I have a problem with deviation
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malv
- Posts: 21
- Joined: 2007-03-27 09:33
I have a problem with deviation
Please fix the fluffing deviation system. This whole counting bullmanure needs to go. Please, give some feedback on how accurate the shot is going to be like gun sway or some sort of visual indicator. Seriously, counting before shooting is absolutely unrealistic and fluffing lame. Not to mention it takes forever to steady an aim, and people can shift momentum in this game instantly. Moving the mouse throws off the aim, and without being able to predict the character based upon continuity in the momentum profile (+network lag). makes hitting a moving target with a regular rifle a stupidly challenging task. Also, the deviation up close takes too ridiculously long to steady for many of the guns; burst fire shots go frigging everywhere up close.
I mean the deviation system really just murders this game. They've confused just plain awful controls with realism. They really should just reintroduce the accuracy indicator in absence of being able to add gun sway. Anything feels more realistic and appropriate than counting.
I mean the deviation system really just murders this game. They've confused just plain awful controls with realism. They really should just reintroduce the accuracy indicator in absence of being able to add gun sway. Anything feels more realistic and appropriate than counting.
Last edited by AfterDune on 2010-04-20 07:08, edited 4 times in total.
Reason: Fixed some text...
Reason: Fixed some text...
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Gore
- Retired PR Developer
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Re: For the love of God...
Without it it'll be BF2 all over again. Your thread title is irrational.
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Jigsaw
- Posts: 4498
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Re: For the love of God...
Seriously swearing and badmouthing on the forums will get you no-where. Try providing some constructive feedback instead of just appearing to have a bit of a rant.
The deviation system is a constant WIP and has improved immesurably from previous versions.
I would also add that I never count, it is all about practice and instinct having worked with the system for over 1200 hours
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
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malv
- Posts: 21
- Joined: 2007-03-27 09:33
Re: For the love of God...
It wouldn't be BF2. In real life you have a sense of the accuracy of your shot based upon the steadiness of your aim and the closeness of the target. It's not a matter of counting numbers. Having a reticule to provide an approximate feedback of the accuracy of the shot is 10x more realistic than counting.
I feel as though this game is really trying to emulate realism by gimping the controls and introducing this seemingly nondeterministic timing elements into the mix. It's a poor way of dealing with the limitations of the BF2 engine.
I feel as though this game is really trying to emulate realism by gimping the controls and introducing this seemingly nondeterministic timing elements into the mix. It's a poor way of dealing with the limitations of the BF2 engine.
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AfterDune
- Retired PR Developer
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Re: For the love of God...
Your caps lock is stuck here and there, fix it. Seriously, calm down man.

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malv
- Posts: 21
- Joined: 2007-03-27 09:33
Re: For the love of God...
Save my sanity and my keyboard please. For a game that does many things rights, to have one really just awful feature ruin the experience is a real shame. There are just too many situations where you just feel like there is no reasonable reason for the shot to miss and to not get the kill.
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Gore
- Retired PR Developer
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Re: For the love of God...
I have no problems with it. 8 out of 10 times it feels as though my enemies have no deviation at all. It's just you having a bit of bad luck and maybe you're a little to quick to open fire. I often hold fire if I see a foe that's a bit far away and try to get a little closer to him.
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malv
- Posts: 21
- Joined: 2007-03-27 09:33
Re: For the love of God...
I get that impression too and I just don't understand it. Maybe it's because I spend so much time staying still trying to hit targets that are constantly shifting their momentum that I am taken out in the process. My biggest issue is the deviation up close with many of the rifles. It takes too much time to get a decent shot.
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Welshboy
- Posts: 904
- Joined: 2007-11-25 21:06
Re: For the love of God...
I kind of like the devation system, before they changed it so every guns werent lazers people rarely waited before firing and there was a lot more teamkills. Now people tend to wait before firing. And your aim shouldn't be to kill people it should be to suppress
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: I have a problem with deviation
1. Gun sway isnt possible in game (hence the reason for deviation)
2. The implementation of some sort of visual indicator might still happen (tho isnt needed as bad as you make out)
3. In CQB the wait for deviation is minimal/not needed.
4. yes moving your mouse makes deviation worst, if you move it fast. Move it slow
5. Dont go prone in CQB, ever.
6. Deviation in PR is ever changing.
2. The implementation of some sort of visual indicator might still happen (tho isnt needed as bad as you make out)
3. In CQB the wait for deviation is minimal/not needed.
4. yes moving your mouse makes deviation worst, if you move it fast. Move it slow
5. Dont go prone in CQB, ever.
6. Deviation in PR is ever changing.
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karambaitos
- Posts: 3788
- Joined: 2008-08-02 14:14
Re: I have a problem with deviation
I have no idea what you are talking about malv the current deviation is great now compared to earlier versions
also once you start getting better at shooting you will know when max deviation settles in by hart so you wont need to count or anything
and at close range using iron or reddot rifles is much easier as you just start spraying an normally the other guy will pick up a few of the 15-30 bullets what are the 8 magazines for
also once you start getting better at shooting you will know when max deviation settles in by hart so you wont need to count or anything
and at close range using iron or reddot rifles is much easier as you just start spraying an normally the other guy will pick up a few of the 15-30 bullets what are the 8 magazines for
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.
40k is deep like that.
40k is deep like that.
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Sirex[SWE][MoW]
- Posts: 158
- Joined: 2009-07-22 09:46
Re: For the love of God...
No wait what.Welshboy wrote:I kind of like the devation system, before they changed it so every guns werent lazers people rarely waited before firing and there was a lot more teamkills. Now people tend to wait before firing. And your aim shouldn't be to kill people it should be to suppress
Your goal should always be to kill, if you can not kill the enemy upright then you try to supress him so other can move up and kill the enemy. But if you can you should always strive for a joint fireopenieng and kill the enemy directly so theres no one left that needs to be suppressed. Seriously why do everyone think that rifels/artillery werer designed to suppress and not kill people?
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Zimmer
- Posts: 2069
- Joined: 2008-01-12 00:21
Re: For the love of God...
In A-stan there is 250 000 bullets for every insurgent killed, effective fire? I dont think so.'Sirex[SWE wrote:[MoW];1326589']No wait what.
Your goal should always be to kill, if you can not kill the enemy upright then you try to supress him so other can move up and kill the enemy. But if you can you should always strive for a joint fireopenieng and kill the enemy directly so theres no one left that needs to be suppressed. Seriously why do everyone think that rifels/artillery werer designed to suppress and not kill people?
Source: US forced to import bullets from Israel as troops use 250,000 for every rebel killed - Americas, World - The Independent
Its always a good tactic to put as much lead as you can down range so you can kill them once they are to bored sitting down under the hill. Atleast in long ranges teh more bullets you put down the easier its to get them killed. Something very few people understand.
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox


I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
"Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
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AquaticPenguin
- Posts: 846
- Joined: 2008-08-27 19:29
Re: For the love of God...
Meh, i've seen that statistic quoted many times. Without context it's pretty much irrelevant ****, it just seems like a number some journalist pulled out of their arse - It could be 250,000 bullets worth in dollars is spent on each insurgent, and more importantly say little to nothing about how the feet on the ground are shooting at people.Zimmer wrote:In A-stan there is 250 000 bullets for every insurgent killed, effective fire? I dont think so.
If you have the opportunity, shoot to kill them. If they're already firing and aren't close enough suppress and gtfo before you end up dead
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Zimmer
- Posts: 2069
- Joined: 2008-01-12 00:21
Re: I have a problem with deviation
Of course, but in later versions you dont come as much up close and personal without alot of bullets being fired.
On the other side its actually true as I linked the US military needs/needed to buy Ammo from offshore fabrics that means alot of bullets go each day. And after I saw Ross Kemp I am not surprised about the actual number, when he was at the FSG they said they couldnt see them they just shooted in the general direction.
On the other side its actually true as I linked the US military needs/needed to buy Ammo from offshore fabrics that means alot of bullets go each day. And after I saw Ross Kemp I am not surprised about the actual number, when he was at the FSG they said they couldnt see them they just shooted in the general direction.
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox


I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
"Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: For the love of God...
How many times have you posted that vid in the last weekJigsaw wrote:
Seriously swearing and badmouthing on the forums will get you no-where. Try providing some constructive feedback instead of just appearing to have a bit of a rant.
The deviation system is a constant WIP and has improved immesurably from previous versions.
I would also add that I never count, it is all about practice and instinct having worked with the system for over 1200 hours![]()
On-thread, computer games kill your brain cells. The DEVs, predicting a sudden increase in addiction to PR, considered making the deviation only on numbers instead of visually, so as to players exercise, even for a little, their brain.
Back on-thread (for real this time), it isn't THAT hard to count to 5... IMO.
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rampo
- Posts: 2914
- Joined: 2009-02-10 12:48
Re: I have a problem with deviation
I think the best thing in project realitys deviation system is that it requires the user to get used to, and learn the rules of deviation in order to be efficent whit the weapon.

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gaurd502
- Posts: 366
- Joined: 2008-03-22 14:59
Re: I have a problem with deviation
I agree with rampo, I played with eh same gun over and over again(the m16) and after a few days I didn't even have to count or wait the full time, I could just judge based on distance. I was hitting people within 2 seconds(Maybe long seconds.)
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: I have a problem with deviation
question for op: do you go prone when you run into a target in CQB?
if the answer is yes: There's your problem
If the answer is no: The deviation barely needs to be reset in CQB, there is no difference in deviation at long range and at short range, meaning with the same firing cone you should be able to hit a target much more frequently at 5 meters than at 50. so you're either very unlucky or you're swinging your mouse around like a madman
if the answer is yes: There's your problem
If the answer is no: The deviation barely needs to be reset in CQB, there is no difference in deviation at long range and at short range, meaning with the same firing cone you should be able to hit a target much more frequently at 5 meters than at 50. so you're either very unlucky or you're swinging your mouse around like a madman
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: For the love of God...
malv wrote:It wouldn't be BF2. In real life you have a sense of the accuracy of your shot based upon the steadiness of your aim and the closeness of the target. It's not a matter of counting numbers. Having a reticule to provide an approximate feedback of the accuracy of the shot is 10x more realistic than counting.
I feel as though this game is really trying to emulate realism by gimping the controls and introducing this seemingly nondeterministic timing elements into the mix. It's a poor way of dealing with the limitations of the BF2 engine.
Here, I'll tell you the exact same thing I say to every other person has requested on this forum.
The Deviation system was added into PR so people can't sprint around a corner, Scope in, and headshot you. It was added so people can't Prone to the ground and snipe you in the face. It was added so you can't run around a corner and shoot a tank with a HAT, then run away.
It was added so you have to realisticly adjust for measures such as fatigue, weapon sway, weight, temperature, humidity, etc (Which CANNOT be implemented in a realistic fashion for the BF2 Engine).
How the currect system works, is the approximate time to takes for someone that has just moved, to settle and fire. You CAN stay still, then move a slight bit without the system resetting, which is realistic. However, you can't just sprint around a corner and shoot someone. Realisticly, your aimpoint will not be on the target, since you are fatigued, trying to get your scope up, etc. You could TRY taking the shot, which you may miss because IRL the aimpoint wasn't on the person, but In game it was, so it misses by how many factors of movement you did.
This is the only way to do it. If deviation was removed, people could sprint around and kill everyone easily. Go play ARMA2 (A well known military simulator) with the ACE2 Mod (a well known mod for ARMA2, Which adds realism but also adds better gameplay, such as what PR is doing). You'll find you can't sprint around a corner and shoot someone accurately. You could spray, but you'll probably miss. LIKE IN PR.
If Deviation was not in PR, you could sprint, spray around a corner and hit every shot as long as your aimpoint is on the target. If you push your mouse down, you can basically make an AK shoot like a laser beam.
And that's why. Your playing as infantry wrong. Don't rush targets, use aimpoint, and be smart. You'll get a higher K/D ratio if you don't take risks.



