I've been here since v0.5 and every time weapons got more accurate the counter-argument was that suppressive fire wouldn't no longer happen and when it went the other way, people complained how they cant hit anything and how the weapons should be more accurate.PatrickLA_CA wrote: Now it's way too easy to not miss which IMO has removed surpression fire in PR.
1.3.5 Infantry Feedback
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: 1.3.5 Infantry Feedback

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Murphy
- Posts: 2339
- Joined: 2010-06-05 21:14
Re: 1.3.5 Infantry Feedback
I think I posted my insight about the deviation indicator in a thread about 1.3 turret bug so I will toss my 2 cents about the subject into the correct thread.
Deviation indication helps bring the newer players up to par quickly, which is fantastic. People are scoring more hits on me when I take risks, this is how it should be. The biggest downside to this system is that more experienced players are a lot less likely to miscalculate and as such have become more effective thanks to the indicator. This does not help balance the field as much as you would believe, instead it lowers the skill of shooting as a whole. Experienced players now never miss a shot, this is especially obvious where AT is concerned.
Since the deviation indicator I've missed too few AT shots. I have become an asset destroy extraordinaire, and I've noticed the majority of people I play with never miss LAT shots. This also makes AR/MMGs incredibly effective in anyone's hands, where as before it took a patient approach to contrast the firepower at your fingertips.
In the end the good players got much better while the bad players only figured out how to count before they shoot. The difference is still prevalent, and I don't think the indicator is at fault it just comes down to players being hardcoded. You can give a "bad" player all the tools in the world but they will still likely hold onto the habits that make them subjectively bad at the game or FPS games as a whole.
Deviation indication helps bring the newer players up to par quickly, which is fantastic. People are scoring more hits on me when I take risks, this is how it should be. The biggest downside to this system is that more experienced players are a lot less likely to miscalculate and as such have become more effective thanks to the indicator. This does not help balance the field as much as you would believe, instead it lowers the skill of shooting as a whole. Experienced players now never miss a shot, this is especially obvious where AT is concerned.
Since the deviation indicator I've missed too few AT shots. I have become an asset destroy extraordinaire, and I've noticed the majority of people I play with never miss LAT shots. This also makes AR/MMGs incredibly effective in anyone's hands, where as before it took a patient approach to contrast the firepower at your fingertips.
In the end the good players got much better while the bad players only figured out how to count before they shoot. The difference is still prevalent, and I don't think the indicator is at fault it just comes down to players being hardcoded. You can give a "bad" player all the tools in the world but they will still likely hold onto the habits that make them subjectively bad at the game or FPS games as a whole.

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LakeMole
- Posts: 47
- Joined: 2014-05-29 23:46
Re: 1.3.5 Infantry Feedback
This is true, however, I believe the lack of deviation reduces teamwork between squads.[R-DEV]Outlawz7 wrote:I've been here since v0.5 and every time weapons got more accurate the counter-argument was that suppressive fire wouldn't no longer happen and when it went the other way, people complained how they cant hit anything and how the weapons should be more accurate.
*Opinion Piece* Pre 1.0 teamwork was much better than it currently is partly due to the deviation system. Killing people was much more difficult which encouraged communication between squads whether that be another infantry squad, apc squad, tank squad, etc. The deviation system made killing a team based effort. I never got my jollies by killing loads of enemies. What really gave me satisfaction was calling for help on the net for cas, infantry flank, or apc and through combined arms defeat the enemy.
I'm not saying you cannot do this in the current version, and I'm sure there are many examples out there of people doing so. I'm saying the firefights are much shorter which makes calling for help unviable in many situations. The current deviation makes the game focused more on the individual than it was (pre 1.0). There is too much power to the lone infantryman. I'm killed more often by one shot than I am suppressed which makes AAS an absolute drag.
The only gamemode I play nowadays is INS, and I just plant booby-traps trying to avoid combat at all costs. The combat is unsatisfying and annoying as hell. Wanted to write more. Maybe later.
Please excuse the bump, did not realize the last post was over two weeks ago.
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webb
- Posts: 22
- Joined: 2015-06-04 20:50
Re: 1.3.5 Infantry Feedback
viirusiiseli, well, IRL we can focus our eyes and see far silhouettes pretty clearly while in PR it will always be only these 3 pixels that is enemy. Why there's still no fix for that (pointing out that comparing RL to PR is kinda stupid)? ArmA has that what you call bionic zoom and does just fine.
Mysterious deviation, bullet spread and shooting in PR was really punishing and not fun for a guy like me who likes to actually land shots and not suppress/bludrake the shit out of enemy. When this indicator was introduced I instantly came back and fell in love with PR since I was able to actually learn the shooting mechanics.
Mysterious deviation, bullet spread and shooting in PR was really punishing and not fun for a guy like me who likes to actually land shots and not suppress/bludrake the shit out of enemy. When this indicator was introduced I instantly came back and fell in love with PR since I was able to actually learn the shooting mechanics.
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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: 1.3.5 Infantry Feedback
All I'm gonna say anymore is that 1.0 deviation is too good and the deviation indicator doesn't belong in PR.
A middle ground between 0.98 and 1.0 deviations would be the best. 0.98 was too inaccurate, 1.0 is too accurate.
A middle ground between 0.98 and 1.0 deviations would be the best. 0.98 was too inaccurate, 1.0 is too accurate.
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X-Alt
- Posts: 1073
- Joined: 2013-07-02 22:35
Re: 1.3.5 Infantry Feedback
This. However, the deviation indicator could co-exist with a middle-ground deviation.viirusiiseli wrote:All I'm gonna say anymore is that 1.0 deviation is too good and the deviation indicator doesn't belong in PR.
A middle ground between 0.98 and 1.0 deviations would be the best. 0.98 was too inaccurate, 1.0 is too accurate.
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PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: 1.3.5 Infantry Feedback
Meh the indicator is really out of place. Before that even though knowing the approximate amount of time that you need to wait for a 100% hit you'd still get it wrong, now I don't even bother shooting before the dots collide. And no, new players don't need it too. Infantry is the same as assets, if you want to use it, go check out how it works first. Just because new players can't land or takeoff with helicopters and planes doesn't mean you should make planes land as in vBF2 too and remove the warmup.
In-game: Cobra-PR
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X-Alt
- Posts: 1073
- Joined: 2013-07-02 22:35
Re: 1.3.5 Infantry Feedback
I think the damage has already been done, even if it were to be reverted, most of the good players would have mastered how it works.PatrickLA_CA wrote:-snip-
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atom9[CH]
- Posts: 117
- Joined: 2011-06-25 08:52
Re: 1.3.5 Infantry Feedback
Weapons are too accurate in my opinion we could maybe get a mix between totally useless like in 0.98 and laser weapons nowdays. Would appreciate this.
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Cpt.Future
- Posts: 192
- Joined: 2008-09-16 16:52
Re: 1.3.5 Infantry Feedback
I don't think that they were less accurate in .98, the deviation just took longer to settle.'atom9[CH wrote:;2113774']Weapons are too accurate in my opinion we could maybe get a mix between totally useless like in 0.98 and laser weapons nowdays. Would appreciate this.
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: 1.3.5 Infantry Feedback
Hue, were you not around when they were much closer to the accuracy of a laser weapons?'atom9[CH wrote:;2113774']Weapons are too accurate in my opinion we could maybe get a mix between totally useless like in 0.98 and laser weapons nowdays. Would appreciate this.
AfSoccer "I just don't see the natural talent."

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Tit4Tat
- Posts: 514
- Joined: 2009-12-11 12:41
Re: 1.3.5 Infantry Feedback
Lazer ARs, no spread whatsoever, bring them back.Rabbit wrote:Hue, were you not around when they were much closer to the accuracy of a laser weapons?
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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: 1.3.5 Infantry Feedback
And remember, no visual recoil for ARs either back in 0.85 or so :>Tit4Tat wrote:Lazer ARs, no spread whatsoever, bring them back.![]()
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: 1.3.5 Infantry Feedback
I'm sure PR oppressor will add more for you.viirusiiseli wrote:And remember, no visual recoil for ARs either back in 0.85 or so :>
AfSoccer "I just don't see the natural talent."

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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: 1.3.5 Infantry Feedback
Yeah probablyRabbit wrote:I'm sure PR oppressor will add more for you.
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: 1.3.5 Infantry Feedback
People are far too bent out of shape over the deviation indicator.
It's a good thing. In real life you know whether your sights are aligned. You know whether you're jerking the trigger. It takes very little time to understand these concepts. I have never seen a case where people pull the trigger with aligned sights and see their shots completely miss what they were aiming at.
Before the deviation indicator it was trivial to completely evade sniper fire and close quarters spraying was pretty much the name of the game. At least now if you have enough time and good enough optics you can take long range shots reliably.
ARs and MGs should be incredibly powerful squad assets with long range suppression capabilities. Before the deviation indicator they were mostly only used as close range bullet hoses.
It's a good thing. In real life you know whether your sights are aligned. You know whether you're jerking the trigger. It takes very little time to understand these concepts. I have never seen a case where people pull the trigger with aligned sights and see their shots completely miss what they were aiming at.
Before the deviation indicator it was trivial to completely evade sniper fire and close quarters spraying was pretty much the name of the game. At least now if you have enough time and good enough optics you can take long range shots reliably.
ARs and MGs should be incredibly powerful squad assets with long range suppression capabilities. Before the deviation indicator they were mostly only used as close range bullet hoses.


