0.86 Accuracy Reduction...

General discussion of the Project Reality: BF2 modification.
alexaus
Posts: 150
Joined: 2009-05-09 06:51

Re: 0.86 Accuracy Reduction...

Post by alexaus »

Chief your hillarious

and if theyre killing you fine then the Accuracy cant be to bad
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: 0.86 Accuracy Reduction...

Post by OkitaMakoto »

Antonious_Bloc wrote:

Everyone in this thread, especially the OP, is now required to watch this video. If you wait 6 seconds, you wouldn't be missing unless they are running and zig-zagging or they are quite the distance away.
link if the video doesn't work


Link fixed, you only include this portion of the youtube link:
fwZ1rUFZF5E
Quite possibly the most informative video ever made for PR. Hands down. I felt like I learned something and I never had problems with deviation :)
Poi_Medic
Posts: 222
Joined: 2006-03-12 01:56

Re: 0.86 Accuracy Reduction...

Post by Poi_Medic »

Thats why I keep my squads engagment distance at around 75m. Rather ambush the enemy before they can zero in on us. Great video btw Antonious_Bloc!
Playing Since PR.3
Durandal
Posts: 112
Joined: 2008-09-01 08:49

Re: 0.86 Accuracy Reduction...

Post by Durandal »

Yeah, the deviation works ok. But I can understand part of the OP's frustration. There are many instances where deviation plain isn't realistic. I can't count the amount of times I've come slowly around a corner ready to fire, and open up full auto on a guy that has his back turned on me while prone. He spins around and BAM first shot I'm dead in the middle of reloading a fresh magazine (having spent all rounds tracing his silhouette into the wall behind him).

But as limited as the BF2 engine is, I think it works just fine. Frustratingly unrealistic at times, but hey... you take what you can get.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: 0.86 Accuracy Reduction...

Post by Rudd »

CroCop_PR wrote:Bah this mod stopped being who rack up more kills...its more of who'll get less deaths
And this is why I love it.

Just stand still for 3 seconds, its fine.
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Anubis
Posts: 17
Joined: 2009-04-28 14:22

Re: 0.86 Accuracy Reduction...

Post by Anubis »

Very good video Antonious_Bloc, that video should come with the manual. I salut you, good work :)
05grottim
Posts: 238
Joined: 2008-06-25 20:59

Re: 0.86 Accuracy Reduction...

Post by 05grottim »

I have to say i dont know what the fuss is when it comes to bullet deviation. If you just lie down and look at the target through the scope for 3 seconds you will either come very close or you will register a hit. In any case if your whole squad is shooting at the target(s) then at least one of you should surely register a hit. At close range i find that if you actually aim at the person, especially with iron sites, then you will kill them. The only thing that ever frustrates me is when you see the bullet dust on the players body but they still kill you as sometimes the hit isnt registered. But apart from that i think that the way the guns are made is fine, except the 47 but thats a different topic....
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: 0.86 Accuracy Reduction...

Post by cyberzomby »

Antonious_Bloc wrote:
Certainly one of the best things made to explain deviation!
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: 0.86 Accuracy Reduction...

Post by Alex6714 »

I suggest you all try the CA infantry, we will do another infantry test at some point.

All I can say is its awesome. Deviation is very low, settle time is quite low, but ballistics are in although not fully zeroed. You can´t just snap shoot you have to actually think what you are doing, at 300m+ ranges you are going to have difficulty hitting. suppression actually works. Someone even said they kept getting shot because they were used to PR, where they didn´t need to take cover.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
x.trEm*e
Posts: 111
Joined: 2008-04-16 11:12

Re: 0.86 Accuracy Reduction...

Post by x.trEm*e »

still rofling at "125m standing"......
this is all a f*cking theory...
most of the time, waiting for SOOO long as shown in the vid, gets you killed so hard, even by noobs...

and at "125 prone" Look you need those 4 shots iirc, to hit him, even if your deviation circle is tiny. Why that? You aimed well and you dont have "spazmic hands" as a user replied.... thats what I mean, exactly that situation

edit: or at 250 prone... you hit better crouched than prone, thats just bullshit
Last edited by x.trEm*e on 2009-05-24 11:04, edited 1 time in total.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: 0.86 Accuracy Reduction...

Post by Rudd »

this is all a f*cking theory...
it was a demonstration, and a good one ffs.

The entire video was made of win and gold, and oddsodz should eat it up for his tutorial things.

He would have been killed for standing in the middle of a road, not for waiting to take his shot.
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x.trEm*e
Posts: 111
Joined: 2008-04-16 11:12

Re: 0.86 Accuracy Reduction...

Post by x.trEm*e »

He would have been killed for standing in the middle of a road, not for waiting to take his shot.
not true, even if in cover over that time someone spottes you, or your stationary target moves
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: 0.86 Accuracy Reduction...

Post by RHYS4190 »

Crist im so sick of people complaining about this, What you want the gun's to be like they are in counter strike Huh, im sorry that does not fit into the whole reality thing we got going on here.

The game is way better then it was in 0.5 when there was no deviation and crist i would know wouldn’t i was bloody there, suppression actually work's now, People are working together more as a squad. We have people actually volunteering to go medic . the weapons are well balanced and well proportioned and are accurate but not over the top like in previous versions.

Kid's you have no idea how good you have it, Truly this is the golden age of PR, And still you are all bitching.

IM going to be laughing so hard when the dev's figger out how to introduce realistic ballistics’ physic’s into the game, if you got it bad you got another thing coming.

Seriously Bullets in PR are like laser’s in comparison to the real thing. You should trying taking a shot on a open range in moderate wind you see what I mean. Trust me boy you have it easier then you know.

Just don’t take the game to serious, just enjoy your self’s
naykon
Posts: 113
Joined: 2007-12-18 12:14

Re: 0.86 Accuracy Reduction...

Post by naykon »

Deviation in 0.85 = Good (Try aiming) i kill people no problems

Deviation in 0.8 was god awful, we've got it balanced now, leave it be
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: 0.86 Accuracy Reduction...

Post by gazzthompson »

Alex6714 wrote:Someone even said they kept getting shot because they were used to PR, where they didn´t need to take cover.
most people in PR understand the deviation and are VERY effective. id love to see a video of some one playing a round without using cover, yes they could do that but they would uber fail.


OP : i love the deviation, and would consider myself above average shot. but the CQB aspect of PR dose need to be improved slightly
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: 0.86 Accuracy Reduction...

Post by Tim270 »

Yes, the deviation as it is works for medium to long range engagements, but is shocking in close combat, whenever im on a city map I will always take crewman for MEC/PLA as you can actually shoot someone when standing at under 30m.
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00SoldierofFortune00
Posts: 2944
Joined: 2006-02-28 01:08

Re: 0.86 Accuracy Reduction...

Post by 00SoldierofFortune00 »

Poi_Medic wrote:Thats why I keep my squads engagment distance at around 75m. Rather ambush the enemy before they can zero in on us. Great video btw Antonious_Bloc!
Too bad that doesn't apply to Insurgency maps where you are forced to attack a cache or hideout cus it spawns people out of it like ants.


And the thing I learned from that video that Antonio posted is that crouching isn't even beneficial in this game. Its much quicker to go from standing to prone than standing to crouching cus the deviation is cut down more and you are a smaller target.

IMO, the deviation for going prone should be 1/2 more than it currently is and crouching should be cut down a little. I am tired of seeing an enemy in a street, going prone against him (cus I am forced to) and then being headshot by a lucky *** bullet. I see that WAYYYY too much in this game, especially with the G3 and QBZ cus of more damage/accuracy and the better redicles than the M16.

Even if I run across the street and into cover, the chances of him hitting me are still 1/2 just cus he goes prone and sprays. I mean, its like I'm playing CSS with the crappy hitboxes.


There also needs to be a delay for going prone like there is for standing (DICE's doing) cus firefights behind cover usually turn into luck since when you stand up to fire, there is a delay, but no delay for when going prone? That delay when going from prone to crouching PLUS the 6 second time it takes to sight in is rediculas. If someone is just spraying, then chances are they will hit and wound you before you can even get a shot off and even then, the first shot usually doesn't hit (with the M16 at least)

IMO, just impliment the system that is currently with the SAW, but with no animations til someone comes along and animates them. Would cut down a lot on the unluckiness.
Last edited by 00SoldierofFortune00 on 2009-05-24 15:40, edited 2 times in total.
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