this as an attachment, and I'm sure a cert could be worked out.

EDIT: Found a vid of a guy in BF3 using it early in the vid.


Last edited by OnexBigxHebrew; 2012-07-10 at 01:36 AM.
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Old 2012-07-10, 01:36 AM   [Ignore Me] #18
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Re: Sniper Rifle Chamber Next Round Animation


Better question is why they would be using a bolt action rifle in the future. Because that gun shown is NOT a bolt action. Bolts are absurdly simple mechanisms.

Just have a long refire delay. Call it a charge up time for the rail assist/plasma accelerator/whatever.
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Old 2012-07-10, 01:36 AM   [Ignore Me] #19
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Re: Sniper Rifle Chamber Next Round Animation


Originally Posted by Saifoda View Post
The only time in real-life situations (i.e. military) where the shooter can retain cheek weld/sights on a rifle when the bolt is manipulated on a bolt-action rifle is when the shooter is in a supported position. Perhaps there could be a bi-pod addition to cert into the cloaker class which will allow the rifle to be rested onto walls and/or other objects when crouching, allowing the bolt to be manipulated without having to "descope," as it were.
Ummm, no. Depending on caliber and yes position will determine recoil. In any case you require target prior to adjusting position. Part of the follow through of the fundamentals of marksmanship.

That bolt is the type they use in competive shooting, specially in matches that are timed with multiple shots per round.
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Old 2012-07-10, 01:46 AM   [Ignore Me] #20
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Re: Sniper Rifle Chamber Next Round Animation


Originally Posted by n2q0_matrix View Post
Is there anyway to chamber the next round without leaving the scoped view when using the Sniper Rifle?

I am all for shaking the view for realism. But if I am not mistaken, most marksmen chamber the next round without changing their view or moving the rifle.

check this, i guess its totally adjustable
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Old 2012-07-10, 01:52 AM   [Ignore Me] #21
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Re: Sniper Rifle Chamber Next Round Animation


Originally Posted by Ainte View Post
Thats a semi auto sniper, equivalent to PS1s Heavy Scout Rifle.
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Old 2012-07-10, 01:56 AM   [Ignore Me] #22
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Re: Sniper Rifle Chamber Next Round Animation


Originally Posted by Ainte View Post
Um...any time reference to assist us?

DOH...I see it now.

Sweet.
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Last edited by n2q0_matrix; 2012-07-10 at 01:57 AM.
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Old 2012-07-10, 01:59 AM   [Ignore Me] #23
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Re: Sniper Rifle Chamber Next Round Animation


Originally Posted by n2q0_matrix View Post
Um...any time reference to assist us?
It had one built in when I watched it...but it was a semi auto sniper. Not actually sure what he's getting at anymore, lol. I thought we were talking about next round animations for single fire...maybe he doesn't know there are different fire-mode based sniper rifles? lol.
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Old 2012-07-10, 02:07 AM   [Ignore Me] #24
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Re: Sniper Rifle Chamber Next Round Animation


Originally Posted by OnexBigxHebrew View Post
It had one built in when I watched it...but it was a semi auto sniper. Not actually sure what he's getting at anymore, lol. I thought we were talking about next round animations for single fire...maybe he doesn't know there are different fire-mode based sniper rifles? lol.
Your videos were exactly what I was talking about. Bolt Action.

The semi-auto in the other video shows what it would look like while staying "scoped". But I was specifically speaking of bolt action and not semi-auto sniper rifles.

Maybe Higby just quick scopes and so it wasn't demonstrated. I suppose we'll find out soon enough.
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Old 2012-07-10, 02:13 AM   [Ignore Me] #25
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Re: Sniper Rifle Chamber Next Round Animation


Originally Posted by n2q0_matrix View Post
Your videos were exactly what I was talking about. Bolt Action.

The semi-auto in the other video shows what it would look like while staying "scoped". But I was specifically speaking of bolt action and not semi-auto sniper rifles.

Maybe Higby just quick scopes and so it wasn't demonstrated. I suppose we'll find out soon enough.
K, glad I'm not crazy haha.
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Old 2012-07-10, 02:14 AM   [Ignore Me] #26
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Re: Sniper Rifle Chamber Next Round Animation


Originally Posted by SnipeGrzywa View Post
Ummm, no. Depending on caliber and yes position will determine recoil. In any case you require target prior to adjusting position. Part of the follow through of the fundamentals of marksmanship.

That bolt is the type they use in competive shooting, specially in matches that are timed with multiple shots per round.
I didn't really imply what I was meaning very well; I was referring strictly to combat engagements (which is what planetside is based on), not competitive shooting. And regarding caliber, I think we can safely say that modern equivalents to what these heavy sniper rifles in ps2 are would be somewhere upwards of .300-.338 or bigger.
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Old 2012-07-10, 02:19 AM   [Ignore Me] #27
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Re: Sniper Rifle Chamber Next Round Animation


One thing we need to clarify is not the bolt system in the gun, but rather the type of ammunition feed that is going on. "bolt-action" just means hand charged bolt movement. Like in the video, it's a magazine fed, bolt action rifle.

Now, in PS1 the Boltdriver was a single shot weapon. To reload you "shotgunned" the rifle to reload. Obviously this method would require you to move the gun. But there is no need to break your cheek meld/sight picture to charge a bolt-action.

So if we are looking for realism then based on the weapon type depends on where you need to "unscope".

Either way need to make sure any animations happen when we want them, not automatic.

Last edited by SnipeGrzywa; 2012-07-10 at 02:21 AM.
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Old 2012-07-10, 02:28 AM   [Ignore Me] #28
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Re: Sniper Rifle Chamber Next Round Animation


Originally Posted by Bags View Post
You're a sniper, deal with it.
Makes no sense... at all.

This should be an option via certs/customization.

Last edited by Winfernal; 2012-07-10 at 02:29 AM.
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Old 2012-07-10, 04:10 AM   [Ignore Me] #29
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Re: Sniper Rifle Chamber Next Round Animation


Originally Posted by Bags View Post
You're a sniper, deal with it.
Wow, that really contributed to the discussion, didn't it?
/sarcasm

This could easily be something you could just cert into or have as an attachment. As someone mentioned before, BF3 had that "straight pull bolt" which let you do exactly what the OP said.

I don't have a problem if they make it something you have to cert into to be honest.
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Old 2012-07-10, 04:47 AM   [Ignore Me] #30
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Re: Sniper Rifle Chamber Next Round Animation


Originally Posted by SnipeGrzywa View Post
Ummm, no. Depending on caliber and yes position will determine recoil. In any case you require target prior to adjusting position. Part of the follow through of the fundamentals of marksmanship.

That bolt is the type they use in competive shooting, specially in matches that are timed with multiple shots per round.
Originally Posted by Saifoda View Post
I didn't really imply what I was meaning very well; I was referring strictly to combat engagements (which is what planetside is based on), not competitive shooting. And regarding caliber, I think we can safely say that modern equivalents to what these heavy sniper rifles in ps2 are would be somewhere upwards of .300-.338 or bigger.
Considering also that the player will be running around willy nilly with not a care in the world as to the weight or recoil of the rifle I think it's fair that they can't stay scoped between shots while running around.

Though I agree, you should be able to fire and stay in the scope as long as you like to see where your round goes.
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