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Discussion: America's Army / America's Army - General Discussion - Major issue with gun fire in AA3 - Cap and I were playing last night and talked with another person who let us
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    Mediator's Avatar

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    Major issue with gun fire in AA3

    Cap and I were playing last night and talked with another person who let us in on something. I have been wondering why folks were taking me out so easily when I'm pumping them full of lead. You gun us actually more deadly and you kill someone faster and with less bullets if you hip fire. So we tried it and it worked. This is a major problem with this game and doesn't really lend itself to TG play IMO.

    I will be posting on the AA3 forums about this to see if they will address this issue. Has anyone else seen this to be the case in game for them?
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    Jorge.PT's Avatar

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    Re: Major issue with gun fire in AA3

    You mean that the gun is less accurate in iron sight view?

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    Re: Major issue with gun fire in AA3

    Quote Originally Posted by Jorge.PT View Post
    You mean that the gun is less accurate in iron sight view?
    Not neccessarily less accurate but seems to be less damage with the sites. I can turn the corner on someone and hip fire and take them out almost instantly but not with my sites up. With my sites up I loose the battle but that's not the case with hip firing.
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    Re: Major issue with gun fire in AA3

    does explain why people who I shoot in the back can turn around and kill me faster

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    Re: Major issue with gun fire in AA3

    sounds like a bug to me. I can't see any reason why that would be purposefully done.

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    Re: Major issue with gun fire in AA3

    Accuracy just isnt greatly increased at short ranges like people expected.

    I hipfire constantly in CQB games, specially room to room. Wouldnt call it hip fire.... I have the weapon in the pocket of my shoulder and I am looking over my sights, dont have it pinned against my hip. This allows quicker reaction time on engaging multiple enemies or entering a room I am not sure where they are.

    Tactically aiming constantly down a sight can lead to tunnel vision and is a tombstone maker in CQB. I think alot of people think this game was suppose to be slow paced.... it is.... but not in the maps that have been created. The only slow play I see and is effective on is Pipeline and Ranch.

    Maps like impact, locate, close-in, and destroy the enemy at close range. Quick, Fast, Efficient.



    Anything greater than 40ish feet, I have my sights up, single shot on, and breathing.


    Edit: Had to explain


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    Re: Major issue with gun fire in AA3

    as far as the less damage goes... Thats odd. I have shot people in the back sighted in only to get 180'd on and downed. Makes no sense. IMHO if you get hit in the back should be pretty much like a headshot. Because you are either running or not aware of your surroundings~


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    Re: Major issue with gun fire in AA3

    I came to the same conclusion Mediator last night.

    After getting beaten 1 on 1 time and time again, I decided that might just as well try to play like the pubbies and see what happens. So I started running and gunning and sure as can be, I started killing guys left and right. I would turn a corner and just center the reticule (which shouldn't be there at all) on the guys chest and open fire. I lost very few 1 on 1's by doing this.

    The problem is that's not what TG is about. We are here because we want to play a realistic game. And Run and Gun is not realistic.

    Tactically aiming constantly down a sight can lead to tunnel vision and is a tombstone maker in CQB. I think alot of people think this game was suppose to be slow paced.... it is.... but not in the maps that have been created. The only slow play I see and is effective on is Pipeline and Ranch.
    Tunnel Vision should not be a problem. At no point in real life will you be moving into a room without other soldiers on your back. There are room clearing tactics, that allow for a 4 man team to breach a room and clear it while seeing all corners of the room. Your worried about tunnel vision, when you shouldn't need to worry about covering more than your assigned position as the rest of your squad should be covering theirs. Teamwork is the name of the game and that is what we are all here for.
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    Re: Major issue with gun fire in AA3

    Oooooh, man. If this is true, may as well delete the game from my HDD now.
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    Re: Major issue with gun fire in AA3

    Quote Originally Posted by Smachin007 View Post

    The problem is that's not what TG is about. We are here because we want to play a realistic game. And Run and Gun is not realistic.

    Tunnel Vision should not be a problem. At no point in real life will you be moving into a room without other soldiers on your back. There are room clearing tactics, that allow for a 4 man team to breach a room and clear it while seeing all corners of the room. Your worried about tunnel vision, when you shouldn't need to worry about covering more than your assigned position as the rest of your squad should be covering theirs. Teamwork is the name of the game and that is what we are all here for.
    Exactly my point..... I have a friend in SWAT and also watch the real SWAT shows on the tube. You never see them going into a room to clear it with their weapon at their side hip firing. They are always looking down the barrel of the gun and panning across the room to cover more area.

    Vulcan - I hope you are right about it being a bug and if not and this is the way the game is to be played we may have to MOD it so we can reduce the damage/accuracy done at hip fire or this will just be another run and gun game.

    Scotty - I hear what you are saying but don't agree with the tunnel vision. In CoD4, I shoot with my sites up 99.5% of the time and walk a good deal of the time with my sites up panning from side to side and can still own in that game (I am aware they are different games and should have differences). So the question is how do we make the game more tactical and conform to the TG Primer where it says "3) Support game play in a near-simulation environment?"

    We'll see what happens in the next few weeks.
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  21. #11
    Avs
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    Re: Major issue with gun fire in AA3

    I disagree with the conclusion in this thread so far. I use both hip fire and Aimpoint in close quarters combat with the M4 and take down the opponent in most cases at a range of 5-10m. Anything further and aimpoint is used more due to control at a distance.

    Damage doesnt change because you are in ironsights or not, unless of course, it is a bug. But even so, what matters most is how many bullets you are landing. The ironsight and hip fire are almost the same if you are not using your breath. If you are, then you are not aiming well enough to take advantage of it during a firefight where it matters. The difference between not having to aim and aiming at close range is simply maneuverability and line of sight (since you are either scoped or not scoped).

    Furthermore, the bullet lag that seems to exist on all servers no matter how little lag there is, is a major factor. Since most people are strafing around while firing (not realistic but oh well), bullets dont always hit dead on when they should. This means you need to lead the target slightly (.2s) to score hits depending on how much bullet lag there is. Since the aimpoint usually means you are aiming dead on, you can miss, especially if you are not shooting properly at the target. Same with hipfire. But hip fire spreads the shots out wider so that it covers more area especially if someone is moving, and it is less affected when taking hits while firing.

    And like I said again, I have no problems killing people using the aimpoint at any distance and it sure as hell beats "hip firing" at close range unless you need the extra reaction time hip firing gets you. Another issue is the number of bullets needed to kill someone at full auto. Since you generally want to empty an entire clip to make up the difference in lag, this essentially makes hip firing way more effective than it should in terms of ammo efficiency. Either way, if you are 5 feet away from someone, hip firing (shooting in any other means without using the sight) or whatever you want to call it, is pretty damn effective in real life.

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    Re: Major issue with gun fire in AA3

    Its not hip firing. The gun is in the pocket of the shoulder at the tactical ready.

    I am not in swat but apart of Marine Special Operations Advisor Group, MARSOC

    I have done a few gun drills to say the least. Its very dangerous to be staring down your sight when entering a room. Situation dictates but you do NOT want to be staring down your sight when moving into a room. Most defiantly you will have your sights up if you pie a window or door way or in a defensive position, I do not disagree there. But as far as room clearing goes you want to have the gun at tactical ready where you only have to lift the gun centimeters if need be to acquire the sight picture if time allows for it. Learned from the best -> http://www.t1g.com/


    How can we fit this in the Tactical Gamer role.... I hope they allow a server side option to disable cross hairs.


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  25. #13

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    Re: Major issue with gun fire in AA3

    I feel as if my ROF is slower with sights up. I use the A4 three shot bursts


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    AdeptAbyss's Avatar

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    Re: Major issue with gun fire in AA3

    the crosshairs need to go

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    So I'm a very skilled deep hole :D


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    Re: Major issue with gun fire in AA3

    Quote Originally Posted by AdeptAbyss View Post
    the crosshairs need to go
    Very true, no need for them in this game. You know always where you are pointing the gun.

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