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Re: Give incentive for Karabiner 98k kit
Posted: 2011-12-17 19:37
by AfterDune
Yeah, it's possible to reload it mid clip, but for balance reasons I think it's best.
Didn't know that's the only way to get the ping-thing though. The Garand in PN has the ping in its reload animation. Not entirely realistic, but it's fine as it is - at least for now.
Re: Give incentive for Karabiner 98k kit
Posted: 2011-12-17 19:41
by Ts4EVER
[R-DEV]AfterDune wrote:Yeah, it's possible to reload it mid clip, but for balance reasons I think it's best.
Didn't know that's the only way to get the ping-thing though. The Garand in PN has the ping in its reload animation. Not entirely realistic, but it's fine as it is - at least for now.
Well thing is ideally you want the ping to come automatically and not caused by players.
Re: Give incentive for Karabiner 98k kit
Posted: 2011-12-17 19:48
by AfterDune
Definitely. But the weapon is coded/animated otherwise - and I don't have the skills to fix it up I'm afraid..
Re: Give incentive for Karabiner 98k kit
Posted: 2011-12-19 20:58
by KaizerSosa81
Ts4EVER wrote:Well thing is ideally you want the ping to come automatically and not caused by players.
Right, the infamous "ping" sound of the M1 Garand is what is usually used as a sign that the enemy your engaging is empty and needs to reload. This gives Wehrmacht players (especially the K98k users) a great sign to pop out of cover and fire at a reloading enemy.
Definitely helpful audio cue that helps a tad with balance for the fair minded player.
Re: Give incentive for Karabiner 98k kit
Posted: 2011-12-20 00:29
by Pvt.LHeureux
Actually it was designed so friendlies know when you're out of ammo so they can cover you while you reload
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: Give incentive for Karabiner 98k kit
Posted: 2011-12-20 16:18
by KaizerSosa81
Pvt.LHeureux wrote:Actually it was designed so friendlies know when you're out of ammo so they can cover you while you reload
I notice every time you
try to correct me when I'm discussing pure game play audio/mechanics. Is it not obvious that I'm talking about game play here for players or I'm I trying to have a historical discussion?
APG tried to manufacture soft plastic in use with the en-bloc clip to lessen the sound of it's injection as enemies were using this distinguishing sound for these very purposes (I was actually trying to describe strictly for K98k users in in-game purposes) though it never happened. It's convenience allowed fellow near by soldiers to know when someone was empty but it wasn't designed specifically for that. If such is the case it was merely a survival adaptation between soldiers on the field, in which such a gruesome war - I wouldn't blame them.
It's annoying to the person who has studied WWII for the past nine years to have someone constantly trying to throw information around one already knows and could elaborate into greater more accurate detail. Stop making my visit to the PN section annoying please... thanks.
EDIT: Sorry if I come off as a d***, but I rather have someone elaborate with me other then constantly try to correct me but it's my fault as I should have taken it to PM.
Re: Give incentive for Karabiner 98k kit
Posted: 2011-12-20 16:42
by Mikemonster
But what he said is true regarding the game as well. Let's keep it nice and friendly.
Re: Give incentive for Karabiner 98k kit
Posted: 2011-12-20 16:45
by AfterDune
"Let's keep it nice and friendly"
This. Thank you.
Re: Give incentive for Karabiner 98k kit
Posted: 2011-12-20 20:26
by Pvt.LHeureux
KaizerSosa81 wrote:
EDIT: Sorry if I come off as a d***, but I rather have someone elaborate with me other then constantly try to correct me but it's my fault as I should have taken it to PM.
Yeah no problem, I didn't saw the word "players" in your sentence. So I thought you were talking about the real life wermacht soldiers.
Re: Give incentive for Karabiner 98k kit
Posted: 2011-12-23 00:54
by A. Reaper
Hmmm. Bolt fast as HUMANLY possible, reload faster than M1 Garand because M1 was also known for clipping at thumbs while reloading (In-game slowing M1 reload due to carefulness?), Kar 98k's 7.62 being a little more powerful than M1.
Above is so far what I've came up with.
Re: Give incentive for Karabiner 98k kit
Posted: 2011-12-24 14:32
by Ts4EVER
I don't think there is much of a possibility for an incentive by changing stats, at least not without going into ridiculous terrain. Over practical combat distances there is no single drawback to having a semi automatic rifle.
Re: Give incentive for Karabiner 98k kit
Posted: 2012-01-02 11:13
by AfterDune
Ts4EVER wrote:The G43 was generally very rare and mostly issued to squad leaders and snipers. The K98k was the standard infantry weapon during the war.
Right, the G43 will be available in the Officer Alt kit, no longer for the Rifleman Alt.
Right now however, the Rifleman and Rifleman Alt kits are the same (for the Germans). I'd like to make them slightly different, so if anyone has a good suggestion, feel free to let us know.
Re: Give incentive for Karabiner 98k kit
Posted: 2012-01-02 11:22
by Pvt.LHeureux
MP40, simple as that.
EDIT : The alt-rifleman kit wouldn't be limited, to Assault squads would be forming and using SMGs only, we are looking into this and getting really interesting things out of it.
Re: Give incentive for Karabiner 98k kit
Posted: 2012-01-02 11:23
by Smiddey723
One kit could have ammo, and the other could have grenades?
Possibly reduce the amount of ammo the MG has and make it into an MG assistant which carries some ammo for the MG
Re: Give incentive for Karabiner 98k kit
Posted: 2012-01-02 11:24
by Pvt.LHeureux
Naah, ammo is too important and is and will always be the main role of the rifleman kit in PR. I think adding more SMGs is needed anyway
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: Give incentive for Karabiner 98k kit
Posted: 2012-01-02 13:34
by KaizerSosa81
Perhaps make the alternate rifleman kit limited (for both sides) and make the Wehrmacht Alt kit a K98k with ZF41 scope. Just adjust it so it's useful but essentially far less zoom capabilities of a standard sniper scope. Something more or less range wise like a modern day ACOG, since liberties are being taken here on authenticity I don't think it would be that bad.
Re: Give incentive for Karabiner 98k kit
Posted: 2012-01-02 20:47
by Ts4EVER
Well since your german foces are defending the beach you could put any type of captured rifle in there theoretically.
Re: Give incentive for Karabiner 98k kit
Posted: 2012-01-02 23:04
by Wakain
[R-DEV]AfterDune wrote:Right, the G43 will be available in the Officer Alt kit, no longer for the Rifleman Alt.
Right now however, the Rifleman and Rifleman Alt kits are the same (for the Germans). I'd like to make them slightly different, so if anyone has a good suggestion, feel free to let us know.
don't know if these are ingame yet, but perhaps something like rifle grenades (unless you use the grenadier kit for those ofcourse) vs grenades, that sort of thing.
frankly I doubt this timeframe (with exceptions) has need of the many kitvariations the pr engine (as we might call it) offers.
Re: Give incentive for Karabiner 98k kit
Posted: 2012-01-03 00:16
by KarlHungus
KaizerSosa81 wrote:Perhaps make the alternate rifleman kit limited (for both sides) and make the Wehrmacht Alt kit a K98k with ZF41 scope. Just adjust it so it's useful but essentially far less zoom capabilities of a standard sniper scope. Something more or less range wise like a modern day ACOG, since liberties are being taken here on authenticity I don't think it would be that bad.
Why not keep it authentic? The ZF41 only had 1.5x magnification (as opposed to 2.5x, 4x, 6x, and 8x that were used on sniper rifles).
Re: Give incentive for Karabiner 98k kit
Posted: 2012-01-03 01:40
by Pvt.LHeureux
Why not having a ZF41 model first
![Smile :)](./images/smilies/icon_e_smile.gif)
?