[R-DEV]motherdear wrote:i know the feeling of annoyance when you miss at close range. but it ultimately comes down to us having decided that even though the engine does not feature fatique, wind, drag, gravity and weapon sway it should not mean that you should be able to place a shot in no time at far ranges.
you can not within 2 seconds expect to hit an enemy dead on at far ranges. sadly we can not have different deviation rules for ranges and neither can we have any of the stuff i said about (which doesn't matter in cqb)
but do you want very good cqb and then have really bad long range combat, or a mix of the two where the overall combat is more realistic, but sacrificing a bit on the cqb side.
if we could have fatigue, wind and all that stuff i assure you that we would have both things properly done, but at the moment it is just not possible without turning this game into another game with arcade qcb characteristics
This is a highly unrealistic aspect of PR infantry combat, so it'd be great to find some solution to it.
The problem as I understand it is that if you lower the maximum deviation from movement so that you can hit something with any consistency at close-range without using the sights, then zoomed view (i.e. with sights) gets too accurate (i.e. the difference between the settled deviation and peak deviation is very small) and that is equally unrealistic.
Since PR engagements tend to be at longer ranges than those of vBF2, it makes sense to give long-range priority.
PR's new deviation while moving is actually not that different from vanilla BF2 now, except in settle time. Nevertheless, thought I'd try doing as people have suggested.
PR's M16A2
rem ---BeginComp:SoldierDeviationComp ---
rem 556 Optical Sight Standard Accuracy Assault Rifle
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.minDev .333
ObjectTemplate.deviation.setFireDev 1.4 .7 .023
ObjectTemplate.deviation.setTurnDev 2 .15 .15 .05
ObjectTemplate.deviation.setSpeedDev 3 .02 .02 .02
ObjectTemplate.deviation.setMiscDev 20 20 .15
ObjectTemplate.deviation.devModStand 1.5
ObjectTemplate.deviation.devModCrouch 1.0
ObjectTemplate.deviation.devModLie 0.9
ObjectTemplate.deviation.devModZoom .3
rem ---EndComp ---
Made a few adjustments:
rem ---BeginComp:SoldierDeviationComp ---
rem 556 Optical Sight Standard Accuracy Assault Rifle
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.minDev .333
ObjectTemplate.deviation.setFireDev 1.4 .2 .023
ObjectTemplate.deviation.setTurnDev 2 .15 .2 .04
ObjectTemplate.deviation.setSpeedDev 2 .02 .02 .03
ObjectTemplate.deviation.setMiscDev 20 20 .15
ObjectTemplate.deviation.devModStand 1.5
ObjectTemplate.deviation.devModCrouch 1.0
ObjectTemplate.deviation.devModLie 0.9
ObjectTemplate.deviation.devModZoom .3
rem ---EndComp ---
- Fire deviation increment lowered , decreasing penalty for non-single fire shooting (this is important for people who can't always make the first shot count--also makes real suppression more effective).
- Turn deviation settle time isn't quite as fast so you feel it more when aiming.
- Speed (i.e. move) deviation decreased so very close targets can be hit a bit more consistently and sped up settle time so run-stop-shoot can work effectively, without making it rambo-style run n' gun or allowing for quick long-range hits.
You still blast away at targets within 5m and hit nothing but air when moving and not using sights...just a little less so.
