I don't recall being issued one of those when I was in the army. All we had were breathing/ trigger control excercises.CommunistColby71 wrote:I do think (this is going back to another thread in suggestions i believe) that a small meter on the bottom of your screen that lets you know the deviation of your weapon would help a lot.
PR guns are too hard to hit anything with
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=]H[=CubCadet1972
- Posts: 261
- Joined: 2009-12-20 11:30
Re: PR guns are too hard to hit anything with
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Conman51
- Posts: 2628
- Joined: 2008-05-03 00:27
Re: PR guns are too hard to hit anything with
but we cant have that in PR'= wrote:H[=CubCadet1972;1352669']I don't recall being issued one of those when I was in the army. All we had were breathing/ trigger control excercises.
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AaronFraher
- Posts: 93
- Joined: 2009-06-04 11:36
Re: PR guns are too hard to hit anything with
'= wrote:H[=CubCadet1972;1352669']I don't recall being issued one of those when I was in the army. All we had were breathing/ trigger control excercises.
I dont recall real guns not shooting where you point them either.
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SGT_Griggs
- Posts: 70
- Joined: 2009-05-14 12:58
Re: PR guns are too hard to hit anything with
I thought the stamina doubling out as a hold breath function soundedlike a good idea earlier in the thread...But isnt that one step closer to making weapons (snipers in particular) ZOMFG 1337 MW PWN? yes it would technically be more realistic as I'm pretty sure all sniper rifles can hit a 50 pence piece at ranges between 400-500 metres (although i think thats mainly bench rested etc.) although to be fair the experience of weapons that I have had has been small ie I've only ever used cadet rifles like the L98a1 cadet target rifle and .22 No8 never used anything bigger... diagram below i believe shows US Army required accuracy...

Minute Of Arc (MOA)

Minute Of Arc (MOA)
"The rush of battle is often a potent and lethal addiction, for war is a drug
My anti EVERTHING gun
My anti EVERTHING gun
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=]H[=CubCadet1972
- Posts: 261
- Joined: 2009-12-20 11:30
Re: PR guns are too hard to hit anything with
Neither do I, but settling your sights takes a little time.AaronFraher wrote:I dont recall real guns not shooting where you point them either.
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=]H[=CubCadet1972
- Posts: 261
- Joined: 2009-12-20 11:30
Re: PR guns are too hard to hit anything with
That's why it takes a few seconds for the deviation to settle.Conman51 wrote:but we cant have that in PR
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: PR guns are too hard to hit anything with
pretty much sure holding your breath is not possibleSGT_Griggs wrote:I thought the stamina doubling out as a hold breath function soundedlike a good idea earlier in the thread...But isnt that one step closer to making weapons (snipers in particular) ZOMFG 1337 MW PWN? yes it would technically be more realistic as I'm pretty sure all sniper rifles can hit a 50 pence piece at ranges between 400-500 metres (although i think thats mainly bench rested etc.) although to be fair the experience of weapons that I have had has been small ie I've only ever used cadet rifles like the L98a1 cadet target rifle and .22 No8 never used anything bigger... diagram below i believe shows US Army required accuracy...
Minute Of Arc (MOA)
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SGT_Griggs
- Posts: 70
- Joined: 2009-05-14 12:58
Re: PR guns are too hard to hit anything with
ah, but could you simulate it by pressing a button once that pretty much eliminates weapon sway for 5 or so seconds? and make it available only to snipers and DMs? idk just a thought i guess
"The rush of battle is often a potent and lethal addiction, for war is a drug
My anti EVERTHING gun
My anti EVERTHING gun
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AaronFraher
- Posts: 93
- Joined: 2009-06-04 11:36
Re: PR guns are too hard to hit anything with
'= wrote:H[=CubCadet1972;1352757']Neither do I, but settling your sights takes a little time.
Exactly. The point i was trying to make is that you cannot try and force realism on an unrealistic system. IRL, you know when you are ready to take an accurate shot, whereas in PR you need to count. I really dont see the problem with counting to 6, but mabye i am exceptionally smart
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myles
- Posts: 1614
- Joined: 2008-11-09 14:34
Re: PR guns are too hard to hit anything with
theres one in the making by mosqul YouTube - PR: Deviation Indicator, Functional UGL and Backup SightsAaronFraher wrote:Exactly. The point i was trying to make is that you cannot try and force realism on an unrealistic system. IRL, you know when you are ready to take an accurate shot, whereas in PR you need to count. I really dont see the problem with counting to 6, but mabye i am exceptionally smart, but some people seem to want some kind of graphic representation.
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KingKong.CCCP
- Posts: 396
- Joined: 2006-10-25 08:13
Re: PR guns are too hard to hit anything with
Deviation is finally right there on the mark.
There were few versions with horrible deviation system (I'm not gonna mention that number, it's bad luck to type it even), but this is just awesome.
Better than any other game out there.
There were few versions with horrible deviation system (I'm not gonna mention that number, it's bad luck to type it even), but this is just awesome.
Better than any other game out there.
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dunem666
- Posts: 559
- Joined: 2009-06-02 13:04
Re: PR guns are too hard to hit anything with
i litterally lol'd when i saw the topic subject.
omg
omg
dunem






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Trooper909
- Posts: 2529
- Joined: 2009-02-26 03:02
Re: PR guns are too hard to hit anything with
This sums up my thoughts on the subject.I thought it was a necro thread from .6 or somthingdunem666 wrote:i litterally lol'd when i saw the topic subject.
omg![]()
Guns are the most accurate thay have ever been you can just full auto spray peaple to death from 300m now days vanilla style.All you have to is wait a few secs (sometimes)or just spray and pray as that normaly works to.
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Nano516
- Posts: 18
- Joined: 2009-12-17 18:51
Re: PR guns are too hard to hit anything with
triggger30-06;1294753 wrote:I was playing PR today a i relised that the guns are **** and you cant hit bad guys at all i wait 4sec between each shot and aim and the chest and no rounds hit them they go left,right,up or down. Its not that i a bad player i've play PR for 3 years and it only been this bad in 0.9 please fix the prob in 0.91 its unbearable.
I agree 100% with you on that one
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a0jer
- Posts: 80
- Joined: 2010-05-17 23:51
Re: PR guns are too hard to hit anything with
When people call for more accurate guns they aren't asking for an easier game, hell they're asking for a more realistic and harder game, less about luck and more about tactics.
Even after you wait for the deviation to settle and you are looking at two guys, 50m away, sprinting with shovels and they are looking away from you, you will not get two kills. You may not even get one. It's just luck, not skill, not patience.
I would like less regular deviation, much less recoil deviation (but more sight movement) and much more lethal guns please.
You should have played 0.xx is not an answer, I don't care if guns were less accurate then because they're still inaccurate now.
sorry for fragmented post, too tired.
Even after you wait for the deviation to settle and you are looking at two guys, 50m away, sprinting with shovels and they are looking away from you, you will not get two kills. You may not even get one. It's just luck, not skill, not patience.
I would like less regular deviation, much less recoil deviation (but more sight movement) and much more lethal guns please.
You should have played 0.xx is not an answer, I don't care if guns were less accurate then because they're still inaccurate now.
sorry for fragmented post, too tired.
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: PR guns are too hard to hit anything with
Tho i agree it can be frustrating at times, i dont agree its all about luck. If it was all about luck how do players consistently score high K/Ds and win fire fights.
My point being, how can luck and consistency exist together ?
My point being, how can luck and consistency exist together ?
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Web_cole
- Posts: 1324
- Joined: 2010-03-07 09:51
Re: PR guns are too hard to hit anything with
This is very true actually, there are many players who are consistently very good at this game.gazzthompson wrote:If it was all about luck how do players consistently score high K/Ds and win fire fights.
My point being, how can luck and consistency exist together ?




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a0jer
- Posts: 80
- Joined: 2010-05-17 23:51
Re: PR guns are too hard to hit anything with
knowing the map inside and out, having decent headphones, recognizing gunfire, vehicle noises and explosions, being aware of friendly movement, being aware of enemy movement, camping in a good spot (knowing the map again), being aware of your legs sticking through a wall, being aware of your shadow projected through a floor (in some cases enlarged on the opposite side of a wall), being aware of the noob trans pilot, being aware of your gun sticking through a wall, being aware of your general visibility, not bunching with your squad, not being the first SM to cross the street, medics, luck and being aware. all factor into KDR.gazzthompson wrote:Tho i agree it can be frustrating at times, i dont agree its all about luck. If it was all about luck how do players consistently score high K/Ds and win fire fights.
My point being, how can luck and consistency exist together ?
I just want to point out that i can hit things in PR accurately and usually have a high 'KDR' if I run off by myself. There are just some situations that leave me speechless, when what should have been a sure thing for us or the enemy is ruined by crooked sights.
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Hfett
- Posts: 1672
- Joined: 2006-06-10 20:50
Re: PR guns are too hard to hit anything with
Actualy, while you can consistently manage to get a good K/D ratio by using strategy. (Ambush the enemy, wait a few seconds for the random deviation to stop before shooting, etc...) there still LUCK involved in some cases, where both, enemy and you were walking or sprinting just before you spot each other at the same time in medium range distance, both shoot and whoever is more luck manage to get the kill, and not the one who is faster or have better aim.
Also Skills does matter when both players meet on CQB whoever have more vanilla skills will kill the other.
I personaly enjoyed the old versions better (before the random deviation) where you were actualy scared of showing on a position cause if the enemy spoted you, you would be certainly killed.
On this version, whenever im spoted i can just sprint to a corner and the enemy will always miss the hit's and i just have to wait him to come after me to finish him (if he follows me he dies cause of the deviation), or walk arround his position.
Also Skills does matter when both players meet on CQB whoever have more vanilla skills will kill the other.
I personaly enjoyed the old versions better (before the random deviation) where you were actualy scared of showing on a position cause if the enemy spoted you, you would be certainly killed.
On this version, whenever im spoted i can just sprint to a corner and the enemy will always miss the hit's and i just have to wait him to come after me to finish him (if he follows me he dies cause of the deviation), or walk arround his position.
www.joinsquadbrasil.com.br
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: PR guns are too hard to hit anything with
luck is a factor IRL, you might step on loose ground making your aim unsteady etcActualy, while you can consistently manage to get a good K/D ratio by using strategy. (Ambush the enemy, wait a few seconds for the random deviation to stop before shooting, etc...) there still LUCK involved in some cases, where both, enemy and you were walking or sprinting just before you spot each other at the same time in medium range distance, both shoot and whoever is more luck manage to get the kill, and not the one who is faster or have better aim.
if your both sprinting in open ground and both stop, the person who runs to the nearest cover has teh highest chance of survival
Id enjoy gamepaly with deviation or with the hyper accurate guns we used to have, but I'm headshotting people with the current weapons at 600m, it aint hard....
decreasing settle time by about 30% would be fine imo, and perhaps decrease max deviation by 10-20%, but I'm happy either way.
Imo, its settle time rather than deviation itself people are frustrated with.



