bunny hoping itsnt a problem now that they "Fixed" the ppsh before it was possible to get head shots while flying throu the air, altho there was some skilled psshers (Me one of them) who didnt whore runin round sprayin rather in small head shot burst i didnt shoot unless its was a headshot, i dont think it really matters that much just get good at hitin the bunny hopers
i say remove jumping all together, even while carrying a simple vietnam era harness and a paintball gun, there is no way i want to jump simply because i doesnt even help, and it would tire me out after running across the fort trying to defend the entrences
maybe make a code so when you hit space you do a small climb animation if your near a object, much like if you hug a wall while falling it will slow you down (in-game, IRL it would scrape you up ;))
are you people dense or something?
I'll agree that bunny hopping's a pain, but it IS rewarding when you plug a guy in mid-air. :)
On a separate issue, I too have noticed the issue with rifle ammo not really killing in one hit. Often, probably due to BF's crappy hit detection, it'll appear on my end that I shot the guy at close range square in the chest. And yet, he's still running around. This is a problem to me, and the only thing I can think of that would change it is making rifle ammo (which includes MGs) all kill in literally one hit anywhere you shoot the guy. Which, unfortunately, would also be unrealistic because, hey, if you get shot in the foot, you can still shoot back.
Unfortunately, once again, the BF engine isn't sophisticated enough to model locational damage. It can register that you got hit in an extremity and therefore lose a lesser % of your health, but it can't, for example, make you move slower if you get hit in the leg or make you unable to use your rifle if you get hit in the arm, etc. Plus, there's no bleeding or anything. This just seems to be one of those annoying things that we're gonna have to accept unless and until BF2 fixes these issues.
Now, that said, this issue seems to only come up when dealing with rifles vs. smgs. Right now, it seems that the SMGs are more useful over long distances than perhaps they should be. I'm not sure if this is due to scaling issues, or if it just SEEMS like the SMGs are more powerful, but from what I've seen, you can still kind of snipe with an SMG. It appears that the drop-off in power of the round isn't really reflected in a meaningful way within the game. I think this is a problem of scale, however.
In other words, the SMGs are operating properly. They're worthless at long range (mostly because you can't hit the guy at that range). However, rifles are not all that much better at longer range because they can't take advantage of the full range of the rifle. IE: Random WWII SMG has a statistical point at which its rounds will basically just bounce off you. Let's say this is at, oh, 200m. In FH, at 200m, the SMG is basically totally ineffective as it was in real life. However, due to (you guessed it), limitations in the BF engine, rifle combat will NEVER take place at any distances greater than, say, 500m. Why? Because the refractor engine will simply "fog out" enemies at a greater distance than that. With viewdistance set to 100, your max distance is around (again, for the sake of argument), 500m. So, even if a rifle is modeled to be fully effective out to 1000m, you'll never be able to take full advantage of that. End result -- SMGs are proportionally more effective than rifles are.
If SMGs were scaled to the appropriate view distances, I think we'd see a lot less SMG whorage, which would lead to fewer complaints about bunny hoppers, zigzaggers, n00bs, nimrods, and knuckleheads. :) Just a thought.
i think that SH managed to make some sort of bleeding possible, i do know theyve managed to have disabled vehicles that can still use the guns on it.
There is generally a simple solution to a bunnyhopping jackass. I like to call them hand grenades. A rifle takes a good hit to bring down its target, whereas a grenade need but land near your target to destroy him. If all else fails, run to the nearest automatic weapon.
How bout limiting the smg classes to only officers....Considering i dont see many rifling bunnyhoppers. Bunnyhopping and pray and spray go hand in hand. When 3 out of your 5 choices are smg's or mg's your just incouraging them.
why not limit the amount of SMGs. silentheros did it with the sniper rifle, only 2 rifles can be out at once. why not do this with the SMG?
I should have said strafing or yaw than. Yes, soldiers zig-zag IRL, but they don't glide from side to side while running straight. I just wanted to point out that bunny-hopping is heavily overrated and the root of the problem is the high-speed strafing that has plauged nearly every shooter. It's an annoyingly unrealistic manuever that can make any FPS a near Quake-match. Dunno about you guys, but I got bored of Quake a long time ago. I guarantee you if ya hinder the side-to-side strafing you'll take the bunny outta the hopper. :D
Komrad_BIf the rifle would kill with only 1 shot there would be less problem.. I have seen a guy bunny hop to me, i hit him with my rifle (he don't die, of course), then he starts shooting like a moron and kill me.. This kind of thing happens WAY too often, but I don't think its because the weapons are too powerful when jumping and running.. Anyway, n00bs and idiots will still bunny hop even if we would make the weapons to behave like trash when jumping (like shooting everywere except were you want, this is almost already the case). As for zig zagging.. this is necessary to survive...
I sooo totally agree on this. It's simply so frustrating. I wish the rifle would revert to their old glory of .5 ... The rifles were really sick and fun :naughty: Too bad it's more BG style now :uhm: