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View Poll Results: out of these options what do you feel is best?
All or Nothing 112 26.60%
No tracers at all 50 11.88%
keep the tracer bug 233 55.34%
no ballistics 26 6.18%
Voters: 421. You may not vote on this poll

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Old 10-17-2008, 01:57 PM   #141
[R-MOD]Spec
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Default Re: Ballistcs or Tracers?

One could counter that with simulated weapon sway. The bullet would still come out of the middle of the screen, but it should be possible to make the weapon sway anyway to confuse the player a bit. And its better than deviation because every second or so the aim rests in the middle of the screen for half a second, and shooting at this moment would make a good hit, but only if the target isnt expecting it.

Or at least thats what I'd imagine.

Otherwise, maybe the lethality combined with suppression effect actually scares people and forces them to take cover.

Maybe it is even possible to find a balanced way that combines deviation and ballistics.

But before judging, it should simply be tested. I would imagine it could actually scare people.
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Old 10-17-2008, 02:42 PM   #142
CAS_117
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Default Re: Ballistcs or Tracers?

Officer, LMG, HMG, GPMG = every round smaller tracer

No tracers for standard rifles. yay
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Old 10-17-2008, 02:50 PM   #143
Waaah_Wah
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Default Re: Ballistcs or Tracers?

^^No no no!


Its gonna suck if you cant see the enemy or friendly tracers for regular assault rifles. And insurgents will loose another advantage...
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Old 10-17-2008, 05:20 PM   #144
Rico11b

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Default Re: Ballistcs or Tracers?

All "Standard" assault rifles have to have tracers. Simple as that!

AND just because they may include "REALISTIC BALLISTICS" does not mean there is no more deviation. ALL, repeat ALL rifles in real life have "DEVIATION". They just don't call it that "DEVIATION". It's called MOA (Minute Of Angle). So forget about getting uber plazma rifles cause that's not even close to being realistic.

Even if the DEVs add this realistic ballistics, the weapons in game will still have some sort of built in deviation. As they should cause there is no such thing as a point and click rifle in the real world. The shooter still has to do his part no matter what rifle he is shouldering.

Point and click head shotting is NOT realistic with assault rifles, so forget about it.


R


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This is what should be expected from a "real" M-16, when fired by an "expert" shooter! This applies to "expert" only. However, someone that can only qualify basic "marksman" by hitting 23 out of 40 targets will NOT shoot this well! Period!!!
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Old 10-17-2008, 07:13 PM   #145
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Default Re: Ballistcs or Tracers?

well the deviation of most rifles is rather small iirc is was around 5 moa or something like that. but like stated before, there will still be deviation but just less.


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Old 10-17-2008, 07:32 PM   #146
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Default Re: Ballistcs or Tracers?

yea im bored crapless...You should give us somthing before the major stuff comes. One of the first things you could do is show off the senarios that you chose as poll options so we can see what the crack is.


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Old 10-18-2008, 03:48 AM   #147
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Default Re: Ballistcs or Tracers?

Quote:
Its gonna suck if you cant see the enemy or friendly tracers for regular assault rifles. And insurgents will loose another advantage...
I'm saying ballistics is more important than tracers. I honestly couldn't care less about the status of tracers as long as ballistics are put in. And how did insurgents get into this?

Quote:

Point and click head shotting is NOT realistic with assault rifles, so forget about it.
Agreed. But I think that if ballistics are put in the deviation can be toned down a bit. Currently the deviation is several times the MOA for most rifles, not all. And tbh the ballistics will have an element of skill to be used for shooting as well.
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Old 10-18-2008, 02:28 PM   #148
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Default Re: Ballistcs or Tracers?

Agreed right back at ya Yes once we have "realistic ballistics" deviation can be toned down to about 5 MOA as stated. Just because that's fairly close to real world figures.

But not while the shooter is moving or turning about. Deviation while moving and turning will need to be a bit higher than that to simulate the unsteadiness of moving while firing. Good marksmanship BEGINS with a steady and stable body position, NOT one that is in motion!

Moving while firing should SUCK for medium and especially long range engagements. Very close ranges like CQB, not so much. And it SHOULD take 2 or 3 seconds for the shooter to re-acquire another steady and stable body position before "best" accuracy returns after he has moved his body. No real life person can hit the dirt and have super human UBER accuracy within 3 milliseconds. Hell takes longer than that just for your body to come to rest after slamming into the ground.

Also true that once realistic ballistics are added, there will be an increase in the "sense" of skill to effectively use the rifles. Not so much about "skill" itself as it is about memorizing. Mostly thought it will just be memorizing the bullet drop for all the various distances, and knowing how much to hold over or under. Kinda like in real life.

Holdover won't apply much if any to Designated Marksman/ Sniper rifles because those are usually "doped" for range and windage before the shot takes places. If time permitting of course And yes, I know that you can't make elevation and windage changes to optics in game. I was referring to RL


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This is what should be expected from a "real" M-16, when fired by an "expert" shooter! This applies to "expert" only. However, someone that can only qualify basic "marksman" by hitting 23 out of 40 targets will NOT shoot this well! Period!!!
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Last edited by Rico11b; 10-18-2008 at 03:08 PM..
Old 10-18-2008, 02:48 PM   #149
DeltaFart

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Default Re: Ballistcs or Tracers?

Quote:
Originally Posted by Rico11b View Post
Agreed right back at ya Yes once we have "realistic ballistics" deviation can be toned down to about 5 MOA as stated. Just because that's fairly close to real world figures.

But not while someone is moving or turning about. Deviation while moving and turning will need to be a bit higher than that to simulate the unsteadiness of moving while firing. Good marksmanship BEGINS with a steady and stable body position, NOT one that is in motion!

Moving while firing should SUCK for medium and long range engagements. Very close ranges like CQB, not so much. And it SHOULD take 2 or 3 seconds for the shooter to re-acquire another steady and stable body position before "best" accuracy returns after he has moved his body. No real life person can hit the dirt and have super human UBER accuracy within 3 milliseconds. Hell takes longer than that just for your body to come to rest after slamming into the ground.

Also true that once realistic ballistics are added, there will be an increase in the "sense" of skill to effectively use the rifles. Not so much about "skill" itself as it is about memorizing. Mostly thought it will just be memorizing the bullet drop for all the various distances, and knowing how much to hold over. Kinda like in real life.

Holdover won't apply much if any to Designated Marksman/ Sniper rifles because those are usually "doped" for range and windage before the shot takes places. If time permitting of course
just when you guys are playing with this make sure if you go into a room after shocking crap otu of enemy inside with frag, that when your moving through the room I can take the bastards down


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Biggest time killer :P

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Old 10-18-2008, 02:56 PM   #150
Waaah_Wah
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Default Re: Ballistcs or Tracers?

Quote:
Originally Posted by [R-DEV]CAS_117 View Post
I'm saying ballistics is more important than tracers. I honestly couldn't care less about the status of tracers as long as ballistics are put in. And how did insurgents get into this?
They have no tracers, so you can be shot at with a PKM and you will have no idea where its coming from.
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