It's easy to understand why that happens when you think about how the BF2 engine works.a0jer wrote:Without waiting for deviation to settle it is possible to shoot the ceiling several feet in front of you whilst aiming across a small room in PR. Think of the position the soldier's hands would be in to make that shot.
When you move about in PR, your weapon is pointed at the center of the screen at all times (except during reloads, gear swap, etc.). So if you were to imagine what it would look like, people would be running around, climbing stairs, etc all with their weapon out and pointed perfectly forward. Yet in real life we don't move that way.
So one should be able to imagine that deviation is also used to simulate the person actually putting the weapon stock to their shoulder, leveling the weapon at the target, placing their cheek on the stock, and aligning the sights. Once they have sight picture, they still need to steady their hold, control their breathing, and finally squeeze off a round. Deviation is partly meant to simulate all of those factors, not just the natural deviation that occurs from ballistics.
Games like ArmA for example do a little better at displaying those factors, with things like the weapon having some directional movement within the main frame of view. At the same time the "impact marker" or "aim point" in ArmA can be seen swaying when you run, or bobbing up and down during heavy breathing. Those are not possible in PR.
We have what we have not because the development team is lazy, but because the engine simply doesn't allow it.




