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Old 03-01-2010, 08:06 PM   #31
[R-MOD]Jigsaw
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Default Re: Settle Time (of assault rifles)

I very much like the new deviation model, far better than in any previous version and I never have any problems hitting my targets. Be patient, don't try to be rambo and crouch instead of falling prone all the time and you'll be fine. Then again I didn't have any problems with it before either.

Also take ironsights at every opportunity. I can guarantee that 99% of the most dangerous and life threatening contacts you will get in PR will be at less than 100m, at which point you stand a far greater chance of winning a firefight if you have irons.


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Old 03-01-2010, 08:41 PM   #32
Hunt3r
Default Re: Settle Time (of assault rifles)

I thought that ACOGs are supposed to be all ranges, 0m to 400m. It sure would be nice to have those 3D ACOGs for some delicious CQC...


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Old 03-01-2010, 08:47 PM   #33
Bellator
Default Re: Settle Time (of assault rifles)

When you start missing a lot with your assault rifle, just settle down and generally slow down. Don't play the game hectically and crouch whenever you feel that the enemy about to confront you soon.
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Old 03-01-2010, 09:16 PM   #34
SnipeHunt
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Default Re: Settle Time (of assault rifles)

Quote:
Originally Posted by TristanYockell View Post
Now I don't even bother waiting for settle at close ranges, I just unload the whole mag at them and hopefully hit them by possibility.
Yup, this is my method too. if the bullets don't hit them hopefully the suppression effect will disorient them long enough to get a few good bullets in before the mag goes empty.
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Old 03-02-2010, 01:44 PM   #35
Megagoth1702
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Default Re: Settle Time (of assault rifles)

Go to Ramiel -> there is a shooting range (up to 70m). Good way to find out how to shoot effectively.

Use mumble nubs.


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Old 03-02-2010, 03:07 PM   #36
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Default Re: Settle Time (of assault rifles)

Quote:
Originally Posted by Megagoth1702 View Post
Go to Ramiel -> there is a shooting range (up to 70m). Good way to find out how to shoot effectively.
Kozelsk has a nice shooting range too.
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Old 03-23-2010, 08:29 PM   #37
sickly
Default Re: Settle Time (of assault rifles)

Quote:
Originally Posted by [R-DEV]motherdear View Post
i know the feeling of annoyance when you miss at close range. but it ultimately comes down to us having decided that even though the engine does not feature fatique, wind, drag, gravity and weapon sway it should not mean that you should be able to place a shot in no time at far ranges.
you can not within 2 seconds expect to hit an enemy dead on at far ranges. sadly we can not have different deviation rules for ranges and neither can we have any of the stuff i said about (which doesn't matter in cqb)
but do you want very good cqb and then have really bad long range combat, or a mix of the two where the overall combat is more realistic, but sacrificing a bit on the cqb side.
if we could have fatigue, wind and all that stuff i assure you that we would have both things properly done, but at the moment it is just not possible without turning this game into another game with arcade qcb characteristics
This is a highly unrealistic aspect of PR infantry combat, so it'd be great to find some solution to it.

The problem as I understand it is that if you lower the maximum deviation from movement so that you can hit something with any consistency at close-range without using the sights, then zoomed view (i.e. with sights) gets too accurate (i.e. the difference between the settled deviation and peak deviation is very small) and that is equally unrealistic.

Since PR engagements tend to be at longer ranges than those of vBF2, it makes sense to give long-range priority.




PR's new deviation while moving is actually not that different from vanilla BF2 now, except in settle time. Nevertheless, thought I'd try doing as people have suggested.


PR's M16A2

rem ---BeginComp:SoldierDeviationComp ---
rem 556 Optical Sight Standard Accuracy Assault Rifle
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.minDev .333
ObjectTemplate.deviation.setFireDev 1.4 .7 .023
ObjectTemplate.deviation.setTurnDev 2 .15 .15 .05
ObjectTemplate.deviation.setSpeedDev 3 .02 .02 .02
ObjectTemplate.deviation.setMiscDev 20 20 .15
ObjectTemplate.deviation.devModStand 1.5
ObjectTemplate.deviation.devModCrouch 1.0
ObjectTemplate.deviation.devModLie 0.9
ObjectTemplate.deviation.devModZoom .3
rem ---EndComp ---


Made a few adjustments:

rem ---BeginComp:SoldierDeviationComp ---
rem 556 Optical Sight Standard Accuracy Assault Rifle
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.minDev .333
ObjectTemplate.deviation.setFireDev 1.4 .2 .023
ObjectTemplate.deviation.setTurnDev 2 .15 .2 .04
ObjectTemplate.deviation.setSpeedDev 2 .02 .02 .03
ObjectTemplate.deviation.setMiscDev 20 20 .15
ObjectTemplate.deviation.devModStand 1.5
ObjectTemplate.deviation.devModCrouch 1.0
ObjectTemplate.deviation.devModLie 0.9
ObjectTemplate.deviation.devModZoom .3
rem ---EndComp ---

- Fire deviation increment lowered , decreasing penalty for non-single fire shooting (this is important for people who can't always make the first shot count--also makes real suppression more effective).
- Turn deviation settle time isn't quite as fast so you feel it more when aiming.
- Speed (i.e. move) deviation decreased so very close targets can be hit a bit more consistently and sped up settle time so run-stop-shoot can work effectively, without making it rambo-style run n' gun or allowing for quick long-range hits.

You still blast away at targets within 5m and hit nothing but air when moving and not using sights...just a little less so.
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Old 03-23-2010, 09:05 PM   #38
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Talking Re: Settle Time (of assault rifles)

Quote:
Originally Posted by sickly View Post
- Fire deviation increment lowered , decreasing penalty for non-single fire shooting (this is important for people who can't always make the first shot count--also makes real suppression more effective).
- Turn deviation settle time isn't quite as fast so you feel it more when aiming.
- Speed (i.e. move) deviation decreased so very close targets can be hit a bit more consistently and sped up settle time so run-stop-shoot can work effectively, without making it rambo-style run n' gun or allowing for quick long-range hits.

You still blast away at targets within 5m and hit nothing but air when moving and not using sights...just a little less so.
So all the times are lowered?









cool


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Old 03-23-2010, 10:51 PM   #39
Bringerof_D
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Default Re: Settle Time (of assault rifles)

Quote:
Originally Posted by AquaticPenguin View Post
Yes well that just plain can't happen unless you've been flailing/moving around :P
not necessarily (sorta off topic but fun story). one time on Yamalia i was using the Auto Rifleman kit went prone behind a tree, waited 6 seconds and fired...for what ever reason i guess it was a glitch my shots hit the ground in front of me and went of flying anywhere on a 45 degree angle. i waited again thinking ok maybe i counted too quickly...nope same deal. i crawled around a bit and tried again, same thing. so i stood up and got back down, well that fixed it. << in this time 2 enemy squads had advanced past my position and one squad crossed back. they were maybe 30-50 meters out and none of them noticed my gunfire

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Old 03-24-2010, 02:17 AM   #40
LithiumFox
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Default Re: Settle Time (of assault rifles)

Quote:
Originally Posted by Skull View Post
it is "pretty much" possible, which means 50% shots actually hit the torso, some the arms/head and some miss, but IRL i can do that by a 99% chance and im not a trained soldier, neither trained on that weapon.
besides, i said 3 seconds is the way maximum for a not trained person...
Sadly I can't even make a reasonable argument against a guy who's been on the forum since a month ago. If you wanna complain go find an older version of PR (like .7/. and then complain. I mean... REALLY. Firefights lasted FOREVER in those version. And I actually kind of miss it...

It's not a matter of whether or not in a none stressful situation you can hit a torso or not. It's a matter of if through running so much, jumping so much, yelling so much, dealing with whether and explosions, watching your comrades die, and all this other stuff if you are able to hit an enemy within 2 seconds.

You MIGHT be a train soldier, but you ARE human, and you DO have something called STRESS.

Is it possible to make a stress meter? Like if grenades and bullets go off so much nearby you get "stressed" and THEN deviation kicks in? That would be better. =)



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