We had Stingers back in DESERT COMBAT. I mean, really, they were badass and they didn't even lock on!
Desert Combat was basically the best thing ever. I miss weaving the Little Bird amongst the streets and making people poop themselves when they saw me do a 360 degree roll around a corner. I really wish that dev team didn't go on to do such lackluster games .
Don't you mean Modern Combat? Cause I'm pretty sure Desert Combat was the 1942 total conversion mod and the guys that did that are working at DICE now.
On September 1, 2004, Digital Illusions CE (DICE) bought Trauma Studios, the developers of the Desert Combat Battlefield 1942 Modification to help work on Battlefield 2.
Shortly before the release of Battlefield 2, DICE announced that the company has "decided to discontinue the New York office, Trauma Studios." DICE will no longer pay $200,000 in outstanding funds from the original deal.
So, squad perks obviously gives a perk to your whole squad. So it's like 50% effective? If Flak jacket gives you 25% resistance to bullets a squad flak jacket will give everyone 12,5?
So I just talked to a EA person and they said that you get beta access according to what system you own Medal of Honor for. So, if you own Medal of Honor Limited for 360, for 2 days youll be limited to BF3 on 360 (because the closed beta is 48hours). Shitty, but whatever.
Yeah, long range shooting involves compensating for the drop, but that's all that's going on. You don't have to worry about the wind carrying you bullets or anything like that.
Pray for the Lost; Rejoice for the Saved; Cry for the Damned.
There are creatures out there who want your soul, creatures that are willing to rip away your husk of a body in order to obtain it. They hunger in darkness and hunt in blood. Will you be lost...saved...or damned? Your choice.
Yeah, long range shooting involves compensating for the drop, but that's all that's going on. You don't have to worry about the wind carrying you bullets or anything like that.
Well my point was that bullets travel in a perceptible arc. At closer distances your point of aim is much lower than the point of impact, but at farther distances the opposite is true (hence the drop).
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KlykaDO you have anySPARE BATTERIES?Registered Userregular
Yeah, long range shooting involves compensating for the drop, but that's all that's going on. You don't have to worry about the wind carrying you bullets or anything like that.
Well my point was that bullets travel in a perceptible arc. At closer distances your point of aim is much lower than the point of impact, but at farther distances the opposite is true (hence the drop).
It's an arcade video game. The only thing that happens is that bullets drop over long ranges.
SC2 EU ID Klyka.110
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TheExAmGerrymandered your districtsRegistered Userregular
Yeah, long range shooting involves compensating for the drop, but that's all that's going on. You don't have to worry about the wind carrying you bullets or anything like that.
Well my point was that bullets travel in a perceptible arc. At closer distances your point of aim is much lower than the point of impact, but at farther distances the opposite is true (hence the drop).
That is, if the weapon is sighted for any particular distance. If the weapon is just sighted so that the barrel and sights are perfectly parallel (and I expect that most of the guns will be like this for simplicity's sake), you won't be dealing with the point of impact being higher than your sights at close ranges.
So, realistic bullet physics? Yes. Realistic sight alignment? Probably not.
I mean I enjoy playing BC2, but it is heavily flawed game.
Just hopeful that BF3 is not an improvement on BC2, but a completely different game.
BF3 is what you get when you take every BF game ever, throw it in a blender, and then strain all the chunks out leaving only delicious Purée.
TOGSolid on
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Halfhanda stalwart bastion of terrible ideasRegistered Userregular
what makes me shit bricks is that infantry combat has never really been that good in BF games, but in the BF3 alpha it was better and tighter than any other multiplayer FPS I've ever played.
Yeah, long range shooting involves compensating for the drop, but that's all that's going on. You don't have to worry about the wind carrying you bullets or anything like that.
Well my point was that bullets travel in a perceptible arc. At closer distances your point of aim is much lower than the point of impact, but at farther distances the opposite is true (hence the drop).
That is, if the weapon is sighted for any particular distance. If the weapon is just sighted so that the barrel and sights are perfectly parallel (and I expect that most of the guns will be like this for simplicity's sake), you won't be dealing with the point of impact being higher than your sights at close ranges.
So, realistic bullet physics? Yes. Realistic sight alignment? Probably not.
Yeah what he is asking about is called parallax. Like ExAm said most FPSs just fudge it so that you are viewing your sight as if you were looking directly through the barrel. This is also why your head is visible when coming over a ridge before you can see over the ridge. Your view is actually looking out of your weapon (usually out of the neck or top of the chest) and not where your models eyes are.
Yeah, long range shooting involves compensating for the drop, but that's all that's going on. You don't have to worry about the wind carrying you bullets or anything like that.
Well my point was that bullets travel in a perceptible arc. At closer distances your point of aim is much lower than the point of impact, but at farther distances the opposite is true (hence the drop).
That is, if the weapon is sighted for any particular distance. If the weapon is just sighted so that the barrel and sights are perfectly parallel (and I expect that most of the guns will be like this for simplicity's sake), you won't be dealing with the point of impact being higher than your sights at close ranges.
So, realistic bullet physics? Yes. Realistic sight alignment? Probably not.
Yeah what he is asking about is called parallax. Like ExAm said most FPSs just fudge it so that you are viewing your sight as if you were looking directly through the barrel. This is also why your head is visible when coming over a ridge before you can see over the ridge. Your view is actually looking out of your weapon (usually out of the neck or top of the chest) and not where your models eyes are.
Most of it is due to parallax, but that isn't to say that barrel harmonics don't cause an actual ( though somewhat slight) rise in the bullet's trajectory (that is then made even more apparent by your weapon's zero). The coriolis effect also plays a (more significant) role, at much larger distances.
Edit: But yes, parallax is what I was originally referring to.
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Desert Combat was basically the best thing ever. I miss weaving the Little Bird amongst the streets and making people poop themselves when they saw me do a 360 degree roll around a corner. I really wish that dev team didn't go on to do such lackluster games
I can't remember, who were they and what did they do? I played that game far too much and I am ashamed I can't remember.
Someone means something.
DC was fantastic. Nothing like nerd rage that spawned when I would use the stinger as a rail gun to take out infantry.
Hmm, I coulda sworn I read that some dudes who did that found work at DICE.
On September 1, 2004, Digital Illusions CE (DICE) bought Trauma Studios, the developers of the Desert Combat Battlefield 1942 Modification to help work on Battlefield 2.
Shortly before the release of Battlefield 2, DICE announced that the company has "decided to discontinue the New York office, Trauma Studios." DICE will no longer pay $200,000 in outstanding funds from the original deal.
The best thing was the first test with the jets in the game. I was one of 5 people who got to fly them for the first time ever. It was glorious.
Scope glint IS directional.
I know someone on this board was confused by the two P90's. It was a misprint.
Will have all modes on all maps.
You'll be notified if someone already has a squad perk equipped. Sounds like you can't stack.
Every weapon has bullet drop.
I only ever saw bullet drop with the sniper rifle.
So it was, it's been ages since those days so my memory gets a bit fuzzy.
No more sniper slugs (hopefully)!
So you didn't have to aim low at closer targets even with other weapons?
Aim low? No, I didn't. I just shot them. Pew pew.
So by "bullet drop" they mean that bullets simply drop a long distances, rather than meaning that the game uses realistic bullet physics.
There are creatures out there who want your soul, creatures that are willing to rip away your husk of a body in order to obtain it. They hunger in darkness and hunt in blood. Will you be lost...saved...or damned? Your choice.
Well my point was that bullets travel in a perceptible arc. At closer distances your point of aim is much lower than the point of impact, but at farther distances the opposite is true (hence the drop).
It's an arcade video game. The only thing that happens is that bullets drop over long ranges.
Battlemans: DiscoCabbage | Elite: Dangerous: Aleksandr Khabaj
So, realistic bullet physics? Yes. Realistic sight alignment? Probably not.
Life of the party right here.
Battlemans: DiscoCabbage | Elite: Dangerous: Aleksandr Khabaj
Ahahaha, that's great. No wonder I loved the 249.
stop bitching about it already
Just hopeful that BF3 is not an improvement on BC2, but a completely different game.
BF3 is what you get when you take every BF game ever, throw it in a blender, and then strain all the chunks out leaving only delicious Purée.
Most of it is due to parallax, but that isn't to say that barrel harmonics don't cause an actual ( though somewhat slight) rise in the bullet's trajectory (that is then made even more apparent by your weapon's zero). The coriolis effect also plays a (more significant) role, at much larger distances.
Edit: But yes, parallax is what I was originally referring to.
That is why I am glad the Battlefield series is an arcade shooter.
Totally called it