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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#46 (permalink) |
![]() Join Date: Nov 2007
Location: Oklahoma City, Ok
Age: 37
Posts: 1,122
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Re: Gun Accuracy
I agree that the gun accuracy change should be ammended.. The Sprint meter Idea sound like a good one.. anything would be an improvement.. the accuracy does not simply apply to instaprone.. it applies to any and all movement.. and I find myself not being able to patrol a defensive position.. Merely crouch gun trained on an opening for long minutes at a time, waiting for someone to come around the corner and into my sights..
and if they are at a distance running.. forget it.. unless they happen to be running straight into your sights.. you cant track a target and put a round in front of them because of the movement meter.. I personally believe that the SL spawn will slow the game down enough.. and if not.. there has to be a better solution than to punish the player who has honed their rifle skills and turning it into a "Who can time their shot to coincide with the clock in their computer the best" contest. |
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#47 (permalink) |
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Join Date: Nov 2004
Location: Covington, VA USA
Age: 34
Posts: 1,227
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Re: Gun Accuracy
And let's not forget the SAW. I can't count how many time I have been insta-prone'd with a SAW since 0.7 came out. SAW accuracy is fine, but if any weapon in the game needs the fuzzy accuracy when you first stop moving, it is the very heavy SAW. Plus, I think there should be a delay in using the SAW when prone. I think it's America's Army that you have to wait until the bipod is folded out to use the SAW in that position and it is a very realistic thing to have. The SAW should be just like the G3 is now, only worse.
And I don't even want to talk right now about the US and the 3 round burst double tap thing. I get spanked by that every time in close quarters while my G3 is chiping paint on the walls around and behind my enemy.
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#48 (permalink) |
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Join Date: Mar 2007
Posts: 73
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Re: Gun Accuracy
Well judging from everybody's inputs, I am afraid all that is left to do is for the devs to tweak the accuracy a little more until a general happiness is found. Which means just tame the G3 a little bit. Other than that, this whole innacuracy build-in will never work for one reason alone: We do not actually see our weapon shaking around in our hands to understand why it is innacurate. Until that animation is available, this whole inaccuracy build will be somewhat non-immersive because you have to stare at your static sight and count to a magic number to make your bullet come out straight.
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#49 (permalink) |
![]() Join Date: Jan 2006
Location: Camp Hill, Pennsylvania
Posts: 261
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Re: Gun Accuracy
The sprint meter idea sounds pretty good to me, it's similar to what was in ROOST where after sprinting, your gun was pretty inaccurate for a bit.
Also, although i've never fired a modern assault weapon so i don't know how physically heavy they are nowadays, keeping your gun out and sighted for a while is NOT realistic as it actually hinders your aiming while your arms start to get tired, etc. ROOST also did this well. Unless you were lying on the ground or had your rifles braced against something, after the first 3-4 seconds of ironsighting your k98k or Nagant the swaying started increasing and you had a lot harder time keeping it in check. It was the most accurate in the first couple seconds. The only alternate to this was the sniper rifle, and for that it was pretty much required for you to be braced. I can post some videos of this later if you want a visual example in-game. PS: I know that today's infantry don't carry heavy bolt-action or semi-auto guns like the mauser karabiner or SVT-40 anymore but even in this day and age i'd pick an M1 Garand over an m-16, especially if i was getting into CQB. Garands weigh almost 10 lbs and have solid wood stocks, which make excellent melee weapons. |
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#50 (permalink) |
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Join Date: Jun 2007
Posts: 14
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Re: Gun Accuracy
Haven’t played PR for a while and have come back to see what .7 is all about. Overall I love it but I got to say that I agree; the weapon deviation is utterly absurd.
As a hunting + target + competition shooter personally I found the amount of deviation insane, and at 50yards I think my air rifles would shoot better than the rifles in game do at the moment, irrespective of whether I was moving or not. I understand that there are things that need to be accounted for with weapon deviation that can’t be done otherwise (due to the ‘lovely’ BF engine) and I think the Devs have taken the correct route by using weapon deviation this way I think its just a case of it being over the top by a way. I also saw someone state that the condition of soldiers accounts for some of it (i.e. they live on comp rations, little sleep etc). I wouldn’t agree with this, they are trained soldiers...and the standard company/platoon rotation is designed to keep units out of field duties once they have undertaken their operational quota. Was playing on a map last night for about 2 rounds (can't remember the maps name) but it was MEC vs. UK, involved an Oil Station and Village and my squad clocked an enemy squad about 200yards away coming straight at us, they hadn't seen us so we took positions and opened up as they were approx 90/100yards out. All 5 of my guys fired for 30seconds and no one got a definite hit apart from my marksmen (who had been still for a long time hehe), let alone a kill (we were all crouched or prone firing single shot/bursts on jogging enemies, until they went prone). The enemy squad fired at us for around 2 minutes before approaching, we took no casualties and 2/3 of us were stuck well out of cover, deserved to have been killed in the first 20seconds (which would of happened in .6). We had to wait until they were less than 50 yards then broke cover and managed to take them out after about another 2 minutes of firefight, again they fired on us and we didn't take a single hit. I agree with the method of implementation that the Devs have taken, I think its just a case of some serious number tweaking, specially seeing as people can just pop their heads over cover from crouched/prone and not suffer the deviation. This is the only problem I have with 0.7; I think everything else is spot on, especially the Chally 2 ![]() |
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#51 (permalink) | |
![]() Join Date: Jan 2007
Location: London, England
Posts: 283
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Re: Gun Accuracy
Quote:
Modern combat helmets such as the USMC's LWH are designed to provide protection from shrapnel and small arms fire up to Level iiia (withstands 9mm NATO Ball ammo). |
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#52 (permalink) |
![]() ![]() ![]() Join Date: Jun 2007
Location: Suburban Chicago
Age: 42
Posts: 1,848
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Re: Gun Accuracy
I now absolutely DREAD playing as the MEC. I cannot stand the G3. We get absolutely OWNED by the U.S. and Brits now. The deviation/accuracy is the only feature of .7 that I don't like. You feel like you might as well just go at them with your knife - at least you'd have a chance...
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|TG-X|d1sp0sabl3 An Admin of One ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10th Tactical Guard | PR Server Rules | The TG Primer | Kicked? Banned? READ THIS FIRST! | Contact an Admin | Nominate someone for a ribbon here Bypassing the ambush is just what the ambushers expected us to do. |
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#55 (permalink) |
![]() ![]() Join Date: Dec 2005
Location: Philleh
Posts: 1,648
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Re: Gun Accuracy
One of the design requirements of a US army rifle I believe is to have a caliber capable of going through a helmet at a certain distance.
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#56 (permalink) |
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Join Date: Apr 2007
Location: Tacoma WA
Age: 39
Posts: 122
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Re: Gun Accuracy
can't someone around here put a word in the DEV's ear to take another look at the deviation thing? It takes a good portion of the fun out of the game when you have someone dead to rights, and the only thing your bullets do is make pretty little dust puffs on the ground all around him.
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#57 (permalink) |
![]() Join Date: Mar 2007
Location: افغانستان
Posts: 2,455
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Re: Gun Accuracy
Last I read, is the effect is exeragated on purpose to put the stress on tactics not plain reaction
Im reckon the devs are all wearing ear muffs they've had so many words in their ear tbh Im sure they'll refine it some, one of the devs has said that the dmr/sniper is not working properly though I was using mec sniper last night ok, the m14 seems whack. The idea of the video above was to demonstrate that even the worst gun can be used to kill with no or little preparation. I think the accuracy could be worse still. Anyone with 16 ping is going to feel it most because you've lost an advantage now everyone has 1333ms before the gun is accurate |
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#59 (permalink) |
![]() Join Date: Mar 2007
Location: افغانستان
Posts: 2,455
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Re: Gun Accuracy
Its only 20 bullets now and half or most of those are going to miss if the shooter is silly and uses full auto, I recommend single shot even if they are in your face tbh.
Sorry the video was done jokingly, trying to be as bad as possible - delibrately OTT, and yet still effective. It does seem unfair that you try the same with the M4 and it is godlike in its recoil A test fire video with (usmc) full auto, for comparison - This video shows that helmet test fire thing you are talking about, Last edited by Sabre_Tooth_Tigger; 01-16-2008 at 07:23 PM. |
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