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#101 |
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Banned
![]() Join Date: Jul 2008
Posts: 4,141
Location: Cerkno
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There is absolutely no damn problem with deviation. Yes it may screw you over in CQB when someone "ohmyfuckinggod" appears in your face. That happens in real life too.
To counder that, lately, devs have implemented reverse deviation, wich means you can move and the deviation goes up at the same rate it goes down. What does this tell you? It tells you you can wait behind the corner for 4 seconds and then move around it, wich will take you a second or so, and your aim is almost perfect and that my dear friend is sufficient for CQB. Now shut the hell up and learn to play instead of bitching about this reasonably good system. |
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#102 |
![]() Join Date: Oct 2010
Posts: 568
Location: Stockholm
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Okay, there's something which you can't implement in PR or any bf2 mod, that is weapon sway.
Just played a bit of red orchestra 2 today, for the first time. This game has allot of weapon sway, and when the sway halters you get your indicator to fire. An indicator would only be a compliment for deviation and it would show the amount of (IRL noticeable) sway (deviation) which exists. Would it not? @arnoldio, who are you referring to? |
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#103 | |||
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Banned
![]() Join Date: Jul 2008
Posts: 4,141
Location: Cerkno
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To whom it may concern.
There was a POC visual indicator, wich would be kinda welcome but wasnt implemented, but counting to five isnt so hard aswell.
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#104 | |
![]() Join Date: Aug 2008
Posts: 835
Location: Cambridge
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Quote:
Another thing I'd quite like to see is the more realistic ballistics, because that in itself adds a slight unpredictability to where the shot will land, and I don't reckon we'd suffer for not having tracers as a consequence. (I believe that was the trade-off) Overall I'm an advocate of reducing peak deviation ever so slightly, but maintaining the time it takes to reduce to a minimum, so there would be a bit less wild spray at CQC but long range combat would be unaffected. I think it would also improve the situation with suppression... Basic suppression could be achieved immediately and would actually have some effect, giving players greater chance to move to cover, so more organised ambushes and tactical thinking may be employed. Generally, with minute faked weapon sway and ballistics I think it would add a lot of polish and feel to the infantry combat. While I think an indicator is a good idea and would probably alleviate some fuss from players, I don't think it would stop anyone's complaints about the deviation system, and may reinforce the assumption that if you are settled, then you should be able to kill what's in your sights before it can run to cover. I think people should need to work together to pull off ambushes and overwhelm the enemy rather than focus on sharpshooting. | |
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#105 |
![]() Join Date: Nov 2008
Posts: 1,674
Location: Alberta
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Not enough recoil, too much deviation in CQB ranges.
Not enough per shot deviation with LMG. Movement deviation is fine, after firing/per shot deviation needs to be reduced and substituted with recoil. |
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#106 |
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Banned
![]() Join Date: Jul 2008
Posts: 4,141
Location: Cerkno
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LMG acts as an assault rifle undeployed, so it should have same per shot deviation as any other rifle. For deployed stance, less spread is the point.
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#107 |
![]() Join Date: Jan 2011
Posts: 15
Location: Unquillo, Cordoba, Argentina.
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I dont think that RBS/Deviation is the correct aproach for this but an indicator would make it a lot better.
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#108 |
![]() Join Date: Apr 2008
Posts: 445
Location: Sofia
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I don't know why visual indicator of deviation was never implemented.I mean as a soldier you should really know when you are firing with the most accuracy.Also i would like to see thoose 2 boxes that most of HAT kits have on the russian HAT center where the weapon is zeroed. I cant seem to figure how to use that scope, i know you have to wait for deviation, and have to compensate for rocket drop but the two brakets coming togheter would really help(where the rocket comes from).I really hope that v1.0 deviation will be better(can't really tell from Falklands since most weapons have iron sights.
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Forgive my bad English...
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#109 | |
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Quote:
Some tipps to improve your assault rifle handling (in 0.973): -After moving you have to wait 5-6 seconds until you reach maximum accuracy. -Wait about 1-1.3 seconds between single shots for maximum accuracy. -Dont go prone in CQB, unless you have at least 4 seconds to regain any accuracy at all (huge prone deviation penalty). -After turning (mouse movement) you only have to wait around 0.5-0.6 seconds to regain full accuracy -Always try to fire at least crouching, it is way more accurate than standing and it receives no penalty like going prone (standing devmodifier x1.5, crouching devmodifier 1, prone devmodifier 0.9) These numbers are simply about maximum accuracy (or minimum deviation). You can even shoot weapons more or less accurate after waiting half of the mentioned times, as the deviation reduces linear from a maximum deviation value (for each category [movement, turning, firing, prone/jump]) until an overall minimum deviation value (zoom, stance modifiers are getting calculated in the end). Good luck in PR! Pred | |
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Last edited by Predator.v2; 10-15-2012 at 07:20 AM..
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#110 |
![]() Join Date: Oct 2009
Posts: 1,098
Location: *****
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Needed aim indicator.Curently see this only on HAT.
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