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Forum: All Forums : Soldier of Fortune
Category: SoFII General
General game questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: The grenades physics and sound effect..
Gunishment~rb
General Member
Since: Dec 23, 2006
Posts: 63
Last: Dec 23, 2006
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Level 3
Category: SoFII General
Posted: Thursday, May. 30, 2002 10:03 pm
Ok, 2 things

1) Is it just me or do the grenades have really dodgy physics, they bounce back way too much and remind me of some old mods i use to play like firearms and day of defeat 1.3 (jesus), i just feel that the nades should not act quite like they do, and the bounce sound effect is somehow not right, hard to explain.

2) Why is there no animation for selecting fire modes on the guns, global ops done this, set the m4 for burst, u see the guy flick the switch, it just seems like such an easy thing to add, about 6 polygons of animation i would think and sof2 does not have a vast amount of guns so surely this would be good to be in a patch.


apart from that, its great! Except the m203, to be honest Raven, I think old John Mullins may have been having a laugh with you when he said the range for that is about 5 foot!
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Blitzer~rb
General Member
Since: Dec 23, 2006
Posts: 21
Last: Dec 23, 2006
[view latest posts]
Level 1
Category: SoFII General
Posted: Friday, May. 31, 2002 04:58 pm
The grenades need help. Apparently, there is no such thing as shrapnel because you need a direct hit to hurt anyone with a grenade. When I play the RMG missions, I'll open a door in one of the small blockhouses(where there is no way to take cover), toss a frag in and wait for the boom.
Open the door and there is the bad guy, fully functional, blasting away at you. I consider the frag grenades useless in their current state.

The M203 is another joke, with a 20 foot range and again, no splash damage from a nearby explosion. The real effective range for it is 450 meters! I like how it's modelled in Operation Flashpoint.
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Turd Ferguson~rb
General Member
Since: Dec 23, 2006
Posts: 285
Last: Dec 23, 2006
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Level 5
Category: SoFII General
Posted: Friday, May. 31, 2002 05:10 pm
close max range is 400 meters and the max effective range is 350 meters.  

whats with the OICW, it seems like it doesn't shoot the 20mm grenades farther than about 40ft when they have an effective range of around 1,000 meters, am i doing something wrong?
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Egz~rb
General Member
Since: Dec 23, 2006
Posts: 433
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII General
Posted: Friday, May. 31, 2002 05:17 pm
I agree with the frag grenades.

But the M203, had to be done for playability.  400m.  For me to visualize, is 4 football fields (American football).  How many maps have that much range?  Imagine playing, and having random shells falling down on you.  True, it happens in the real world, but I think they had to do that to make it a little more 'playable'.  And I realize I'm talking more about a MP point of view.  Since when does the AI care?
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Turd Ferguson~rb
General Member
Since: Dec 23, 2006
Posts: 285
Last: Dec 23, 2006
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Level 5
Category: SoFII General
Posted: Friday, May. 31, 2002 05:21 pm
im talking about single player (pretty sure they are too as this is under SP support), the MP is fine i understand why it works that way.  but why not have them function porperly in SP?
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Egz~rb
General Member
Since: Dec 23, 2006
Posts: 433
Last: Dec 23, 2006
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Level 5
Category: SoFII General
Posted: Friday, May. 31, 2002 05:48 pm
Dunno, too easy?  ;)
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