The new (beta 1.0) deviation settings seem to favour those who play intelligently and use tactics, and put the run-and-gunners at a disadvantage. That seems to be the right direction to be going. More inaccuracy (deviation when settled) in weapons will mean that running-and-gunning at five metres distance is the most effective way of fighting since you can't hit anything at range. To me that is a lot more gamey.Trooper909 wrote:Of course it will be "gamey"its a game.Explain to me why teamwork has got worse and worse with every update?I will use a different game to compare if you don't like the COD analogy.We are moving closer to vanilla BF2 with the weapon handling.
Deviation may be unrealistic and "gamey" but as far as I understand its the best that could be done on the refracter engine.Not being able to fire a mounted gun for a few seconds is also gamey spawning is gamey etc but hey its a game and a mod of a game aswell.
I must be alone in liking the old gun mechanics better I guess...I dislike the direction the mod is taking and can't bring myself to play .9 at all.I see it will only get worse.
Ask the [Dev]s a (?)
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Oskar
- Posts: 481
- Joined: 2009-09-27 11:36
Re: Ask the [Dev]s a (?)
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BloodyDeed
- Retired PR Developer
- Posts: 4452
- Joined: 2008-05-07 17:43
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Stealthgato
- Posts: 2676
- Joined: 2010-10-22 02:42
Re: Ask the [Dev]s a (?)
... So...Stealthgato wrote:Are the BRDM's butter wheels getting swapped with some actual tires in next release?
(will you fix the horrible lack of grip of the BRDMs)
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Predator.v2
- Posts: 379
- Joined: 2010-01-26 13:49
Re: Ask the [Dev]s a (?)
I have this feeling, that i should start posting here as well.
@Trooper:
I am curious on which experience your assumptions are based upon? If you aren't playing PR a lot lately ("can't bring myself to play .9 at all"), you might have missed some major flaws in the PR deviation system. It is not our intention to make the deviation more "cod" like, but to reduce the huge "random" effects. For example right now the maximum settle time for movement deviation is 5 seconds. And the maximum movement deviation value is 3 (degree), which creates a huge firing cone. You also have the problem, that on servers with heavy load out the server fps can drop and increase these 5 seconds even more.
I understand that a soldier, who has been running around for some while, won't instantly hit targets hundreds of meters away and he has to "come down". But unfortunately we are limited by the BF2 engine, which only allows linearly deviation settling and not a exponentially one. With the current deviation system, if you run around and spot a target, you stop, point your weapon on your target and wait some time, to let your deviation settle. Now you'd think, that after 2-3 seconds of resting your aim should be sufficient enough to hit a targets on close or medium distance, but after 2.5 seconds (with light server loadout) your deviation is still 1,5 and will totally ruin your aim. Plus your firing deviation will pop up to 0.7 after each shot (up to a maximum of 1.4) and "deviate" your bullets even further unless you wait for a full second after each shot (single fire). Meanwhile your turn deviation can/will decrease your accuracy, if you are trying to track a fast moving, close target (even more with scope weapons).
That is the reason, why the pr aiming feels very randomly in some situations and why some guys (especially in close/medium distance combat) just go full auto and spray and pray. This tactic favors from certain high rof, full auto weapons (idf, cf) due to some bugs and a comparable low recoil.
So the first step was the "Public Deviation Test", where some major changes to the deviation values were tested. This was a "Test" and doesn't reflect the final PR 1.0 deviation system. But it gave us some needed feedback.
After that PR:Falklands showed up, with a new deviation settings based upon the PDT, but with some changes accordingly to the feedback and our test experiences. By the way, we are still checking feedback for the PR:F deviation and would appreciate even more reports. This would help us more, than continuing 0.973 deviation feedback.
Our intentions are pretty much, what Oskar wrote, we try to favor teamwork, intelligence and tactically approaches. We don't want to make super accurate laser guns (which is our biggest concern about everything we change), but we want to reduce the "random" effect. We still like the idea of movement/turn/fire deviation, so we try to preserve the "pr gun feeling", but make them more reliable. Meanwhile we are also reviewing other gun characteristics and try to create an even more realistic rifle accuracy system. For example we are constantly checking our military advisors for feedback and are doing some heavy investigation in real life army feedback/publications and standards.
@Trooper:
I am curious on which experience your assumptions are based upon? If you aren't playing PR a lot lately ("can't bring myself to play .9 at all"), you might have missed some major flaws in the PR deviation system. It is not our intention to make the deviation more "cod" like, but to reduce the huge "random" effects. For example right now the maximum settle time for movement deviation is 5 seconds. And the maximum movement deviation value is 3 (degree), which creates a huge firing cone. You also have the problem, that on servers with heavy load out the server fps can drop and increase these 5 seconds even more.
I understand that a soldier, who has been running around for some while, won't instantly hit targets hundreds of meters away and he has to "come down". But unfortunately we are limited by the BF2 engine, which only allows linearly deviation settling and not a exponentially one. With the current deviation system, if you run around and spot a target, you stop, point your weapon on your target and wait some time, to let your deviation settle. Now you'd think, that after 2-3 seconds of resting your aim should be sufficient enough to hit a targets on close or medium distance, but after 2.5 seconds (with light server loadout) your deviation is still 1,5 and will totally ruin your aim. Plus your firing deviation will pop up to 0.7 after each shot (up to a maximum of 1.4) and "deviate" your bullets even further unless you wait for a full second after each shot (single fire). Meanwhile your turn deviation can/will decrease your accuracy, if you are trying to track a fast moving, close target (even more with scope weapons).
That is the reason, why the pr aiming feels very randomly in some situations and why some guys (especially in close/medium distance combat) just go full auto and spray and pray. This tactic favors from certain high rof, full auto weapons (idf, cf) due to some bugs and a comparable low recoil.
So the first step was the "Public Deviation Test", where some major changes to the deviation values were tested. This was a "Test" and doesn't reflect the final PR 1.0 deviation system. But it gave us some needed feedback.
After that PR:Falklands showed up, with a new deviation settings based upon the PDT, but with some changes accordingly to the feedback and our test experiences. By the way, we are still checking feedback for the PR:F deviation and would appreciate even more reports. This would help us more, than continuing 0.973 deviation feedback.
Our intentions are pretty much, what Oskar wrote, we try to favor teamwork, intelligence and tactically approaches. We don't want to make super accurate laser guns (which is our biggest concern about everything we change), but we want to reduce the "random" effect. We still like the idea of movement/turn/fire deviation, so we try to preserve the "pr gun feeling", but make them more reliable. Meanwhile we are also reviewing other gun characteristics and try to create an even more realistic rifle accuracy system. For example we are constantly checking our military advisors for feedback and are doing some heavy investigation in real life army feedback/publications and standards.

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Adriaan
- Retired PR Developer
- Posts: 5150
- Joined: 2008-10-22 21:47
Re: Ask the [Dev]s a (?)
Got nothing on this myself, no guarantees, but I know there's plans for it.Stealthgato wrote:Are the BRDM's butter wheels getting swapped with some actual tires in next release?
(will you fix the horrible lack of grip of the BRDMs)

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sweedensniiperr
- Posts: 2784
- Joined: 2009-09-18 10:27
Re: Ask the [Dev]s a (?)
Are you planning to have some sort of auto updater for whole PR as you tried with PR:Vietnam? If so, if it works, would we see much more smaller changes(bugs) more often?
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izoiva
- Posts: 613
- Joined: 2012-02-16 12:17
Re: Ask the [Dev]s a (?)
Can you make the machine guns on the tanks remotely controlled? (no thermal, may be even no zoom, for balance)
Most of the tank's in IRL has this(only t62 and t72 don't).
Most of the tank's in IRL has this(only t62 and t72 don't).
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KneeHiGh
- Posts: 72
- Joined: 2009-07-20 07:07
Re: Ask the [Dev]s a (?)
You mean like a CROWS system but with no zoom/thermal?izoiva wrote:Can you make the machine guns on the tanks remotely controlled? (no thermal, may be even no zoom, for balance)
Most of the tank's in IRL has this(only t62 and t72 don't).
This would be a good change! Would make people actually 3 man a tank
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PGT_Hubbard
- Posts: 57
- Joined: 2012-09-17 02:13
Re: Ask the [Dev]s a (?)
Has the M240 on the Abrams turret roof ever been considered as an addition? Or would that upset balance too much/be hard to do/etc.?
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izoiva
- Posts: 613
- Joined: 2012-02-16 12:17
Re: Ask the [Dev]s a (?)
M2 better than M240. Or you talking about CROWS with M240?
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ShockUnitBlack
- Posts: 2100
- Joined: 2010-01-27 20:59
Re: Ask the [Dev]s a (?)
Probably has but the model would probably be low-priority.
"I Want To Spend The Rest Of My Life With You Tonight."
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godfather_596
- Posts: 359
- Joined: 2012-02-11 19:48
Re: Ask the [Dev]s a (?)
Will RPG deviation be improved so that it's easier to pop around a corner and blow up a tank instead of waiting an hour to do so?
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Predator.v2
- Posts: 379
- Joined: 2010-01-26 13:49
Re: Ask the [Dev]s a (?)
Right now, the RPG and RPG Tandem share the same deviation set.
Settle time from moving is 4.1 seconds, settle time from turn deviation is 1 second.
I can only tell you, that all weapons are reviewed in terms of functionality and realism,
but i won't go into details.
Settle time from moving is 4.1 seconds, settle time from turn deviation is 1 second.
I can only tell you, that all weapons are reviewed in terms of functionality and realism,
but i won't go into details.

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AncientMan
- Retired PR Developer
- Posts: 5111
- Joined: 2007-05-22 07:42
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Doc.Pock
- Posts: 2899
- Joined: 2010-08-23 14:53
Re: Ask the [Dev]s a (?)
wonder if this works 
[url=H:\Project Reality\Repo\pr_repo]H:\Project Reality\Repo\pr_repo[/url]
[url=H:\Project Reality\Repo\pr_repo]H:\Project Reality\Repo\pr_repo[/url]
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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: Ask the [Dev]s a (?)
Yeah, look into my C:\Program Files (x86) and delete my stuff.'[USF wrote:Doc.Pock;1838859']wonder if this works
[url=H:\Project Reality\Repo\pr_repo]H:\Project Reality\Repo\pr_repo[/url]
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doop-de-doo
- Posts: 827
- Joined: 2009-02-27 12:50
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UKrealplayER666
- Posts: 551
- Joined: 2009-02-22 16:33
Re: Ask the [Dev]s a (?)
Devs, why is this thread still going?



