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#71 | |
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Registered User
![]() Join Date: Mar 2007
Posts: 1,063
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Quote:
The HAT example was used simply to illustrate that a visual indicator helps players accept a wider cone of fire. The purpose of this thread was to give people hope that run'n gun prone spam might come to a stop, and post my progress along the way. In addition, I have repeatedly stated this is a work in progress and that the latest deviation model is simply an outline, not the final product. Deviation is clearly a touchy subject for some and it may be necessary to continue development behind closed doors to prevent it from being annihilated before it has a chance to succeed. | |
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Last edited by Wolfe; 06-14-2008 at 06:09 PM..
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#72 |
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PR Developer
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Please dont turn this into a bitch fest... this is really intersting and badly needed work that Wolfe and others are volunteering their time towards. Its about experimenting different ways in helping PR's firefights feel more natural and realistic. So please keep your posts positive and constructive instead of negative and negating possible avenues.
We can all agree here that soldiers in PR do not suffer from the same things that real soldiers suffer from: fatigue, "fog of war", manuvering a weapon in CQB, breathing (especially when tired), morale, etc etc. We can also agree that the firefights in PR are fun, but could definitely be improved upon. We have to work through the confines of the BF2 engine to bring realistic gameplay. We want players to simulate real life tactics as much as possible and those tactics should be EFFECTIVE in game. This means players should NOT be acting like super humans with instant accuracy who charge across the battlefield completely fearless, with no thought towards their own virtual lives. So yall need to keep that in mind when handling the topic of weapon accuracy. Please keep your minds open and be HELPFUL, not HURTFUL. You can be honest and have an opinion, but do not attack each other, that goes for all parties. Thanks everyone. |
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#73 | |
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Registered User
![]() Join Date: Mar 2007
Location: Daytona Beach Florida
Posts: 1,558
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Quote:
A) balance scopes and irons. B) reduce the ability to stabilize on a target at short ranges. If for no other reason than balancing the iron sights and scoped weapons this should be done regardless of the advantages/ disadvantages it will have on prone spam or run and gun or what have you. | |
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#74 | |
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Registered User
![]() Join Date: Mar 2007
Posts: 1,063
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Quote:
In regard to suppression shaders, a possible solution is to decrease the duration 4x, but increase the effect 4x. By doing so, both fast and slow computers would mostly be suppressed by rapid/automatic fire which is how suppression should work, rapid fire, not individual ricochets that suppress for 6 seconds or longer. | |
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#75 |
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PR Artwork Team
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CAS, I really like your idea, all the magnifying scopes I have used seem seem much more sensitive to movement than ironsights (obviously!) but I have to agree with Wolfe here. The advantage for those with adjustable sensitivity would be enormous, so much so that I could see it being buy a special mouse or stop playing situation....
Like the suppression idea too.... |
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#76 | |
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PR2 Manager
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It's an even easier fix than splashing out £100 on a graphics card with enough power to turn a 3 second supression shader into a 0.3 second shader. It'd be unfair and ultimately, pointless. | |
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#77 |
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Registered User
![]() Join Date: Mar 2007
Posts: 1,063
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Updated original post with new deviation numbers.
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#78 |
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Necro Time!!
So what happened to this? was it already implemented? The Op, Wolfe, hasn't logged on in a long time hope this project isnt dead Was this supposed to be a replacement for deviation? |
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"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain |
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#79 |
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IIRC this thread is about 0.8 deviation, which is now replaced by 0.85-0.87 deviation and about to be replaced by 0.9 deviation.
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Many thanks to everyone involved in the making of the best videogaming experience ever !
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#80 |
![]() Join Date: Mar 2007
Location: Yooooorkshire!
Posts: 2,136
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This level of detail was never implemented (at least in full from what I remember) because of the issue of tracers. If you search for "deviation" and "tracers" you'll find some answers, very unfortunate given all the work put in, although in the time since it was discussed they might well have found a way round the problem but I wouldn't get your hopes up.
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| coding, deviation, realistic, wip |
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