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Old 09-01-2008, 04:16 AM   #11
clueless_noob

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Default Re: Input on Aim Time from a US Soldier

Learn to shoot from hip using burst/full auto when in close quarter battle. General problem in these first person shooters is the fact that human being can fire a weapon in almost any postition and to direction he wants. Depending on the degree of hurrynes weapon can be fired from hip, from scoped position or any position in between. This is a bit hard to simulate in game so we have to live with current animations. All you can do is adapt and overcome. This is no insta-prone scoped headshot game anymore.
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Old 09-01-2008, 04:49 AM   #12
Bringerof_D
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Default Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by devnull View Post
Learn to shoot from hip using burst/full auto when in close quarter battle. General problem in these first person shooters is the fact that human being can fire a weapon in almost any postition and to direction he wants. Depending on the degree of hurrynes weapon can be fired from hip, from scoped position or any position in between. This is a bit hard to simulate in game so we have to live with current animations. All you can do is adapt and overcome. This is no insta-prone scoped headshot game anymore.
actually its very easy to simulate firing from the hip.

get familiar with the size of the screan you are using and just use the centre as an imaginary crossheir, this would simulate troops with their rifles down by the hip firing with the rifle as an extension of one's own arm. its a technique often used even in paintball, train urself at first with your index finder along the side of the rifle with your middle finger on the trigger, where you point is where you shoot, then eventually move back down to having your index finger as your trigger finger
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Old 09-01-2008, 04:50 AM   #13
[R-DEV]Chuc
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Default Re: Input on Aim Time from a US Soldier

The new origins for the weapons should also aid in figuring out where the centre of your screen is, so for scoped weapons, it'd be better to not scope in and fire off from the hip to at least get some decent suppression on them in CQB.


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Old 09-01-2008, 05:17 AM   #14
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Default Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by Pvt.King View Post
Never saw this happened in 0.75 since there is a factor called "Deviation". if you headshot someone in the first shot, you are just lucky.
So everyone that I know, had atleast 7/10 of their deaths as headshots. There must be some really lucky people back in v.756.


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Old 09-01-2008, 05:23 AM   #15
Pvt.King
Default Re: Input on Aim Time from a US Soldier

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Originally Posted by ReaperMAC View Post
So everyone that I know, had atleast 7/10 of their deaths as headshots. There must be some really lucky people back in v.756.
O rly
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Old 09-01-2008, 05:33 AM   #16
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Default Re: Input on Aim Time from a US Soldier

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Originally Posted by Pvt.King View Post
O rly
Yes really, You can see the answer to that problem in v.8.


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Old 09-01-2008, 05:34 AM   #17
Salah ad Din

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Default Re: Input on Aim Time from a US Soldier

Isn't there a third mode of weapon usage around, where the soldier has the gun on shoulder height and propped against it, but is not sighting?

The Sniper Rifles can have three Zoom modes, can't the Assault Rifles and Carbines get three, too?
1: Hip
2: Shoulder
3: Ironsight/Reflex/Scope


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Old 09-01-2008, 05:48 AM   #18
x.trEm*e

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Default Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by Pvt.King View Post
O rly
lol, best answer... yes really, ppl could headshot, and they were doing this, and deviation is not the factor keeping you off headshotting


Quote:
u cant force teamwork
either ppl play together on their own or they dont, but these ultra-high reload/aiming times are completely useless
no they actually are intended and not just a sensless addition the DEV“s made... You think they only code something and they dont think about it? They think about some more, how to go around some engine limitations to provide some solutions that made ppl mad. (see instaprone and other examples)
Quote:
Never saw this happened in 0.75 since there is a factor called "Deviation". if you headshot someone in the first shot, you are just lucky.

In 0.8, most animation are slow like we are shooting at the shooting range, not in combat, not under pressure(such as the SAW picking up animation in undeploy mode). DEV said it's not realistic, BUT it's "promotes realistic behavior". OK, fine. So all who don't like it has to adopt all this.
yeah, run around for a hour and then aim for 0.5 secs, or sprint for some 2 minutes
and I tell you, under pressure you behave less accurate than without it... so no need to tell all soldiers are under an adrenaline rush in their misssions
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Old 09-01-2008, 08:35 AM   #19
hx.bjoffe
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Default Re: Input on Aim Time from a US Soldier

Quote:
Originally Posted by Dr2B Rudd View Post
As officer I'm repeatedly just stowing the rifle in favour of the pistol
Hehe, the pistol really kicks ass in CQC now
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Old 09-01-2008, 09:05 AM   #20
[R-DEV]Jaymz
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Default Re: Input on Aim Time from a US Soldier

Thanks firstround, we really appreciate the feedback.


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