Problem with current deviation in far distance combat

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007.SirBond
Posts: 276
Joined: 2012-12-12 05:03

Problem with current deviation in far distance combat

Post by 007.SirBond »

The problem is when you and the enemy spot each other at 100 meters. Both of you stop and steady your devation to hit each other.

Now currently deviation is not effected when being struck by a round. Therefore even if one player gets hit first, they are still able to land a hit on the other. This results in the survivor in bleeding after the firefight.

I don't think in real life, this is the norm.

I mean even in the wild west, during gun duels, there was enough force to affect his aim so as he wudnt be able to land a shot on the other guy who shot him first and they were about 10 to 20 meters apart.
Moszeusz6Pl
Retired PR Developer
Posts: 939
Joined: 2010-06-24 13:41

Re: Problem with current deviation in far distance combat

Post by Moszeusz6Pl »

It is a bit unrealistic, but this that you suggested is probably impossible to do on BF2 engine.

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waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Problem with current deviation in far distance combat

Post by waldov »

Maybe when you take your initial hit your screen could flash black so you cant see what your aiming at or/and your ability to shot could "freeze" up so you cant return fire briefly.
M.Hart
Posts: 48
Joined: 2011-06-01 08:10

Re: Problem with current deviation in far distance combat

Post by M.Hart »

Well PR is only a game (and just in case DEVs read this PR is the only reason to live :-D ) and think of this - in rl, if you get shot like in PR (20 7.62x51mm from G3 on full auto slicing through you body), you are a dead man, in PR if you get shot, you still live and if DEVs made those changes, you would only have to look at the enemy killing you without any chance to strike back.

Must say I am pretty much satisfied with blood screen when hit as it is. But really don't know, how it would change gameplay, if we had something like you suggested.
"Let's get serious." - Serious Sam

"War does not determine who is right - only who is left." - Bertrand Russell

"A journey of a thousand miles begins with a single step." - Confucius
saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: Problem with current deviation in far distance combat

Post by saXoni »

I like it how it is now. At the end of the day PR is still an FPS, not a military simulator.
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Post by BloodyDeed »

Deviation will get a complete overhaul in 1.0.
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M.Hart
Posts: 48
Joined: 2011-06-01 08:10

Re: Problem with current deviation in far distance combat

Post by M.Hart »

[R-DEV]BloodyDeed wrote:Deviation will get a complete overhaul in 1.0.
Forgot to add in my post, yeah...
"Let's get serious." - Serious Sam

"War does not determine who is right - only who is left." - Bertrand Russell

"A journey of a thousand miles begins with a single step." - Confucius
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: Problem with current deviation in far distance combat

Post by Mikemonster »

Yeeee!

Although i'm actually quite used to it now.. Getting headshots from sprint better than the other guy!
Mariospeedwagen
Posts: 51
Joined: 2008-01-14 06:38

Re: Problem with current deviation in far distance combat

Post by Mariospeedwagen »

[R-DEV]BloodyDeed wrote:Deviation will get a complete overhaul in 1.0.
Thank god. Lately I find myself using a grenade or risk sneaking up on enemy infantry if they're more than 10 feet away. Winning a firefight even with clear element of surprise is a **** shoot(no pun intended).
saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: Problem with current deviation in far distance combat

Post by saXoni »

Mariospeedwagen wrote:Thank god. Lately I find myself using a grenade or risk sneaking up on enemy infantry if they're more than 10 feet away. Winning a firefight even with clear element of surprise is a **** shoot(no pun intended).
You're obviously doing it wrong.
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: Problem with current deviation in far distance combat

Post by Mikemonster »

If you're good you might be able to get three players of a squad if you surprise them. Although going by the attacks on Coalition forces in Afghanistan by ANA policemen that 'turned', that seems the right number.

You only have 30 rounds for most guns - if you ambush a squad of six, that's only 5 rounds each max. Less with the G3 (only 3 rounds each[ish]).

It is possible to kill an entire enemy squad, but it relies on them being trapped in a building and also being fairly inept. Otherwise they have a habit of running everywhere with full sprint, and accidentally flanking you and messily killing you.

That's why it's important to have 5 other guys with you and a medic :P
turdinathor
Posts: 12
Joined: 2010-12-13 00:47

Re: Problem with current deviation in far distance combat

Post by turdinathor »

helps to have the machine gun and run up on em
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