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10-05-2008, 03:18 PM #766
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10-05-2008, 05:00 PM #767
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10-05-2008, 05:05 PM #768
Re: PR Dev Journal.
NiceeeThe following values are what will go into 0.85 testing. So bare in mind that this is not final. This journal post is just so everyone knows that the deviation system is still being refined.
What you see below is the result of myself and others assessing how the changes made for 0.8 impacted gameplay, as well as what changes needed to be made in order to keep all the benefits of the 0.8 deviation while addressing the problems.
Ironsight/Scoped rifle
Changes
1. Hit Capability and its relativity to settle time after moving (WASD). Basically, this is how far your bullet will deviate from exactly where you aim while sighted in.
Standing @ 250m
0 Seconds : 7m
1 Seconds : 5.9m
2 Seconds : 4.8m
3 Seconds : 3.8m
4 Seconds : 2.7m
5 Seconds : 1.7m
6 Seconds : 0.7m
Crouching @ 250m
0 Seconds : 5.2m
1 Seconds : 4.4m
2 Seconds : 3.6m
3 Seconds : 2.8m
4 Seconds : 2.0m
5 Seconds : 1.3m
6 Seconds : 0.5m
Prone @ 250m
0 Seconds : 4.3m
1 Seconds : 3.7m
2 Seconds : 3.0m
3 Seconds : 2.4m
4 Seconds : 1.7m
5 Seconds : 1.0m
6 Seconds : 0.4m
Take into account that a soldier in the BF2 engine is roughly 0.4 meters wide. So if you're prone, have settled for six seconds and are pacing your shots well you'll hit a target 250m away 10/10.
2. Increased settle time required after each shot from 1 second to 2.5 seconds
3. Decreased maximum cone of fire
4. Increased non-sighted accuracy for CQB purposes
DMR
Changes
1. Significantly improved accuracy allowing for DM rifles to engage targets up to and including 600m.
2. Increased settle time required (for maximum accuracy) after each shot from 1 second to 4.5 seconds
3. Increased settle time required (for maximum accuracy) after moving from 2.5 seconds to 5 seconds
4. Increased maximum cone of fire from moving
Sniper
Changes
1. Increased crouch accuracy (accurate out to 600m)
2. Increased prone accuracy (accurate out to any viewable distance)
SMG
Changes
1. Numerous changes to make them more "personal defence" orientated.
Pistol
Changes
1. Doubled settle time after moving
2. Increased deviation added after each shot
LMG
Changes
1. Lowered deviation of both deployed and undeployed states
2. Doubled the settle time required after moving from 3 seconds to 6 seconds for deployed state only (this is to discourage what happens now where players just run around with it constantly deployed and insta-prone upon engagement)
Conclusion
As always, this is not about injecting absolute realism into an engine that doesn't support it. It's about finding a balance between relative realism and gameplay that works within the confines of the BF2 engine and promotes teamwork.
Special thanks to [R-CON]Wolfe for putting deviation on the right path in 0.8 and laying the foundation for the changes you see listed above (which were heavily advised by him during several teamspeak meetings).
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10-05-2008, 05:06 PM #769
Re: PR Dev Journal.
I think something is going very wrong here.
see : .85 deviation. (above)
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10-05-2008, 05:12 PM #770
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10-05-2008, 05:50 PM #771
Re: PR Dev Journal.
Sounds more extreme, you wont be able to accurately fire off a rifle in under a minute. I get the feeling now the barrel is wobbling when I fire like its made from rubber but these change look like less of a stark contrast between crouch and standing too
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10-05-2008, 06:18 PM #772
Re: PR Dev Journal.
lovely, that will make crossing streets easier!!Increased settle time required after each shot from 1 second to 2.5 seconds
Sarcasm Intended
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10-05-2008, 06:26 PM #773
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10-06-2008, 12:32 AM #774
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10-06-2008, 02:00 AM #775
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10-06-2008, 02:41 AM #776
Re: PR Dev Journal.
I trust that the devs wont go too crazy with the deviation. I am just happy thy are reducing the Automatic riflemen deviation, right now its ridiculous.

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10-06-2008, 07:55 AM #777
Re: PR Dev Journal.
I don't really like all these settle times, so I 'm not looking forward to more deviation. Some of the rifles are inaccurate enough right now, so I can only hope this will improve in future versions.
This weekend I got 1 kill out of all my clips with the Militia sniper rifle, only aiming for static targets at 350m and letting the scope settle for 8+ seconds... that doesn't seem realistic to me. I even tried hitting a soldier at 50m, again after waiting for 8 seconds without moving (yes he didn't move, imagine...) but even that was unsuccesful.
I 'll wait and see how it all works out, but I 'm not sure if I 'll be playing a lot of PR if things get worse.
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10-06-2008, 12:24 PM #778
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10-06-2008, 12:48 PM #779
Re: PR Dev Journal.
Its true infantry is much less powerfull this version. This is most evident on muttrah where every squad can be scrubbed off the streets by a simple vodnik.
Sniper Ive given a go and it seemed ok too. I wasnt good but killed a couple so cant complain when it barely worked in the past
I think more overwatch is needed in squads so one guy is always watching with perfect accuracy ready to kill
The limited kit system needs to restrict the individual not the team. Last night our team had 31 deaths no kills and every limited kit was unavailable for ten minutes.
Feels like sharing a bank overdraft with the entire street and one guy just bought a Cadillac. The worst players have a disproportional influence
The game requires more organisation and sometimes like insurgents it can just plain suck because you are cannon fodder. If people feel helpless in a fight I dont doubt they will leave but I still like the game as I think people need to change their play more to get results, so its not hopeless
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10-06-2008, 01:50 PM #780
Re: PR Dev Journal.
I had no problems with British/US/MEC sniper rifles the few times I used them but the Militia one is either bugged or there 's something I 'm not aware of.
Agreed. Too often one is unable to get an automatic rifle or light AT when needed. I know this is done for gameplay reasons but still...
Those are the few things I dislike about 0.8 and would like to see changed in 0.85. Other than that, this version is great.
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