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Old 06-14-2008, 06:02 PM   #71
Wolfe
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Default Re: [Coding] Realistic Deviation [WIP]

Quote:
Originally Posted by [R-MOD]Masaq View Post
They won't accept a 20+ deviation on the M16 because there is no possible way that a gun aimed perpendicularly to the floor will hit the ground 5m away from the soldier's feet.
Who said the M16 has a 20+ deviation? The max deviation for the M16 is about 6, and that's only if you are unscoped, strafing, quickly turning, and firing wildly. In the real world, any human performing that combination is going to have horrible aim. In v.75, that same combination guarantees you 90% accuracy, and that is unrealistic. And for the record, if you're scoped, the max deviation is 1.8, not 20+.

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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Old 06-14-2008, 08:15 PM   #72
[R-DEV]fuzzhead
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Default Re: [Coding] Realistic Deviation [WIP]

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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Old 06-15-2008, 04:33 PM   #73
CAS_117
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Default Re: [Coding] Realistic Deviation [WIP]

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CAS, that isn't going to work for two reasons:

1) Increasing sensitivity only helps long range (beyond 100 meters), not short range where most infantry combat takes place.

2) People have mouse tools that allow them to modify sensitivity on the fly. This would create a huge and unfair gap between those who had such a mouse, and those who don't.
Having higher sensitivity with a 4 power scope will have plenty of effect at close range. Also the hardware people use with their game is completely out of our control, and increasing the sensitivity will:

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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Old 06-16-2008, 05:39 AM   #74
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Default Re: [Coding] Realistic Deviation [WIP]

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the hardware people use with their game is completely out of our control
That is exactly the reason why deviation should not be based on it. There is already an unfair playing field with suppression effect shaders and to broaden that concept into deviation would be catastrophic.

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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Old 06-16-2008, 05:51 AM   #75
[R-DEV]Drav
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Default Re: [Coding] Realistic Deviation [WIP]

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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Old 06-17-2008, 10:02 AM   #76
[R-DEV]Masaq
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Default Re: [Coding] Realistic Deviation [WIP]

Quote:
Originally Posted by [R-DEV]CAS_117 View Post
Having higher sensitivity with a 4 power scope will have plenty of effect at close range. Also the hardware people use with their game is completely out of our control, and increasing the sensitivity will:

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.
And for £15 anyone can buy a mouse with adjustable dpi and simply slow the mouse right down so they can stay tracked on someone.

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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Old 06-23-2008, 09:48 PM   #77
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Default Re: [Coding] Realistic Deviation [WIP]

Updated original post with new deviation numbers.
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Old 12-23-2009, 02:44 AM   #78
Conman51

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Default Re: [Coding] Realistic Deviation [WIP]

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?

"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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Old 12-23-2009, 04:03 AM   #79
Nitneuc
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Default Re: [Coding] Realistic Deviation [WIP]

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.

Many thanks to everyone involved in the making of the best videogaming experience ever !
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Old 12-25-2009, 09:38 AM   #80
AnRK
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Default Re: [Coding] Realistic Deviation [WIP]

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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