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Old 02-29-2008, 11:59 AM   #1

RasdenFasden's Avatar
How I would solve weapon deviation

Keep this civil people, please.

Weapon deviation drew me away from PR. It's just... a bit overkill IMO.

But I though out an alternative that makes a good amount of sense, has a good impact on gameplay and is FAR less frustrating: Use screen overlays!
You already get them from injuries, but I think they could do a whole lot more. Sure your weapon should be hard to aim in the heat of a battle, but certainly NOT when you're about to shoot an unsuspecting foe.
So, how about having your guns accurate again, not 0.6 accurate, but still accurate. To make aiming A LOT harder and make fights far more intense, add a blurry overlay effect on the screen that shows up quickly when a bullet "cracks" by. Simply said, while being suppressed, you can't aim well because of all the blurryness. The best way to react to this is by returning fire as good as you can to blur up the enemy's screen too, and a firefight begins. This is an improvement over the deviation system because you can aim better while standing and safe and in real life you can rest your weapon on things to improve your accuracy, something impossible to do with the BF engine.
Even counter sniping would work this way, to stop the bastard from killing anyone, bring a hail of gunfire at his position to disrupt his aiming and maybe even kill him.

As for sprinting, I think this system would also work for it. You could add an overlay that gets blurrier and blurrier the lower your stamina is. (Stamina based accuracy isn't even in the deviation system right?)

So, like weapon sway in other games, you're not making the actual gun less accurate, but the player instead.
I'm no military expert and no soldier, but IMO this would be a better system. I'm sure it's possible.
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Old 03-01-2008, 02:39 AM   #2
PR Contributor

[R-CON]nedlands1's Avatar
We have a new member of the R-CON team. He did the shader effects for FH2. Hazard a guess at what he is doing now? There is deviation due to moving already. In the current version, moving even an inch in any direction will add random deviation which will dissipate after 1 and 1/3 seconds. You could tie the movement deviation to sprinting I suppose. There are four modifiers you can change,

#1 - maximum deviation to add due to moving
#2 - how much to add for each move forward/backwards
#3 - how much to add for each strafing move (moving sideways)
#4 - how much to reduce per server-frame (30 fps)


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Old 03-01-2008, 06:33 AM   #3

RasdenFasden's Avatar
Quote:
Originally Posted by [R-CON]nedlands1 View Post
We have a new member of the R-CON team. He did the shader effects for FH2. Hazard a guess at what he is doing now? There is deviation due to moving already. In the current version, moving even an inch in any direction will add random deviation which will dissipate after 1 and 1/3 seconds. You could tie the movement deviation to sprinting I suppose. There are four modifiers you can change,

#1 - maximum deviation to add due to moving
#2 - how much to add for each move forward/backwards
#3 - how much to add for each strafing move (moving sideways)
#4 - how much to reduce per server-frame (30 fps)
Ooh, interesting. I guess that with the new urban maps and shader effects, things will be quite intense. (Also, deviation is getting tweaked, right?)
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Old 03-01-2008, 09:50 AM   #4
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[R-MOD]Mongolian_dude's Avatar
You make weapon deviation sound like its a problem?

All that needs toning is the SR, DMRs and HAT a bit.
Otherwise, its dandy.

...mongol...

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Old 03-01-2008, 10:41 AM   #5

RasdenFasden's Avatar
Quote:
Originally Posted by [R-MOD]Mongolian_dude View Post
You make weapon deviation sound like its a problem?

All that needs toning is the SR, DMRs and HAT a bit.
Otherwise, its dandy.

...mongol...
I think its problem is that it feels just the same as 0.6 except that instaproning is now promoted.
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Old 03-01-2008, 05:58 PM   #6

gclark03's Avatar
It was better in the first few days after 0.7 release, when nobody knew how to compensate for the deviation. Now that it's been in circulation for three months, people have cracked the 'secret' of firing with deviation, and it feels like 0.6 all over again.

I don't think overlays are the solution, but it would help the overall experience of the game. If we can solve the kinks in Jonny's ballistics calculations, we might be able to add one more 'twist' that the players might have to work around in the long-term, rather than just mastering it in a week.

"Ignorance is one thing. It is another thing to parade ignorance as sophistication."
-David Remnick
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Old 03-01-2008, 06:12 PM   #7

BloodBane611's Avatar
Quote:
except that instaproning is now promoted.
Not as much as 0.6: Instaproning meant instant laser weapon, 1 shot to an enemies head was all that was necessary. At least there is some semblance of reality now.

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Old 03-02-2008, 01:10 AM   #8
PR Contributor

[R-CON]nedlands1's Avatar
Quote:
Originally Posted by [R-MOD]Mongolian_dude View Post
You make weapon deviation sound like its a problem?

All that needs toning is the SR, DMRs and HAT a bit.
Otherwise, its dandy.

...mongol...
=/

Seeing that you get the same random deviation from running as you get from walking slowly with your sights up, I'd still say something is wrong. Jack-in-a-box'ing is still effective if you remember to to keep still for at least 1 and 1/3 seconds beforehand.


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Old 03-02-2008, 04:58 AM   #9
Forum Moderator

[R-MOD]Mongolian_dude's Avatar
Quote:
Originally Posted by [R-CON]nedlands1 View Post
=/

Seeing that you get the same random deviation from running as you get from walking slowly with your sights up, I'd still say something is wrong.
Ok, This does make a fair point. If this is the case, it could be adressed.

Quote:
Originally Posted by [R-CON]nedlands1 View Post
Jack-in-a-box'ing is still effective if you remember to to keep still for at least 1 and 1/3 seconds beforehand.
It is effective, to an extent.
If a guy is behind something and popping up to shoot, its likely he is being suppressed. I would think the 'supresser' would be smart enough to watch the target from the prone position. Also, they only have to make tiny adjustments to how they move their sights, as they know where the jack will pop up.

...mongol...

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Old 03-02-2008, 08:20 AM   #10
PR Contributor

[R-CON]nedlands1's Avatar
Quote:
Originally Posted by [R-MOD]Mongolian_dude View Post
It is effective, to an extent.
If a guy is behind something and popping up to shoot, its likely he is being suppressed. I would think the 'supresser' would be smart enough to watch the target from the prone position. Also, they only have to make tiny adjustments to how they move their sights, as they know where the jack will pop up.

...mongol...
Know those sideshow games where you have to hit the mole which pops from various locations? It's like that. You shoot at a guy, he ducks, moves to the side (while still undercover and hence invisible), then pops up and kills you.


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