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What's Missing and Needs to be fixed
Marston334
#81 Posted : 15 April 2012 13:11:24(UTC)

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It would be good to see at least the bodies fly into the air when you shoot the fuel cap of a truck right next to a dead body. Its like their glued to the floor


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Zerho69 on 15/04/2012(UTC)
SP3CT3R
#82 Posted : 15 April 2012 13:16:42(UTC)

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Marston334 wrote:
It would be good to see at least the bodies fly into the air when you shoot the fuel cap of a truck right next to a dead body. Its like their glued to the floor


didn't notice,but now that you mention it. it's the little details that also make the game much better. i agree with you.
Zerho69
#83 Posted : 15 April 2012 18:39:04(UTC)
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Sincerely.
SEV2 has a lot of imperfections (all listed here and in all this forum) but it is really funny and addictive.
This is the truth.
Everybody has played the demo at least 5 times.
No, i think this is not enough, at least 10 times.
Find all the strange things can happens is the game in the game, try all possible approaches is the game in the game, do the longest shot, make the higher score for one shot, all this is the game in the game.
Anyway i hope for some corrections in the final version of the game, and TDM for consoles.
Sorry for my bad english.

BYE
SilentReaper
#84 Posted : 16 April 2012 02:13:11(UTC)
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Hi everyone I’ve read your ideas and they all sound great. sorry for cluttering your forum with my ideas . first i would like to thank everyone for reading this post, and the creators of the se series because you guys have really crossed boundaries like adding wind gravity, and patience making every calculation count when so many are hooked on point and shoot games (haha my cod friends are like wtfrick i was aiming right at em). So here are my ideas-

1) I’ve watched the game play for the Hitler expansion pack, and i noticed that he was lying down he shoots one guy and the enemy spots him and it’s a shootout I know the creators didn’t want a run and gun but its kind of a lay and gun, also a gillie may come in handy.
http://edu.glogster.com/.../5/32/5/62/32056292.jpg

2.) the hide and firing position when I played the demo I fired a round the cool 360 bullet kill cam I saw myself, even when I used my sniper cardinal rule stay deep in the building in the shadows but I still saw myself. And the pile of rubble on the bottom floor of the building I couldn’t go prone on it, I was thinking a fluid way of positioning yourself on a structure to clear the windows without standing. Loop holes can be effective and cheese nets. Everyone thinks higher is better but actually that’s the first place everyone looks.
http://www.globalsecurit.../army/fm/21-75/Appd.htm
http://media.photobucket...lhalla8541/Picture4.jpg

3.) I noticed that enemy is always doing the same thing and in the same place (the snipers, the scientist runs in the same patterns so I put a trip mine where I knew he would go). Changing things around would be good. And maybe the enemy can move in a zig zag motion and have them duck under cover instead of turning back would be great. And for sniper elite level the enemy could have unpridictable patrols and head and body movements. ( and i did not recall a picture of the scientist no big deal or any thing just saying it could have been anyone)

4.) I can kind of understand why there’s not going to be a multiplayer on consoles the map may be small and predetermined it would be like cod I imagine that their wouldn’t be any good places to hide, and packed tight snipers wouldn’t be snipers at all. And I understand making a big sandbox map is hard work so I understand that. But if you’re thinking about it don’t hesitate. If there is a multiplayer a assassination mission with a spotter would be just add on to the already awsomeness or maybe sniper and spotter vs 4 other snipers and spotters

5.) I read someone post the person suggested a 1000 yrd shooting range great idea “no one becomes a sniper without shooting thousands of rounds

Thanks for getting this far in my post sorry for the long post and bad grammar no one is perfect you know
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Vopo on 17/04/2012(UTC)
xI bmxrider Ix
#85 Posted : 16 April 2012 05:42:50(UTC)

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SilentReaper wrote:
Hi everyone I’ve read your ideas and they all sound great. sorry for cluttering your forum with my ideas . first i would like to thank everyone for reading this post, and the creators of the se series because you guys have really crossed boundaries like adding wind gravity, and patience making every calculation count when so many are hooked on point and shoot games (haha my cod friends are like wtfrick i was aiming right at em). So here are my ideas-

1) I’ve watched the game play for the Hitler expansion pack, and i noticed that he was lying down he shoots one guy and the enemy spots him and it’s a shootout I know the creators didn’t want a run and gun but its kind of a lay and gun, also a gillie may come in handy.
http://edu.glogster.com/.../5/32/5/62/32056292.jpg

2.) the hide and firing position when I played the demo I fired a round the cool 360 bullet kill cam I saw myself, even when I used my sniper cardinal rule stay deep in the building in the shadows but I still saw myself. And the pile of rubble on the bottom floor of the building I couldn’t go prone on it, I was thinking a fluid way of positioning yourself on a structure to clear the windows without standing. Loop holes can be effective and cheese nets. Everyone thinks higher is better but actually that’s the first place everyone looks.
http://www.globalsecurit.../army/fm/21-75/Appd.htm
http://media.photobucket...lhalla8541/Picture4.jpg

3.) I noticed that enemy is always doing the same thing and in the same place (the snipers, the scientist runs in the same patterns so I put a trip mine where I knew he would go). Changing things around would be good. And maybe the enemy can move in a zig zag motion and have them duck under cover instead of turning back would be great. And for sniper elite level the enemy could have unpridictable patrols and head and body movements. ( and i did not recall a picture of the scientist no big deal or any thing just saying it could have been anyone)

4.) I can kind of understand why there’s not going to be a multiplayer on consoles the map may be small and predetermined it would be like cod I imagine that their wouldn’t be any good places to hide, and packed tight snipers wouldn’t be snipers at all. And I understand making a big sandbox map is hard work so I understand that. But if you’re thinking about it don’t hesitate. If there is a multiplayer a assassination mission with a spotter would be just add on to the already awsomeness or maybe sniper and spotter vs 4 other snipers and spotters

5.) I read someone post the person suggested a 1000 yrd shooting range great idea “no one becomes a sniper without shooting thousands of rounds

Thanks for getting this far in my post sorry for the long post and bad grammar no one is perfect you know


Potholes, good idea. :D
[No fear, no pain, be crazy & ride BMX]
DerMo
#86 Posted : 16 April 2012 10:23:24(UTC)
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Great Demo, can´t get enough of it;),
Here a few suggestions for improvement:

-more steady aim in prone position(no difference to crouch and standing position ATM)

-Ability to sneak slower

-shooting Legs/arms should not kill enemy

-Ability to prone under Truck(?)

-historical epaulets depending on military rank (!!)

-no Lunchboxes in the houses (looks weird during wartime´s food shortage)

-Two hits by enemy sniper should kill u (ATM 3 hits or more are necessary,too easy)

-Enemy sniper will detect you way to fast ATM

-Ability to cancel Grenade/Stone tossing

-Ability to undeploy boobytraps (!)

-enter a room via window should not make such noise (even i could do it silenty;)

Greetings, Der Mo
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Vopo on 17/04/2012(UTC)
SEV2
#87 Posted : 16 April 2012 12:18:31(UTC)

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Thanks again for all your thoughts and dedicated feedback.

To confirm - 505Games and Rebellion will definitely continue to support the game after release, so keep it coming!

Cheers

SEV2
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Zerho69 on 16/04/2012(UTC)
ghost
#88 Posted : 16 April 2012 12:29:51(UTC)

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SEV2 wrote:
Thanks again for all your thoughts and dedicated feedback.

To confirm - 505Games and Rebellion will definitely continue to support the game after release, so keep it coming!

Cheers

SEV2


Sweet, exactly the right answer! :)
@Ghostlylogic
Charlie
#89 Posted : 16 April 2012 12:30:18(UTC)

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The thing i agree with the most is how low you crouch
Marston334
#90 Posted : 16 April 2012 12:35:21(UTC)

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I've noticed you can't jump, or have i just not discovered how to yet?


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mdkyoshi
#91 Posted : 16 April 2012 17:40:14(UTC)
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1. Leg shots do nothing, they literally go right through enemies, alerting them but not injuring them whatsoever.

2. Ability to undo traps please, surely this is patchable?

3. Shooting range DLC would be good (preferably free) to practice against wind etc.

4. Enemy A.I spots and immediately starts shooting at you as if psychic, even if your barely visible and haven't shot yet

5. Its a bit linear, i know this one is probably un-changeable, mind

6. Enemies very often get stuck on lamp-posts and glitch running on the spot, definitely needs a fix
HardHatDonkey
#92 Posted : 16 April 2012 22:18:28(UTC)
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I feel that the Heart BPM and wind direction/speed should be visible during all game play. Not just when you sight up to shoot.
Hottarod
#93 Posted : 16 April 2012 23:42:32(UTC)

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I can't believe I read this whole thing, LOL. I'm running the demo on a PS3 for whatever difference that may or may not make in the demo.

The shooting range or in general, a short course in sniper training is a good idea. There was some training for WW2 sniper's but not a whole lot like these days.

The Welrod pistols were either an 8 shot .32 or a 6 shot 9mm. In my demo its a single shot gun.

Some of the comments on here about the enemy sniper or soldiers finding my character - I don't agree with. The old WW2 ammo made a lot of smoke. Once you make a non-silenced rifle shot anybody within hearing and sight would know your general location and start laying down fire. Either you duck, relocate to escape detection or get shot.

The Mauser's shot ok but not quite the range of the Springfield. The MP38-40's shot 9 mil's and that is a 100 meter weapon and not very accurate past 50 meters. I don't know for sure if the game has the accuracy range of these guns right or not.

Every GI that went into the field was issued a knife, generally a Ka Bar. I presume there will be a knife although it is a last resort stealth weapon and obviously up close. I don't see much application for a knife in the demo of the game but I'm sure they will come in handy somewhere else.

If I were a WW2 sniper I would not be lugging around my kill weapon with ammo, binoc's, other field gear and a Thompson with ammo. That is way too heavy a load. The game(so far) doesn't seem to factor any weight limitations on how fast my sniper can move. If it did I would drop the Thompson and pick up an MP40 immediately.

A more appropriate bug for our sniper would have been the grease gun. The OSS started using M3A1's in 1944 and 45 before the end of the war. The greaser's could be had with an integral suppressor. It would have been a better stealth weapon than the Welrod and also replace the heavy Thompson at the same time. However, since every sniper has their favorite weapons I guess maybe it has to be left up to the individual. It also depends on which mission you are being sent on. Pick the wrong weapons and you may not complete your mission.

In addition to the 1903, the Garand was also scoped and used as a sniper rifle. Not sure how significant this would be to include except for historical accuracy.

Being a sniper was a very outcast profession in WW2 among American GI's. The game doesn't really reflect this in any way and perhaps it should if only in the sniper's conversations with himself. Snipers, being loners, have a tendency to talk to themselves(mutter perhaps) and our sniper runs around, shoots people and says nothing even to himself. He really needs an internal dialogue.

Since all the missions are structured it would be a relief to have a free form S & D in there occasionally. A sniper versus sniper at the same levels - stalking, moving, taking shots ,,, might be fun.

Sorry for all this but you asked.


Vopo
#94 Posted : 17 April 2012 01:42:42(UTC)
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I agree with hottarod, there should maybe be a random enemy kinda like a mini-boss, somewhere in the game (randomly perhaps?), an enemy sniper that could be anywhere at any time. keep you on your toes ;)

But please please please let them be wounded, shooting a limping nazi just as he is about to reach cover is very satisfactory. Leg shots and arm shots would be awesome.
Pvt. Daniel Jackson
#95 Posted : 17 April 2012 03:42:50(UTC)

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I have a few concerns (mostly in line with previously mentioned), but one is confusing to me.

A member mentioned the 'focus zoom' and the red diamond that appears with 'tactical assistance' on. While I agree with member about being able to use some 'tactical assistance' while turning off red diamond during R2(focus/empty lung) needs to be available. What really concerns me is the fact that 'focus time' changes the ballistics (aim point) from regular and 'empty lung' shots. While zoomed in w/'focus time' the target appears closer, but you have aim higher. Why the change in aim point? Was using the red diamond to master my mildot ranges when I noticed it wasn't going to be that easy. I'm guessing the 'focus zoom' is essentially bumping up your optics, and adjusting the mildot values.
O my God, I trust in thee: let me not be ashamed, let not my enemies triumph over me.
DanDare88
#96 Posted : 17 April 2012 04:21:12(UTC)

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Pvt. Daniel Jackson wrote:
I have a few concerns (mostly in line with previously mentioned), but one is confusing to me.

A member mentioned the 'focus zoom' and the red diamond that appears with 'tactical assistance' on. While I agree with member about being able to use some 'tactical assistance' while turning off red diamond during R2(focus/empty lung) needs to be available. What really concerns me is the fact that 'focus time' changes the ballistics (aim point) from regular and 'empty lung' shots. While zoomed in w/'focus time' the target appears closer, but you have aim higher. Why the change in aim point? Was using the red diamond to master my mildot ranges when I noticed it wasn't going to be that easy. I'm guessing the 'focus zoom' is essentially bumping up your optics, and adjusting the mildot values.

I'd say your guess is right as Only reason I can figure is because the Scopes are in the Second Focal Plane and your point of impact changes with that change in zoom.Nature of the beast.
Its about 0.2 mil less drop in focus time
I just remember all my holdovers at full zoom and when in focus time just reduce hold by that 0.2 mil
Course this is works in the demo- We'llhave to see what happens in retail version as some changes/tweeks are bound to be made in light of all our opinions on the forum.
Flanker15
#97 Posted : 17 April 2012 07:23:33(UTC)
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My 5c

Be nice if the custom difficulty was broken up into parts instead of groupings so I can turn bits on and off at will (no wind with grav and realistic reloads for example).

Something to make the health regen harder so you can't soak up fire forever, like no regen when enemies are active or something or just the old medkit system as an option.

Have the crosshair not zoom in when focus aiming so the aim marks can still be used.

Permanent moment and aiming penalties for enemies hit in the arms and legs so they don't just shrug off all but the final shot.

More death animations, seeing the same animation 3 times in a row because I'm hitting the same place is a bit distracting.

Maybe some more blood on the clothes of casualties and the ground.

A special ricochet bullet cam?
Pvt. Daniel Jackson
#98 Posted : 17 April 2012 09:08:35(UTC)

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DanDare88 wrote:
Pvt. Daniel Jackson wrote:
I have a few concerns (mostly in line with previously mentioned), but one is confusing to me.

A member mentioned the 'focus zoom' and the red diamond that appears with 'tactical assistance' on. While I agree with member about being able to use some 'tactical assistance' while turning off red diamond during R2(focus/empty lung) needs to be available. What really concerns me is the fact that 'focus time' changes the ballistics (aim point) from regular and 'empty lung' shots. While zoomed in w/'focus time' the target appears closer, but you have aim higher. Why the change in aim point? Was using the red diamond to master my mildot ranges when I noticed it wasn't going to be that easy. I'm guessing the 'focus zoom' is essentially bumping up your optics, and adjusting the mildot values.

I'd say your guess is right as Only reason I can figure is because the Scopes are in the Second Focal Plane and your point of impact changes with that change in zoom.Nature of the beast.
Its about 0.2 mil less drop in focus time
I just remember all my holdovers at full zoom and when in focus time just reduce hold by that 0.2 mil
Course this is works in the demo- We'llhave to see what happens in retail version as some changes/tweeks are bound to be made in light of all our opinions on the forum.




Yeah, I was doing some testing and 'focus zoom' is essentially an additional optics power, and the mildot value change corresponds the same as would for regular optics zoom. Nothing too serious, just didn't really realise till I turned 'tactical assistance' on. At first I thought it was somekind of human ability to 'aim small, miss small' and just pin point a location, while still using the aim point of the magnification you were on before hitting 'focus zoom' I can live with that.

But they definitely need to give us the ability to either turn 'focus zoom' off, or seperate 'focus zoom' and 'empty lung' activation to L3 (currently also activates 'focus zoom')+ R2. Maybe even give 'focus zoom' its own meterthat perhaps doesn't automatically replenish. Really like the 'empty lung', but 'focus zoom' is not as appealing.

The more adjustable the settings are the better. Just really really happy to have a new Sniper Elite game right around the corner, but at the same time super nervous that it lives up to its high expectations. Really want to see more SE titles in the future, modern sniping with spotter (co op), and how about a one following a snipers long legendary career through several historical conflicts/wars/black ops missions/assassinations. Storyline possibilities like old sniper instructor gone rogue, spotter/best friend loss, left behind enemy lines MIA, arch rival enemy snipers, corrupt politicians. Just a few thoughts for the future.

More SEV2 suggestions to come when I have time. Thanks for listening.
O my God, I trust in thee: let me not be ashamed, let not my enemies triumph over me.
Tiger
#99 Posted : 17 April 2012 09:13:14(UTC)

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Make it able to shoot the gun out off a guys hand!
''Make that shot count''
mdkyoshi
#100 Posted : 17 April 2012 09:46:24(UTC)
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Yeah noticed when i shot a guys fingers off that he STILL kept hold of the rifle he was holding...
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