PR Aiming guide

General discussion of the Project Reality: BF2 modification.
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Skull
Posts: 268
Joined: 2010-02-05 19:25

PR Aiming guide

Post by Skull »

Hi,
ive been searching that forum for quite a while now and i found some interestin things, same as in the manual.
Though, im stil not pretty sure what to think about the aiming of PR :confused:
Can any of guys - most likely someone of the PR crew 8) - make a complete guide to weapon usage.
The most important facts like
- how long do i have to wait with each rifle to fire a maximum accurate shot
(this is the most important thing)
- how accurate is that shot
- hows about the bulletdrop
- how do stances influence the weapons
........

as i said ive been searching the forum, but havent found all that i needed, everyones talking about "a few seconds" but im on of these maths freaks :roll: and i wanna know it exactly.
if theres already a guide, im sorry for opening the thread and pls give me a link :grin:

greets, skull
Pvtpile
Posts: 78
Joined: 2009-01-27 16:17

Re: PR Aiming guide

Post by Pvtpile »

Don't quote me but I think you have you wait 4 seconds in order for your aim to properly steady, I do not believe stance makes any difference but im really not that sure on this one.



*Off topic is there anyway I can change the flag in my avatar to a Saltire?
Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: PR Aiming guide

Post by Oskar »

I don't know most specs on this, but bullet drop starts at 600 meters for long range weapons, and most rifles take 4 seconds to be most accurate. For sniper rifles, this is 8 seconds from what I can recall. During this time you should move as little as possible, as WASD movement for over 5 seconds will completely reset your deviation.
But you shouldnt really have to worry much about this if you're a new player. Try to get used to the generic infantry kits before trying out more complicated roles such as Sniper or H-AT. I dunno much about the stances in this new version. All I know is that prone diving is not very effective. In previous versions you were more accurate when firing from a prone or crouching position.
DrugKoala
Posts: 285
Joined: 2008-08-20 14:23

Re: PR Aiming guide

Post by DrugKoala »

Stance is there to shorten the time needed for weapon settle. If you run and stop to shoot, you'd have to wait cca. 8 seconds to nullify the deviation. But generally speaking - 4 seconds of settle with 1 second pacing more than good for an average rifleman, :)
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Skull
Posts: 268
Joined: 2010-02-05 19:25

Re: PR Aiming guide

Post by Skull »

first of all, im not new to this game
and i know its about 4 seconds, but as i said, i wanna know it the exact way.
the manual says "going to prone makes the weapon inaccurate for some seconds" and thats one of the informations i want to know: for how many seconds?
another thing would be, when im running, stoping and directly shooting, where are the bullets going?
there are a lot of things, and im concerned about them, as in real life someone could tell you or you could find out on a shooting range, but there is no accurate and effective way in pr, cause trial and error causes useless deaths and trying that while a firefight is not a good idea.
Skull
Posts: 268
Joined: 2010-02-05 19:25

Re: PR Aiming guide

Post by Skull »

bump
anyone up for that?
Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: PR Aiming guide

Post by Truism »

No one ever got around to ripping the deviation code out of the files piecemeal last patch, which is unfortunate because it was very useful to know in the 0.7x era.

Nedlands would know it all back to front.
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Re: PR Aiming guide

Post by nedlands1 »

Okay here's a little guide I quickly made

Definitions:
  • Movement Settle Time - Time for deviation to disperse after walking/running/crawling.
  • Prone/Jump Settle Time - Time for deviation to disperse after jumping or going prone.
  • Single Shot Settle Time - Time for deviation to disperse after shooting a single shot.

Assault Rifles/Battle Rifles

  • Movement Settle Time: Up to 5 seconds (1 second per second of movement)
  • Prone/Jump Settle Time: 4.44 seconds
  • Single Shot Settle Time: 1.01 seconds (up to a maximum of 2.02 seconds)
Comments
  • Instaproning doesn't work
  • Try to wait just over a second after turning before firing

Undeployed Machine Guns

  • Movement Settle Time: Up to 4.17 seconds (0.875 seconds per second of movement)
  • Prone/Jump Settle Time: 4.44 seconds
  • Single Shot Settle Time: N/A
Comments
  • Instaproning doesn't work
Deployed Machine Guns
  • Movement Settle Time: Up to 8.33 seconds (1.65 seconds per second of movement)
  • Prone/Jump Settle Time: 4.44 seconds
  • Single Shot Settle Time: N/A
Comments
  • Instaproning doesn't work
  • Deviation due to firing is irrelevant
  • Try to wait just over a second after turning before firing

Undeployed Designated Marksmen Rifles
  • Movement Settle Time: Up to 5 seconds (1 second per second of movement)
  • Prone/Jump Settle Time: 4.44 seconds
  • Single Shot Settle Time: 1.01 seconds (up to a maximum of 2.02 seconds with 2 shots)
Comments
  • Instaproning doesn't work
  • Deviation is exactly the same as the assault/battle rifles.

Deployed Designated Marksmen Rifles
  • Movement Settle Time: Up to 8.13 seconds (1.61 seconds per second of movement)
  • Prone/Jump Settle Time: 4.44 seconds
  • Single Shot Settle Time: 2.08 seconds (up to a maximum of 2.08 seconds with a single shot)
Comments
  • Instaproning doesn't work
  • Automatic fire isn't as good as the deployed machine guns
  • Try to wait just over a second after turning before firing

Sniper Rifles


  • Movement Settle Time: Up to 7.94 seconds (1.57 seconds per second of movement)
  • Prone/Jump Settle Time: 4.44 seconds
  • Single Shot Settle Time: 4.17 seconds (up to a maximum of 4.17 seconds with a single shot)
Comments
  • Instaproning doesn't work

Shotguns

  • Movement Settle Time: Up to 6.67 seconds (instantly reaches maximum when moving)
  • Prone/Jump Settle Time: 4.44 seconds
  • Single Shot Settle Time: 2.59 seconds (up to a maximum of 2.59 seconds with a single shot)
Comments
  • Instaproning doesn't work
  • Deviation due to shooting/moving is irrelevant due to the close engagement ranges and small size of the deviation.

Submachine Guns

  • Movement Settle Time: Up to 4.17 seconds (0.875 seconds per second of movement)
  • Prone/Jump Settle Time: 4.44 seconds
  • Single Shot Settle Time: 1.94 seconds (up to a maximum of 1.94 seconds with a single shot)
Comments
  • Instaproning doesn't work

Pistols
  • Movement Settle Time: Up to 2.08 seconds (instantly at maximum after moving)
  • Prone/Jump Settle Time: 4.44 seconds
  • Single Shot Settle Time: 0.56 seconds (up to a maximum of 0.56 seconds with a single shot)
Comments
  • Instaproning doesn't work

Underslung Grenade Launchers
  • Movement Settle Time: Up to 2.5 seconds (0.5 seconds per second of movement)
  • Prone/Jump Settle Time: 4.44 seconds
  • Single Shot Settle Time: N/A
Comments
  • Instaproning doesn't work
  • Try to wait just over a second after turning before firing
Last edited by nedlands1 on 2010-02-06 10:08, edited 1 time in total.
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Spearhead
Retired PR Developer
Posts: 1785
Joined: 2007-06-01 00:53

Re: PR Aiming guide

Post by Spearhead »

Sniper Rifles

  • Movement Settle Time: Up to 7.94 seconds (1.57 seconds per second of movement)
  • Prone/Jump Settle Time: 4.44 seconds
  • Single Shot Settle Time: 4.17 seconds (up to a maximum of 2.08 seconds with a single shot)
Not sure if I misunderstand or if you forgot something here. Shouldn't it be up to a maximum of 4.17 with a single shot to make sense?
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Doom721
Posts: 503
Joined: 2006-07-30 13:32

Re: PR Aiming guide

Post by Doom721 »

Well I'm glad you got the settle time for insta proning, because I like a goody-two-shoes PR player have trained myself to CROUCH constantly instead of diving prone in open areas and firing
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"FAIL" - Right after you drive on the grass in Gran Turismo 4
Playing PR since Halo dropping spec ops and SL spawn ;) ( .3 :razz: )
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Valtasar
Posts: 656
Joined: 2006-06-18 09:50

Re: PR Aiming guide

Post by Valtasar »

But what about stance?
Is it effect deviation or not?
Sorry for my English :roll:
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Spearhead
Retired PR Developer
Posts: 1785
Joined: 2007-06-01 00:53

Re: PR Aiming guide

Post by Spearhead »

Valtasar wrote:But what about stance?
Is it effect deviation or not?
Stance affects the minimum achievable deviation for all weapons with the exceptions of the sniper rifle and deployed LMGs/DMRs. Generally speaking the lower the stance, the more precise you shots can become.
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nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Re: PR Aiming guide

Post by nedlands1 »

[R-DEV]Spearhead wrote:Not sure if I misunderstand or if you forgot something here. Shouldn't it be up to a maximum of 4.17 with a single shot to make sense?
Yep. It's a typo.
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Skull
Posts: 268
Joined: 2010-02-05 19:25

Re: PR Aiming guide

Post by Skull »

in some other thread it said "with the sniper if you move once, you have to wait the full 8 seconds again"
so whats true now??
Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: PR Aiming guide

Post by Cassius »

Shouldnt a marksman be able to fire in highers succession than somone armed with an assault rifle, especially after setting up and such ?
Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: PR Aiming guide

Post by Oskar »

Skull: Read nedlands post. As it is, you don't get much deviation penalty for moving WASD for a short time. (under 5 seconds)
It doesnt reset your deviation like in previous versions of the mod.
Skull
Posts: 268
Joined: 2010-02-05 19:25

Re: PR Aiming guide

Post by Skull »

another question: whats the minmum deviation for the weapons? i know sniper is zeroed, but what about the others?
wookimonsta
Posts: 681
Joined: 2008-08-31 13:16

Re: PR Aiming guide

Post by wookimonsta »

well, i haven't measured it, but most rifles have a very small minimal deviation when crouched or prone allowing you to hit targets quite a distance away.

I haven't been able to confirm this, but it seems to me the SAW has an extremely small minimum accuracy and deviation after each shot as opposed to other LMGs
Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: PR Aiming guide

Post by Oskar »

From what I've heard, LMG's don't have deviation between each shot at all.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: PR Aiming guide

Post by BloodBane611 »

LMGs now have very high settle times from moving, and increased recoil. I'm not an expert on the deviation system, but it seems from nedlands post and my experience ingame that they do not have deviation from firing.

Minimum deviation for weapons after waiting the full time from movement or firing is either 0 or very close to 0 in my experience.
[R-CON]creepin - "because on the internet 0=1"
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