For the millionth time... (Deviation)

RealKail
Posts: 93
Joined: 2010-02-15 05:25

For the millionth time... (Deviation)

Post by RealKail »

How about making the deviation NOT sucky and highly unrealistic? Seriously, these soldiers I'm playing on PR are some of the worst shots imaginable. I understand the mechanics and the need of the deviation system, but when I can fire 10 rounds at a target 5 ft from me and only 2 hit their mark, there's definitely something wrong.

I have no problem with needing a settle time after you move, that is fairly realistic. What irks me about the current deviation system is the successive shot(s) deviation, particularly at short to point blank range. There is no reason that while being still and aiming down my sights, my shots should be landing 5-10 ft away from eachother.

I take a half-second to a second wait between each shot to help the accuracy, which is fairly realistic, and in some cases generous. However, with the current deviation system, that's not enough. Keep in mind, we're still talking short ranges here, nothing beyond 30 yards or so. It's like our soldiers aren't even shouldering their weapons or aiming down their sights at times. Hell, at times it's become more effective to NOT aim, usually in CQC situations though.

And a good portion of these weapons don't have that much recoil either. Heck, with an m4 properly shouldered, and utilizing a foregrip, most of my shots SHOULD be hitting their mark unless my soldier completely failed his rifle quals. Now I know it's hard to try to code the functionality of each weapon, but even some of the higher caliber weapons don't have ridiculous recoil, unless you're firing full auto.

Like I said, I have no problem with the movement settle time, especially when you've been on the move a moderate amount of time. The successive-shot deviation desperately needs some work though. My suggestion would be to make it a happy medium between where it is now, and the near-nonexistant successive-shot deviation of deployed ARs. I'm not saying it should be the same as the deployed AR deviation, but something a bit closer than what we have now.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: For the millionth time...

Post by goguapsy »

I've never had issues with deviation in short range. Only times I've missed in short range was on full auto, spriting towards someone and just trying to no-scope that crawling little dude.

In fact, I think you might be overdoing it a little bit, but I don't know if that's what you want to say. I mean, 5ft? Okay, but seriously, 30 yards? It's not that bad.
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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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: For the millionth time...

Post by Brainlaag »

Believe me, its better now than how it was back in 0.6 with laser accurate weapons. Also reading how you described it, its mostly on your part being a really but REALLY bad shot or the unluckiest person on this blue planet.

Yes deviation is something obsolete and really annoying at some point BUT its the best what we can get and everyone should be glad about that.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: For the millionth time...

Post by PLODDITHANLEY »

Best system with the engine, It's generally OK IMHO.
Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Re: For the millionth time...

Post by Mouthpiece »

Agree, I have no problems with current deviation system. Few exceptions being some bad CQC situations, but I can blame myself for those situations because I wasn't careful enough. If one is careful, there shouldn't be a lot of dumb CQC spray-without-aim situations.
saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: For the millionth time... (Deviation)

Post by saXoni »

Just get used to it, as everyone else has :)
declan54321
Posts: 267
Joined: 2011-01-06 16:07

Re: For the millionth time... (Deviation)

Post by declan54321 »

It's very annoying, yes, but firefights last much longer with deviation. I would rather be in an exciting 20 minute firefight than one which lasts all of two seconds...
TheComedian
Posts: 677
Joined: 2011-01-08 13:46

Re: For the millionth time... (Deviation)

Post by TheComedian »

Any fight over 1 minute is fiction.
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declan54321
Posts: 267
Joined: 2011-01-06 16:07

Re: For the millionth time... (Deviation)

Post by declan54321 »

TheComedian wrote:Any fight over 1 minute is fiction.
You know what I mean...
Archosaurus
Posts: 258
Joined: 2011-10-09 11:32

Re: For the millionth time... (Deviation)

Post by Archosaurus »

TheComedian wrote:Any fight over 1 minute is fiction.
How so?

I get myself in 3 - 5 minute firefights all the time. Of course 2 minutes or more is spent on nav and moving. Still under fire tho.
saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: For the millionth time... (Deviation)

Post by saXoni »

TheComedian wrote:Any fight over 1 minute is fiction.
I don't hope you're talking about real-life?
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: For the millionth time... (Deviation)

Post by Mikemonster »

Well it'd take a vet to tell us what's 'normal'. In PR I see someone crouch at the end of a street and laugh at him because I know he only has a 5.56 rifle and I have at least 2 secs before he can even hit me.

In PR you can have firefights of up to 5mins on maps like Jabal, that's because the players are terrible though, not really the fault of deviation.

In general deviation works well in PR. Just not for semi-auto weapons ;) . It took me at least 9 months to master it though, which is why I referenced poor players being able to slug it out for ages.


Deviation has a benefit in my opinion. It serves to make firefights more tactical. If someone is waiting for you, you cannot usually win.

This means a good player repositions and lives to fight another day.

This simulates the fear of death that real solders have, that affects real firefights.
Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: For the millionth time... (Deviation)

Post by Trooper909 »

Deviation is the best/most easy its been in years.

Going to use the age old argument of you try running a few miles in full kit stop dead and hit a target dead on with bullets whizzing past your head and your impending death in the back of your mind.
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: For the millionth time... (Deviation)

Post by tankninja1 »

Dont know if the BF2 engine allows it but, when your getting shot at deviation time should go down because in real life when your getting shot at and you cant run away your going to focus a lot more on making your shots count and not go 100ft away from your target into space.
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Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: For the millionth time... (Deviation)

Post by Nebsif »

Deviation can be annoying at times, but its nothing compared to what it used to be in like 0.85 or 0.87 or w/e.. which was when I started playing. Got no probs hitting people while crouch strafing under like 15m here..
TheComedian
Posts: 677
Joined: 2011-01-08 13:46

Re: For the millionth time... (Deviation)

Post by TheComedian »

Archosaurus wrote:How so?

I get myself in 3 - 5 minute firefights all the time. Of course 2 minutes or more is spent on nav and moving. Still under fire tho.
Then I'd say either you or your enemy is doing it wrong.

If you have the advantage you will kill your enemy quickly.

If you don't have the advantage you either get killed or you flank around and try to regain the advantage.
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saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: For the millionth time... (Deviation)

Post by saXoni »

TheComedian wrote:Then I'd say either you or your enemy is doing it wrong.

If you have the advantage you will kill your enemy quickly.

If you don't have the advantage you either get killed or you flank around and try to regain the advantage.
I guess you're talking about in-game ;)
Archosaurus
Posts: 258
Joined: 2011-10-09 11:32

Re: For the millionth time... (Deviation)

Post by Archosaurus »

TheComedian wrote:Then I'd say either you or your enemy is doing it wrong.

If you have the advantage you will kill your enemy quickly.

If you don't have the advantage you either get killed or you flank around and try to regain the advantage.
Firefights, as in, APCs firing, mortars dropping, multiple squads navigating.

Not just 2 guys shooting at eachother.
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: For the millionth time... (Deviation)

Post by Bringerof_D »

Stop sprinting everywhere. and in case you still do this, stop prone diving.
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Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: For the millionth time... (Deviation)

Post by Mikemonster »

Bringerof_D wrote:Stop sprinting everywhere. and in case you still do this, stop prone diving.
Funnily enough, some people seem to prone dive a lot and i've actually seen it employed very well, which is frustrating. Need to test it personally though. (CQB).
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