Deviation/damage model/medic system encourages headshots.
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Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: Deviation/damage model/medic system encourages headshots.
No, that's how it actually ends up working.
Don't lump me in with your shitty luck.
Don't lump me in with your shitty luck.
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mat552
- Posts: 1073
- Joined: 2007-05-18 23:05
Re: Deviation/damage model/medic system encourages headshots.
No problem.
Can I lump you in with the verbal feedback from most of my squad members?
How about the informal after action reports I sometimes find myself in?
The simple fact of the matter is that luck and random numbers determine where your bullets are going to land if you don't wait long enough for the deviation to settle, because that's how the deviation is designed to function, it picks a location within the current cone and fires the round along that path. And if you do wait for your deviation to settle, you still risk a myriad of issues ranging from hit detection to lag. You are at the whim of the server to ensure your hits work correctly.
I'll untack the "with alarming frequency" bit, that was a bit overdone, but it does stand that that's what SHOULD happen, not what WILL happen.
Can I lump you in with the verbal feedback from most of my squad members?
How about the informal after action reports I sometimes find myself in?
The simple fact of the matter is that luck and random numbers determine where your bullets are going to land if you don't wait long enough for the deviation to settle, because that's how the deviation is designed to function, it picks a location within the current cone and fires the round along that path. And if you do wait for your deviation to settle, you still risk a myriad of issues ranging from hit detection to lag. You are at the whim of the server to ensure your hits work correctly.
I'll untack the "with alarming frequency" bit, that was a bit overdone, but it does stand that that's what SHOULD happen, not what WILL happen.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: Deviation/damage model/medic system encourages headshots.
No, don't lump me in at all.
Don't know what you or your squadmates are failing to do, but it isn't happening from my side. Your problem, not mine.
Don't know what you or your squadmates are failing to do, but it isn't happening from my side. Your problem, not mine.
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mat552
- Posts: 1073
- Joined: 2007-05-18 23:05
Re: Deviation/damage model/medic system encourages headshots.
Can you at least share your secrets then with the rest of us?
Because deviation does exactly what it's intended to do for me. It makes sure that if I don't run down an entire mag/belt of ammo or wait for it to settle entirely, then I lose the fight.
What am I doing wrong?
Because deviation does exactly what it's intended to do for me. It makes sure that if I don't run down an entire mag/belt of ammo or wait for it to settle entirely, then I lose the fight.
What am I doing wrong?
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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Alex6714
- Posts: 3900
- Joined: 2007-06-15 22:47
Re: Deviation/damage model/medic system encourages headshots.
I think the suppression effects duration can depends on the clients framerate, I get a similar feeling with deviation. Someone says its laser accurate, someone no. Personally it seems like my rifles barrel is not fixed to the gun yet I see footage reports of others sniping whole squads.
And yes, I know how the deviation works. Every now and then I deliberately do tests to see, but seems so random between people. Paranoia!
And yes, I know how the deviation works. Every now and then I deliberately do tests to see, but seems so random between people. Paranoia!
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"
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Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: Deviation/damage model/medic system encourages headshots.
Possibly. When talking to Jaymz and Katarn ages ago Katarn mumbled on about something along those lines, that if they made players wait any longer to min deviation there would be issues, and that when they first tested deviation everything was a-okay but as soon as it went live to other (non-local, dedicated?) servers that it didn't seem the same.Alex6714 wrote:I think the suppression effects duration can depends on the clients framerate, I get a similar feeling with deviation. Someone says its laser accurate, someone no.
Though, I could just be misunderstanding what he was getting at, and it may be unrelated altogether.
@Mat: Like I know what you're doing wrong, dude... All I know is that it's always been smooth sailing for me.
Just don't put words in my mouth, next time.
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BenHamish
- Posts: 325
- Joined: 2010-10-17 11:59
Re: Deviation/damage model/medic system encourages headshots.
OT, but sometimes I wonder if it's more worth aiming off to the side of a target instead of at it's centre, due to the deviation making the bullets hit round the edges of a circle. I.e. if you're aiming a 4 round burst, aim so that one of the percieved outside-edges of the deviation circle is placed over the target, (rather than the overall circle being centred on the target).
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Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: Deviation/damage model/medic system encourages headshots.
Deviation doesn't work that way...BenHamish wrote:OT, but sometimes I wonder if it's more worth aiming off to the side of a target instead of at it's centre, due to the deviation making the bullets hit round the edges of a circle. I.e. if you're aiming a 4 round burst, aim so that one of the percieved outside-edges of the deviation circle is placed over the target, (rather than the overall circle being centred on the target).
Like I said, you're thinking very one dimensionally...
Bullets don't just hit the edges.
Every point inside that circle has an equal chance of having the bullet land there. Aiming to the side REDUCES your chances of hitting.
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BenHamish
- Posts: 325
- Joined: 2010-10-17 11:59
Re: Deviation/damage model/medic system encourages headshots.
Ok Celestial, i've always wondered. Cheers.Celestial1 wrote:Deviation doesn't work that way...
Like I said, you're thinking very one dimensionally...
Bullets don't just hit the edges.
Every point inside that circle has an equal chance of having the bullet land there. Aiming to the side REDUCES your chances of hitting.
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kangaroo
- Posts: 75
- Joined: 2011-08-23 06:49
Re: Deviation/damage model/medic system encourages headshots.
depending on the enemy weapon fire rate, waiting a second might be the death of you.BenHamish wrote:I understand and agree with you, but the problem is that by waiting that second longer for a headshot you are in fact guaranteed to kill your enemy in one shot, compared with a torso shot.
Seeing as when this scenario^ happens you are both stationary, going for a headshot with no deviation is a no-brainer [pardon my pun].
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ExNusquam
- Posts: 89
- Joined: 2011-06-10 19:02
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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: Deviation/damage model/medic system encourages headshots.
So many necreos in one day, what the fuck is happening?
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Mikemonster
- Posts: 1384
- Joined: 2011-03-21 17:43
Re: Deviation/damage model/medic system encourages headshots.
People must be using the search function and following forum guidelines.
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mockingbird0901
- Posts: 1053
- Joined: 2009-05-13 17:30
Re: Deviation/damage model/medic system encourages headshots.
It's eighter necro or make a thread that allready exist. Can't win.
..Though the necro didn't bring much new to the table...
..Though the necro didn't bring much new to the table...
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007.SirBond
- Posts: 276
- Joined: 2012-12-12 05:03
Re: Deviation/damage model/medic system encourages headshots.
They shud bring back the original animations of 3rd person world player models looking wounded when hit and use them when the player is bleeding. Medics will be able to see who is bleeding on their team visually.
And it just feels more realistic and awsome when you can tell if your target is injured or not when hunting him.
And it just feels more realistic and awsome when you can tell if your target is injured or not when hunting him.
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Kaippari
- Posts: 6
- Joined: 2012-09-07 11:00
Re: Deviation/damage model/medic system encourages headshots.
You can already see who is bleeding by the health bars over their heads. People who are wounded or call for medic become visible on your map, making it possible for you to locate them even without mumble.007.SirBond wrote:They shud bring back the original animations of 3rd person world player models looking wounded when hit and use them when the player is bleeding. Medics will be able to see who is bleeding on their team visually.
And it just feels more realistic and awsome when you can tell if your target is injured or not when hunting him.
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Moszeusz6Pl
- Retired PR Developer
- Posts: 939
- Joined: 2010-06-24 13:41
Re: Deviation/damage model/medic system encourages headshots.
But them player is bleeding, but have between 50 and 75% of health, you don't see health bar.

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Xander[nl]
- Posts: 2056
- Joined: 2007-05-24 13:27
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007.SirBond
- Posts: 276
- Joined: 2012-12-12 05:03
Re: Deviation/damage model/medic system encourages headshots.
Mumble or not. It wud be a nice feature to see soldiers show some pain when wounded.'Xander[nl wrote:;1842997']Which is why we use mumble.
Seeing as the animations were already in vanilla bf2. It wud be a easy addition to this game.
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Truism
- Posts: 1189
- Joined: 2008-07-27 13:52
Re: Deviation/damage model/medic system encourages headshots.
PR used to use bloodsplatter and stuff. It was removed because it was unrealistic. But, then, so is a dust puff and so is the whole medic system.
I'd like to see suppression upped just a little. The holy grail would be the first thing in a suppression animation being a big camerabone jolt to throw off your point of aim so that a suppressed individual can't return accurate fire. This would simultaneously solve two big problems, jackintheboxing as well as the one that OP described.
That would be pretty much ideal, but afaik it's somewhere in the realms of hardcoded/reallydamnedhard.
I'd like to see suppression upped just a little. The holy grail would be the first thing in a suppression animation being a big camerabone jolt to throw off your point of aim so that a suppressed individual can't return accurate fire. This would simultaneously solve two big problems, jackintheboxing as well as the one that OP described.
That would be pretty much ideal, but afaik it's somewhere in the realms of hardcoded/reallydamnedhard.
SSGTSEAL <headshot M4> Osama
Counter-Terrorists Win!
Counter-Terrorists Win!





