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Old 08-09-2008, 02:15 PM   #1
hiberNative

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Default the delayed aiming...

i've had some suggestions about content and changes, there's only one thing i urgently want changed; it's the aiming.

in real life when i stop and aim a handgun or rifle, i can squeeze the trigger as soon as i've aquired the target in my sight picture. this does not apply in project reality? instead you have the X amount of seconds delay to aquire aim... which means i'll have to sit with the enemy in my sighs and wait for the magic, invisible bar to fill up.

earlier (0.6 i think), you know you'd hit something if you were static and aimed through the ironsights.
a mate loves pr but only flies helos cause of this delay.

do you guys really like the "magic" delay?
i'd rather have visual sway or something, but most preferably the way it used to be.

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Old 08-09-2008, 02:29 PM   #2
gazzthompson

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Default Re: the delayed aiming...

Quote:
Originally Posted by hiberNative View Post
i've had some suggestions about content and changes, there's only one thing i urgently want changed; it's the aiming.

in real life when i stop and aim a handgun or rifle, i can squeeze the trigger as soon as i've aquired the target in my sight picture. this does not apply in project reality? instead you have the X amount of seconds delay to aquire aim... which means i'll have to sit with the enemy in my sighs and wait for the magic, invisible bar to fill up.

earlier (0.6 i think), you know you'd hit something if you were static and aimed through the ironsights.
a mate loves pr but only flies helos cause of this delay.

do you guys really like the "magic" delay?
i'd rather have visual sway or something, but most preferably the way it used to be.

visual sway isnt possible, and IRL when you stop, how far have you been running ? and how fast ?


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Old 08-09-2008, 02:41 PM   #3
Waaah_Wah
Banned
Default Re: the delayed aiming...

Go easy on him guys hes from Sweden afterall
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Old 08-09-2008, 02:44 PM   #4
Rudd
Retired PR Developer
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Default Re: the delayed aiming...

Its only a second or two


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Old 08-09-2008, 02:58 PM   #5
gazzthompson

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Default Re: the delayed aiming...

after running and when you stop, u have to wait 1.33 seconds IIRC, which is very shot tbh


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Old 08-09-2008, 02:59 PM   #6
[R-DEV]Thermis
PR:BF2 Developer

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Default Re: the delayed aiming...

It's only a second or two, and IRL you have to understand that unless your under fire you don't have your weapon raised at all. It's slung across your chest. Even though you can get it up pretty fast it still takes a second or two. Since this can't be done ingame you have the delay as a place holder.


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Old 08-09-2008, 03:35 PM   #7
[R-MOD]Spec
Forum Moderator

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Default Re: the delayed aiming...

As people already said - if the devs could, they would animate the weapon sway. But they cant, due to engine limitations.

So they had to chose between super accurate weapons and what we have right now.
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Old 08-09-2008, 03:50 PM   #8
single.shot (nor)
Default Re: the delayed aiming...

dat engine limit thingy is wrong cus i havce played FH2 and here the devs have implemented a sway to all firearms and it differs from when u are standing, crouching or proning....

its a WW2 mod for bf2..

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Old 08-09-2008, 04:05 PM   #9
[R-MOD]Spec
Forum Moderator

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Default Re: the delayed aiming...

Yes, we know. but in FH2 its just faked - there is no real sway, the bullet still comes out of the center of the screen.

So all you'd need to do to exactly know where you're shooting at is pressing Q to aim with the middle of the "SPOTTED" word.
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Old 08-09-2008, 04:46 PM   #10
WildBill1337

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Default Re: the delayed aiming...

well, i understand, but the terrible precision while walking with the sights up ought to be changed.
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