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#1 |
![]() Join Date: Mar 2009
Posts: 2
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One thing about this game that really bothers me is the accuracy of the scoped weapons.
Before I go into detail I should mention that I own an ACOG. TA-31 (x4 zoom) model to be exact. And I have extensive use with it in desert terrain and 400m range targets. In the real world when your ACOG is calibrated, your shot is going exactly where the red dot is. Period. At 200m you can place 30 rounds in a 6in diameter hole. Notice I said "you" because anyone can do it with an ACOG. In Project Reality this is NOT the case. In project reality I have fired at targets with the ACOG(US Squad Leader's weapon) and have missed by feet! Not by Inches. For example, I saw a guy who was standing and about 80m away from me. I took a knee, I put my ACOG's red dot in center mass. Fired, and a puff of smoke about 4 feet to his right on the wall indicated that I missed him by 4 feet. Situations like this is total BS and very frustrating. Why? Because I know in the real world if my red dot is on a target when I pull the trigger, its getting hit. If not hit, no more than 4 inches from it. Especially less than 100m. Now I know what your thinking, It can't be as accurate as it is in the real world for balance reasons right? Well this is Project Reality, not Project Balance. If you want the user to miss when his target is in the crosshairs of an ACOG at less than 400m, then you need to take away the ACOG. Or give the enemy an equal accurate scope. Because an ACOG user with an x4 scope can't miss, unless his scope is damaged or uncalibrated. It's really annoying to lose in a Project Reality gun fight when you have an ACOG, and your enemy has Iron Sights, and he's out shooting you because you're missing. Even though you have a red dot on his face.... Total BS. ---Answered Comments on Post #12 |
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Last edited by Teriander; 03-01-2009 at 09:55 AM..
Reason: Answered Comments on Post #12
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#2 |
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Registered User
![]() Join Date: Apr 2007
Posts: 4,727
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I probably see where you made the mistake:
Spotted enemy, kneeled, sighted in, fired. It should go like this Spotted enemy, kneeled, sighted in, settle time, fired. Its only 80 meters but wait a second and your shots goes in. Just need to wait a few seconds for long range shots. Wat usually works in close ranges is first pop a few shots of to him. Surpress him. And than wait for the deviation and fire an accurate shot. |
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#3 |
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Do a test since you have the right equipment:
Run/sprint a few miles. Wear a helmet and heavy backpack. After that, look how quickly and accurately you can hit your targets when you try to quickly go to prone/crouch. Shooting stationary targets on a sunny sunday afternoon at shooting range is a quite different thing compared to real life engagements |
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#4 | |
![]() Join Date: Dec 2008
Location: Melbourne
Posts: 132
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Quote:
Also, another reason crosshairs are not dead-on accurate is because the BF2 engine can't replicate real-world conditions such as sway, which I'm sure you would know factor in to real-world weapons firing. I don't think it's unreasonable to assume that in real combat conditions, not every shot fired by someone is going to hit their target, even when aiming directly at them. That stuff is for the firing range. If you would make such a change as this, you would essentially be turning every soldier on the PR battlefield into an uber-elite supersolider who never misses a shot. I'm sure you would agree that that would not be very realistic, and so very, very unsuitable Project Reality. | |
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#5 |
![]() Join Date: Jul 2008
Location: Cerkno
Posts: 3,127
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I believe the gun is accurate, wait 6 secs and then shoot while crouch..you shouldn't have so much problem hitting the spot you're aiming for. This deviation is here for the sake of balance and compensation because there is no weapon sway.
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#6 |
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Forum Moderator
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You're misunderstanding what the deviation is meant to simulate.
It's not the weapon's inaccuracy, it is user error that is simulated here. So while you got the crosshair right on the target, and the weapon would have no problem hitting that target, this is simply an engine problem - your scope is always 100% still, without any movement. In real life, you couldnt hold the weapon that motionless, especially not in a combat environment, when you're exhausted and scared. Sadly BF2 can't have weapon sway. The weapon is always 100% still, only the bullets themselves are off target. This is the only way the dev's could get it to work. Up to the version 0.61, the weapons were indeed dead accurate. But to improve gameplay, the dev's changed that. They tweaked the deviation again and again. It was huge in 0.7, similiar to now in 0.75, bigger again in 0.8 and now... well, you know it. It is also made to discourage unrealistic behaviour that is often seen in games. Shooting while moving around in circles, jumping, falling etc for example. That was very possible before deviation (and several BF2 patches) came. |
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#7 |
![]() Join Date: Jul 2007
Posts: 247
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I kind of second the OP but can also understand the need for artificial balancing. There never will be compromise to satisfy all. But hence the deviation is representing random factors why not give the player information about those conditions. As I feel it the actual problem isn't the deviation itself, problem is that you can't see or feel it in any means. But because order to correct that it would mean return of the crosshairs, it must be out of the question... or would it, really?
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#8 |
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I think the gun is fine... I like it because it gives more zoom then the Red Dot sight
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#9 |
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Hehe, I don't think you were here for 0.8 if your complaining about deviation now
It's been seriously improved now, and I feel works very well now, just wait like 1-2 seconds before firing, you should hit spot on most times |
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#10 | |
![]() Join Date: Sep 2008
Location: Stockholm
Posts: 624
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Quote:
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Swedes are badass because they have to fight polar bears all the time |
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