CQB Firefights arent realistic and funny

Post your feedback on the current Project Reality release (including SinglePlayer).
Pariel
Posts: 1584
Joined: 2008-01-29 23:41

Re: Firefights arent realistic and funny

Post by Pariel »

gazzthompson wrote:ive never had problems at hitting targets at 10m in PR, ever. yes the deviation system could be tweaked, but people make some crazy claims of missing targets under 10m etc is just weird.
I'm with gazz on this one -- you can still do quite a bit of damage proned at 10m (or 20 or 30 for that matter). Yes, you are penalized for going prone in a CQB situation, but, you can still win the fight depending what weapon your using and whether you were using your head. I still go prone in CQB, 90% of the time it's because I want to set up and cover a corner, or I need to reload, but the the key is that I do so behind cover. You should never be moving in the middle of an open area without a squad mate overwatching you, and you should always be moving towards, or in cover. That's the key to winning the engagement, not whether you went prone or not.
Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: Firefights arent realistic and funny

Post by Nebsif »

Conman51 wrote:You got to be kidding me...the deviation is the best i ever seen, the problem is your going prone too much
QFT!
People prone dive too much, and then wonder "WTF I cant hit anything after I hit teh magical prone key, aint I supposed to kill this dude the second I hit the ground?!"
And now fo realz, it feels like they decreased deviation, atleast with iron sights or something... it feels just right!
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: CQB Firefights arent realistic and funny

Post by gazzthompson »

decided to make random quick vid:

idf own - Xfire Video

yes one or 2 shots are kinda like, wtf? but all them busts would of killed there targets.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: CQB Firefights arent realistic and funny

Post by dtacs »

gazzthompson wrote:decided to make random quick vid:

idf own - Xfire Video

yes one or 2 shots are kinda like, wtf? but all them busts would of killed there targets.
Thats pretty incredible. Even at range that thing would dominate - think about it, fire a full magazine off and thats one kill, fire 6 off and thats 6 per death. A 6-1 KD ratio with that weapon is pretty good, not taking into account the ammo you can get. I love the Tavor though, its amazing how overpowered the IDF guns are really.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: CQB Firefights arent realistic and funny

Post by goguapsy »

What I think, plain and simple, is that the max deviation of Assault Rifles should be decreased. As in, you can`t hit anything hip-firing at 50+ meters, but at 20 meters or so, you can aim down your sights and hit your enemy without waiting for the deviation to settle.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Re: CQB Firefights arent realistic and funny

Post by Jaymz »

We cannot make it so that your weapon can't be shot for "X" amount of time after going prone which would be ideal and perfectly realistic. So what we've done, thanks to the 1.5 patch, is make it so that firing within "X" amount of time after going prone is completely useless.

That's why you're not hitting jack and why you're finding CQB unrealistic and funny.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: CQB Firefights arent realistic and funny

Post by Hunt3r »

Well, deviation is definitely the best it's ever been, but decreasing max deviation would help some with making CQB a little less spray and pray.
hugekebab
Posts: 13
Joined: 2007-03-02 20:32

Re: CQB Firefights arent realistic and funny

Post by hugekebab »

It would be nice to have something that visualises deviation, a little like what they have for the anti tank weapon, I think this would clear up much of the confusion and frustration.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: CQB Firefights arent realistic and funny

Post by dtacs »

hugekebab wrote:It would be nice to have something that visualises deviation, a little like what they have for the anti tank weapon, I think this would clear up much of the confusion and frustration.
'BUT that would be unrealiiiiiiiiiiiiiiiistic!' < Circle of PR dicussion.
Andrew Past
Posts: 58
Joined: 2006-04-11 23:38

Re: CQB Firefights arent realistic and funny

Post by Andrew Past »

What would really be nice is if single fire had a lowered max deviation. Or possibly first round or two of automatic fire have lower deviation, but it kicks a bit after that.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic3388_1.gif[/img]
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: CQB Firefights arent realistic and funny

Post by gazzthompson »

dtacs wrote:'BUT that would be unrealiiiiiiiiiiiiiiiistic!' < Circle of PR dicussion.
a visual cue wouldn't be unrealistic as you have a visual cue in real life.
Epim3theus
Posts: 1110
Joined: 2007-01-03 13:23

Re: CQB Firefights arent realistic and funny

Post by Epim3theus »

I have this suspission that prone diving with the new full auto m16 type rifles and especially the Israeli main rifle is still rewarding. At least in real close combat. They remind me a bit of the old M4 with high rate of fire and low recoil.
If you can read this the ***** fell off.
Nitneuc
Posts: 490
Joined: 2007-09-16 08:39

Re: CQB Firefights arent realistic and funny

Post by Nitneuc »

Sometimes. At least they aren't as effective as in previous versions, I've for sure shot more of those diving ******** than they got me. Nice feature you DEVs brought in :thumbsup: .
Many thanks to everyone involved in the making of the best videogaming experience ever !
Ca6e
Posts: 231
Joined: 2008-12-08 12:40

Re: CQB Firefights arent realistic and funny

Post by Ca6e »

Yeah this new deviation sytem is much better than in previus version. Did u shoot with AK-47 in real life, i assume not. I will like to see u shooting on target on 50m when runing and holding the triger u will hit everything else except target. Poor birds. You can try it at home go by a Airsoft gun (u can hit target on 50m) and try to sprint and then shoot, u will see u need more then 1 sec. to deploy for max effect, for suppresed fire u can fire from the hips and do your job.
good job Devs. Like much more couse u can win fire fight on 10m with a m9 against happy holding trigger enemy.
roadrunner
Posts: 6
Joined: 2010-02-09 13:49

Re: Firefights arent realistic and funny

Post by roadrunner »

killonsight95 wrote:i think the problem is that you don't realise that in reallife you you saw soemone with a gun and he was 10 - 50 meters away from you would panic!(at the disco) and not be able to shoot straight thats common sence unless your a cool *** who doesn't care about dying

Actually in all forces(might be wrong) CQB drills are standard and are used to make sure when enermy sighted you remain calm and can act without thinking using the training.

instant reactions are drilled into all members of the forces if you dont act you die.
Protector
Posts: 245
Joined: 2006-02-02 14:26

Re: CQB Firefights arent realistic and funny

Post by Protector »

Stick your gun on Burst or full auto and unload, if you miss you atleast supress... Deviation is pretty damn good now and I can tell you now you wouldn't miss with a Full auto Ak at that range.
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HunterMed
Posts: 2080
Joined: 2007-04-08 17:28

Re: CQB Firefights arent realistic and funny

Post by HunterMed »

I also noticed that these firefights are pretty funny :D

When not using zoom or iron sights it seems bullets just fly around, just not on the target.
well I dont how how it is in reality but it was still pretty funny when my enemy and myself sprayed the whole magazin and nobody got hurt ;)
ANDROMEDA
Posts: 113
Joined: 2010-01-25 12:17

Re: CQB Firefights arent realistic and funny

Post by ANDROMEDA »

Me likes the new deviation system, BUT...
I also always funny to see the enemy at a distance of 10 meters, take aim at his head and see how my bullet decreases under my feet, and in return receive from it a random bullet that kills or injures me. 5 seconds - an eternity for CQB. Therefore, it would be sad as it may sound CQB in Project Reality totally unrealistic. All depends are not reaction, not an advantage in position, not the quality of aiming, but the unpredictable random. Who's bullet first decided to get in hit-zone, he also won.

It seems to me to move closer to reality, need to decrease the deviation from weapons not equipped with an optical sight.

BTW, the prone-guys steel do them dirty job, and nothing prevents for them)))
Pariel
Posts: 1584
Joined: 2008-01-29 23:41

Re: CQB Firefights arent realistic and funny

Post by Pariel »

ANDROMEDA wrote:All depends are not reaction, not an advantage in position, not the quality of aiming, but the unpredictable random. Who's bullet first decided to get in hit-zone, he also won.

It seems to me to move closer to reality, need to decrease the deviation from weapons not equipped with an optical sight.
A) As I've said above, use cover. Also, don't get prone unless you have to. These things do make a difference. If you'd like, feel free to shoot me a PM and I will play Gaza Beach with you to show you how I win CQB engagements.

B) Optical and iron sight weapons have the same deviation.
BTW, the prone-guys steel do them dirty job, and nothing prevents for them)))
There is far less effective dolphin diving now than .87 or any other version. I think that CQB is the best I've seen in PR since I started playing, which I believe was .6, but may have been .5, can't remember.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: CQB Firefights arent realistic and funny

Post by goguapsy »

'[R-DEV wrote:Jaymz;1267968']We cannot make it so that your weapon can't be shot for "X" amount of time after going prone which would be ideal and perfectly realistic. So what we've done, thanks to the 1.5 patch, is make it so that firing within "X" amount of time after going prone is completely useless.

That's why you're not hitting jack and why you're finding CQB unrealistic and funny.
Isn`t it possible to make that "sprinting"(or any invisible animation) which you are unable to use your weapon, just like after you jump?
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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