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#21 | ||
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While it may be the intentions to eventually introduce them, or test with them, nothing has shown that this is the case. Then, referring to Zangoo's thread, which had started around a year ago, you can see Jaymz post this: Quote:
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#22 | |
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I just don't like it when I can get the jump on some guy and shoot at him for 4-5 seconds without him dying. He didn't notice me, which was good, but still.. i let out an entire clip, staring right at him, and i only moved a little to keep him in my sight line... | |
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#23 | |
![]() Join Date: Jan 2007
Posts: 8,287
Location: norfolk
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Quote:
i believe the current deviation settings are near perfect. | |
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#24 |
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PR:BF2 Developer
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Zangoos ballistics definitely needed improvements, was far from ideal setup, but that dont mean progress wont or has not been made.
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#25 |
![]() Join Date: Feb 2009
Posts: 5,558
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I think the cone should be smaller. Keep the time it takes to get minimum deviation, but reduce the initial amount. Difference will be that you will be able to put down some almost decent suppressive fire without having to stand still for half an hour.
Using this picture Conman posted as an example, even if we removed the 0 seconds and even 1 second deviation angles, you still wouldn't be able to hit anyone at distances over 20 meters without waiting for deviation to settle, but in CQB you would be able to fire in a general direction without hitting the ground between your feet. |
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#26 |
![]() Join Date: May 2009
Posts: 70
Location: Brighton
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Don't like it, make your own mod.
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#27 |
![]() Join Date: Feb 2009
Posts: 5,558
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Wow, awesome attitude.
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#28 |
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if everyone had that attitude, no one would be playing PR.
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#29 |
![]() Join Date: Jul 2009
Posts: 156
Location: Kalmar
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I like the declining deviation solution. Makes much better gameplay.
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#30 | |
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Quote:
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| Tags |
| deviance, deviation, firefights, issues |
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