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Old 2012-07-10, 12:49 AM   [Ignore Me] #1
n2q0_matrix
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Sniper Rifle Chamber Next Round Animation


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.

I have my target...





AAAHHHH, cannot see shit!!





Or do I just need to work on my quick scoping and STFU??

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Old 2012-07-10, 12:53 AM   [Ignore Me] #2
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Re: Sniper Rifle Chamber Next Round Animation


The NC didn't have time for ergonomics.
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Old 2012-07-10, 12:53 AM   [Ignore Me] #3
mintyc
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Re: Sniper Rifle Chamber Next Round Animation


i dont mind the animation to chamber the next round but i do want controll of when it happens. it is important to me to watch my bullet to target to gage lead and hight and haveing the scope go away as soon as the round is fired would stop me from doing that properly.

i always keep auto reload off in ps1 for this and other reasons.

Last edited by mintyc; 2012-07-10 at 12:55 AM.
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Old 2012-07-10, 12:57 AM   [Ignore Me] #4
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Re: Sniper Rifle Chamber Next Round Animation


Planetside had the ability to turn off auto reload - I hope the sequel does too. I like being able to control when I do it.
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Old 2012-07-10, 12:59 AM   [Ignore Me] #5
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Re: Sniper Rifle Chamber Next Round Animation


Originally Posted by Sardus View Post
Planetside had the ability to turn off auto reload - I hope the sequel does too. I like being able to control when I do it.
Yeah, nothin' like rollin' with two Bolt Drivers.
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Old 2012-07-10, 01:00 AM   [Ignore Me] #6
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Re: Sniper Rifle Chamber Next Round Animation


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!
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Old 2012-07-10, 01:01 AM   [Ignore Me] #7
Vreki
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Re: Sniper Rifle Chamber Next Round Animation


Its a common way of balancing sniper rifles, I think it is fine.
But I see no issue either with being able to turn auto reload off.
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Old 2012-07-10, 01:02 AM   [Ignore Me] #8
mintyc
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Re: Sniper Rifle Chamber Next Round Animation


Originally Posted by Sardus View Post
Planetside had the ability to turn off auto reload - I hope the sequel does too. I like being able to control when I do it.
that is my hope to.

however something that may cause a problem is that the bolt drivers that we have seen thus far use a clip and a bolt action chambering mechanisum so the rifle is efecticly not reloading between each shot, it is just chambering the next round in the clip. so a no auto reload option may not help solve this, it would probably need another solution.
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Old 2012-07-10, 01:05 AM   [Ignore Me] #9
SnipeGrzywa
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Re: Sniper Rifle Chamber Next Round Animation


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.
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Old 2012-07-10, 01:09 AM   [Ignore Me] #10
Froglicker
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Re: Sniper Rifle Chamber Next Round Animation


What some games do (I forget which) is if you keep the left mouse button held down after firing you'd stay zoomed in until you let go. Perhaps that's something already implemented?
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Old 2012-07-10, 01:09 AM   [Ignore Me] #11
OnexBigxHebrew
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Re: Sniper Rifle Chamber Next Round Animation


BF3 has this. Attatchment called "Straight-Pull Bolt". Could just as easily be a cert, IMO.
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Old 2012-07-10, 01:10 AM   [Ignore Me] #12
mintyc
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Re: Sniper Rifle Chamber Next Round Animation


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.
we know that each empier gets two sorts of sniper rifles in PS2

1. the more powerfull bolt action type with a low rate of fire, the bolt driver in the vid is an example of this type.

2. the scout rifle this is a semi-auto rifle that is lower damage per shot but has a far higher rate of fire and no chambering animation, this is the sort seen in the E3 vids.
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Old 2012-07-10, 01:11 AM   [Ignore Me] #13
Otleaz
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Re: Sniper Rifle Chamber Next Round Animation


I wouldn't be surprised if that is exclusive to the NC sniper.
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Old 2012-07-10, 01:11 AM   [Ignore Me] #14
Saifoda
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Re: Sniper Rifle Chamber Next Round Animation


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.

Last edited by Saifoda; 2012-07-10 at 01:13 AM.
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Old 2012-07-10, 01:12 AM   [Ignore Me] #15
Bags
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Re: Sniper Rifle Chamber Next Round Animation


You're a sniper, deal with it.
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