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Old 08-31-2008, 05:30 AM   #21
OS.
Default Re: Weapon Deviation Changes

Bring back 0.6 deviation
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Old 08-31-2008, 05:41 AM   #22
[R-MOD]Spec
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Default Re: Weapon Deviation Changes

lol @ 0.6 deviation, hell no.

My main concern is the shotgun, since i should really be able to breach with one shot. Cant you give it pistol accuracy or so?

However, rifle accuracy seems fine to me. DMR could be a bit better, since a deviation that is equal to a rifle... whats the difference between G3 with scope and G3 SG1 then? (Other than the better scope... and the fact that i'm much better with the SG/1 for some reason)

- Not trying to flame or anything, i pretty much liked the new deviation. Just the shotgun is really annoying.

Then, another thing, can someone post the exact differences between pistols, submachine guns and carbines, regarding deviation? I'd like to learn more about that.
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Old 08-31-2008, 07:24 AM   #23
Sadist_Cain
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Default Re: Weapon Deviation Changes

Really dont get all the complaints on deviation

Was a touch dodgy in 0.75 but now it's rather nicely refined, My bullets always go where I want them and judging by the ranting of those who cant seems like you just have no patience to fix your target first.

I got my marksman badge whilest in the cadets as a kid and I can tell you that plinking 2p pieces from 25m I would take a hell of a lot longer than 1.6 seconds to fix my target properly, the weapons in PR are at max accuracy for any range in under 3 seconds, rather generous imho...
What are you guys gonna be like if they implement realistic ballistics and you have to learn to aim off to compensate for the bullet arc of descent?

Feedback bit
What is exceptional now in 0.8 is when using the aimpoint in CQB you can move slow with the sights up and still get a man sized grouping at around 40 metres or so shooting on burst, That used to be my only gripe that you couldnt do that with the old system but now it's excellent.
The only problem as far as I can see is the lack of some sorta animation or audio cue to let folk know what their character is doing in game so they can judge when they have the "feel" of max accuracy. I would say nothing too obvious otherwise it'll just be a case of wait for the cue and shoot

I would very much like to see some FRAPS of these folks who ant kill anything so we can all see what's happening if the deviation is soooo very fubared for these folks, then perhaps there may be a problem that can be isolated. right now though all I see is unsubstantiated complaining

***Short version***
Quit Yer Bitchin unless it's summin productive "Omfg I cant hit anything this is rubbish bring back point and click boom boom" isn't v helpful imo


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Last edited by Sadist_Cain; 08-31-2008 at 07:30 AM..
Old 08-31-2008, 08:29 AM   #24
Slavak
Default Re: Weapon Deviation Changes

I'm also wondering about the shotguns, I can kill an insurgent with it from 20m but I can't hit a door first shot when I place my barrel on the door knob?
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Old 08-31-2008, 09:24 AM   #25
Hauler

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Default Re: Weapon Deviation Changes

I really enjoy it. It makes engagments longer and adds to the realism. Its funny cause not too long ago people were up in arms about firefights not being long enough now that there drawn out people want it changed. Can't satisfy everyone. Oh well keep up the good work devs. I don't play sniper so I can't really care about it that much.

"Who just threw a grenade at a tank
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Old 08-31-2008, 09:25 AM   #26
BirdShot
Default Re: Weapon Deviation Changes

My only concern is that, with the "settle" time you can't lead a moving target.

BS
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Old 08-31-2008, 09:51 AM   #27
h0mie
Default Re: Weapon Deviation Changes

Imho the deviation is kinda absurd. Let me give an example. I was playing that map with that valley, cant remember the exact name, as an insurgent. I was walking through one of those small houses when i found a "fresh" american medic kit. Because you dont hit ANYTHING even if you aim for months and it is right in front of the barrel with the ak i didnt hesitate to change kits. So i first got to heal myself up. Meanwhile without me noticing a entire squad of us guys came closer to my position, when they saw me. (now i saw them finally) But Instead of shooting they first aimed for like a second although it was maybe 10 metres. So i just ran for it, round another corner passing some other insurgents, without ANY bullet hitting me! This has NOTHING really NOTHING to do with reality although some developer bootlicker may argue with some pseudeo "it makes gameplay more tactic " blabla.
I really like this Mod because of the communication, and the teamplay. In a good Squad this mod is really the essence of teamplay.
Before it was just strange, that you wouldnt hit anything with impuls or auto, but now its even more strange. Please just once make this mod for a "game" gameplay friendly. You cant argue on the one hand to make changes for advanced tactical gameplay, and on the other side like this.
best regards
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Old 08-31-2008, 10:29 AM   #28
Tirak

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Default Re: Weapon Deviation Changes

CQB deviation is much better, and for CQB maps the deviation is not a problem, but large open maps are a problem. The ranged deviiation needs to close up a lot faster than it does now. Yesterday I was playing Basrah .8 and we set a tank up south of VCP with three guys defending it by using it and a couple of abandoned Land Rovers as cover. The range to the city line was probably 100-150 minutes, we held position there for about twenty minutes, during that time there were snipers and other insurgents off all kinds attacking from all sides, the point is at the end of the match, nobody died. The tank was focusing on the city but rarely was able to engage snipers we couldn't locate. There is no way in hell we should have all been alive by the end of that, someone should have died, none of us did while we took heavy fire. There is something wrong with the deviation over range if a squad can sit in one spot for twenty minutes of combat and have no deaths, and two critical wounds, both of which were revived.


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Old 08-31-2008, 10:46 AM   #29
[R-DEV]Masaq
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Default Re: Weapon Deviation Changes

Quote:
Originally Posted by Tirak View Post
CQB deviation is much better, and for CQB maps the deviation is not a problem, but large open maps are a problem. The ranged deviiation needs to close up a lot faster than it does now. Yesterday I was playing Basrah .8 and we set a tank up south of VCP with three guys defending it by using it and a couple of abandoned Land Rovers as cover. The range to the city line was probably 100-150 minutes, we held position there for about twenty minutes, during that time there were snipers and other insurgents off all kinds attacking from all sides, the point is at the end of the match, nobody died. The tank was focusing on the city but rarely was able to engage snipers we couldn't locate. There is no way in hell we should have all been alive by the end of that, someone should have died, none of us did while we took heavy fire. There is something wrong with the deviation over range if a squad can sit in one spot for twenty minutes of combat and have no deaths, and two critical wounds, both of which were revived.

In real terms you lost two soldiers that had to be medivac'd out, with those revives, so yeah that's not so good.

You had cover. That's vital.

Also, how many guys were you able to kill whilst under all that fire? I'm guessing you were fairly well supressed whilst the heaviest fire was coming in? So even if they didn't kill you, they stopped you killing them,which is just as important.

Supression wins.


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Old 08-31-2008, 11:33 AM   #30
HughJass

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Default Re: Weapon Deviation Changes

its all good, I just feel that marksmen should be feared, aka have gooood guns. It could be ubering them up but if there is a marksman looking at you, you should be afraid, and know he could hit you much easier then you can.

^ i just have not noticed that going on when I was a marksman...


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