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#1 |
![]() Join Date: Dec 2007
Posts: 128
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You can't take out enemies with suppressive fire if you don't have your sights directly on them, there seems to be a problem with deviating bullets not having any danger to them, with red orchestra bullets that deviate outside and around your sight are still deadly if someone happens to be in the way of them, I never see any people get hit by stray bullets in PR, say if someone is firing through a hedgerow at a squad that are only concealed, it poses no danger to the enemy if you can't directly aim pinpoint at them, whereas in real life you'd have to hit the deck to avoid getting hit and you'd have rounds wizzing overhead... I never see actual suppressive fire that isn't just fired exactly dead center at the enemy.
Also, is there no way to change the alignment of the rear and front sights so that they can move to affect deviation depending on where the gun is pointing or is deviation hardcoded and only random? There is no way of surviving the whole round due to the way firefights work, no one can survive if they are within 300m of an enemy for a short amount of time, if you're lucky you can survive just barely popping your head up for split seconds and trying to suppress but this way you kill no one, if you do pop up long enough to aim at someone you always get hit eventually, sniped by an ironsight even at 250m without previous warning shots because aiming is far too simple and there is just something wrong if you can't have your head up for any length of time at all, I have been getting kills way too easy because the method of waiting for deviation to settle is controlled by time and it's far too simple and unrealistic. Bullets are supposed to be very small (current ones feel massive and chunky) and have a wide range of where they can land but I dunno if it's the bf2 engine or not but I think the projectiles are too chunky and catch hitboxes too easily to be realistic. The fact that you can't suppress properly because nearly every object blocks bullets, deviating rounds aren't dangerous enough and the aiming is messed up (I can't tell whether it's too accurate or too inaccurate, but it's too simple) means that you can't survive and the gameplay remains to be "Okay move out across the open for 0.5 seconds and get wounded twice, get magically healed and keep moving, get killed and respawn and rush that objective". Removing rally points is a good step forward to stopping suicidal rushing, but I really hope in 0.9 something is done about firefights, easy kills, incentives to stay alive and I hope you can actually stick your head up to shoot without a ducking/twitch shooting match with the enemy. Right now firefights just don't satisfy whether I win or lose, I'm not looking for 100% realism, just wondering if it can be improved upon. |
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Last edited by Wheeter; 11-08-2009 at 07:14 AM..
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#2 | |
![]() Join Date: Mar 2008
Posts: 193
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Quote:
i've lost count of the "oh that was lucky" shots i've made where a deviated bullet has hit a random who popped out at the wrong time plus at range in the jungle maps you cant see clearly enough to aim so i use the recon by fire principle (spray and pray) you wouldn't believe that kills i've made lmao imho suppression works | |
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those who live by the sword get shot by those who don't
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