Why? It doesn't make the game experience more realistic, quite the opposite, its redundant in a game that already has suppression mechanics, recoil (recoil that is greatly exaggerated on weapons such as AKM's), slow ADS speeds, slow reload speeds and it ultimately just leads to abuse of other goofy mechanics like instantly popping out of crouch cover like a Whac-A-Mole with no affect on the deviation, which is unrealistic as someone that has to change stance, reacquire sight picture will be at much bigger disadvantage than someone who is already stable and sighted on that position, guys zig zagging in place because your supposed trained solider needs a full second to get his gun back under control after firing off a single shot in semi.
It turns CQC situations into an absolute mess with guys missing each other at 5 yards with intermediate cartridges, removes the ability for usable point shooting which is what soldiers use 90+% of the time in close combat situations, and completely fuks you if you're playing insurgents with an AKM against an M4... you're losing that gunfight most of the time even if you have superior positioning and fire first just because the AKM handles like its being shot by a muscular dystrophy patient
Moving and shooting, non existent concept in PR, violence of action in close quarters, PR doesn't adhere to that.
The myth that you need to dumb down the ability of your fighter to use his weapon to slow down gameplay and make teamwork a priority is just that, a myth.
Lone wolfs will get mowed down even quicker by squads covering sectors that don't have to worry about their virtual soldier handling a 556 or 545 like a 700 win mag
If my irons are properly aligned and on target, if my optic is on target, it's hitting that spot, minus the rifle's and ammo's avg accuracy MOA which does not magically send my bullet flying 10 feet in a random direction. Your sight is either zeroed properly or its not, stopping to stabilize doesn't change that
Add the ability for servers to turn off the aim deviation mechanic
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AlanGregson
- Posts: 2
- Joined: 2025-08-06 18:08
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robert357
- Posts: 233
- Joined: 2016-01-29 12:58
Re: Add the ability for servers to turn off the aim deviation mechanic
Disabling deviation will make PR just like every other shooter, point'n'click and whoever was faster wins. I don't bother writing why so I'll post a timestamp from video of some dude that explains it perfectly (it's old but still relevant) https://youtu.be/Kdm9ZvKZUG8?si=XGgD2hd7Bfo5bPwt&t=165

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Grump/Gump.45
- Posts: 637
- Joined: 2018-12-15 21:35
Re: Add the ability for servers to turn off the aim deviation mechanic
There are many factors deviation and its timing represents in relation to movement. Semi-auto is always the least effected and quickest to reset.
Factors for deviation representation include
-Panic movement
-tensing up for aim
-Getting a good stock cheek weld
-Recoil
-Miniscule movements while turning body
-Combat breathing
So that means your fast movements, while you can put your view over the enemy, the first shots might miss unless you send a barage of a mag dump towards them.
This is exactly to prevent what you want, the reason you are complaining. Its actually not as bad as you think, just get used to it. Understand what happens to you under fire, happens to the enemy, frustration.
Missing is like 90% of suppression, recon by fire, probing fire, searching fire, pre-fire.
Also many times you hit the enemy, but they are just wounded. There is this obsession with kills, when the real satisfaction comes from suppression and control of the enemy as a team with maximum assets. View distance suppression scan and control with maximized assets in view of each other.
What is 1 tank going to do against TOW + multiple tanks? Learn your weapon systems, TOW has no deviation, except the swirly movement can hit obstacles. Its all realistic.
Factors for deviation representation include
-Panic movement
-tensing up for aim
-Getting a good stock cheek weld
-Recoil
-Miniscule movements while turning body
-Combat breathing
So that means your fast movements, while you can put your view over the enemy, the first shots might miss unless you send a barage of a mag dump towards them.
This is exactly to prevent what you want, the reason you are complaining. Its actually not as bad as you think, just get used to it. Understand what happens to you under fire, happens to the enemy, frustration.
Missing is like 90% of suppression, recon by fire, probing fire, searching fire, pre-fire.
Also many times you hit the enemy, but they are just wounded. There is this obsession with kills, when the real satisfaction comes from suppression and control of the enemy as a team with maximum assets. View distance suppression scan and control with maximized assets in view of each other.
What is 1 tank going to do against TOW + multiple tanks? Learn your weapon systems, TOW has no deviation, except the swirly movement can hit obstacles. Its all realistic.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
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AlanGregson
- Posts: 2
- Joined: 2025-08-06 18:08
Re: Add the ability for servers to turn off the aim deviation mechanic
No it won't make PR like any other shooter (im guessing you're referencing cod and battlefield)robert357 wrote: 2025-08-06 23:04 Disabling deviation will make PR just like every other shooter, point'n'click and whoever was faster wins. I don't bother writing why so I'll post a timestamp from video of some dude that explains it perfectly (it's old but still relevant) https://youtu.be/Kdm9ZvKZUG8?si=XGgD2hd7Bfo5bPwt&t=165
1. Those games have movement speeds which are significantly faster than anything in PR
2. Significantly faster ADS speeds, especially on 4x+ optics
3- Significantly less recoil the the point where having a semi auto option on guns isn't even necessary
"point shoot" i don't know if you've ever handled a rifle before weather it be AK style or AR, but they are very easy to get proficient with, the recoil impulse on smaller calibers like 5.56 and especially 5.45 is a joke, they are made to be used by the average soldier or conscript, not superman. They are supposed to be intuitive and easy to handle
Now pistols on the other hand, are much more tricky to get proficient with in terms of recoil control and consistent return on target, also much more likely to be thrown off by poor trigger pull (squeeze) mechanics and grip...
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Grump/Gump.45
- Posts: 637
- Joined: 2018-12-15 21:35
Re: Add the ability for servers to turn off the aim deviation mechanic
There is too many factors to take the tame to list all in one, its obvious, the rifles are still front accurate within the sights up close. Its one deviation system for all distances, so widest deviation is still accurate up close. At distance you want deviation, like all games have.
Here its
-MOA of impact from point of aim at distance
-First shot then stance correction unless you take the extra second
-Movement to shooters stance, heavy breathing
-The simulated mental confidence of taking a shot and how long you hesitate to make sure everything is right
-going from peeking to taking cover
-Movement while shooting
-Panic firing
-recoil
-turning body fast versus slow while aimed scanning
Nothing is wrong with deviation. It takes a confidence to swing a bolt action around and pull the trigger, then you realize you missed and its the enemies turn sending you running right when you miss.
Here its
-MOA of impact from point of aim at distance
-First shot then stance correction unless you take the extra second
-Movement to shooters stance, heavy breathing
-The simulated mental confidence of taking a shot and how long you hesitate to make sure everything is right
-going from peeking to taking cover
-Movement while shooting
-Panic firing
-recoil
-turning body fast versus slow while aimed scanning
Nothing is wrong with deviation. It takes a confidence to swing a bolt action around and pull the trigger, then you realize you missed and its the enemies turn sending you running right when you miss.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
