One thing that always bothered me about PR(or bf2) is that there is no weapon sway, Yes i know it's probiliy hardcoded. Right now all the weapons are way too Accurate (Gameplay wise), right now as riflemen i can take split second long range head shots.
Today i was playing as the Chinese vs the Brits, I went rifleman and a squad was useing a bunker... and i just HS'ed about 3 of them before i felt sorry for them, and I just felt like i was playing unrealistic.
To reduce the accuracy would add much more depth in reality, tactics and mostly cover. No longer will you be aiming at the head but you would aim at the body, because it is more practical!
I always thought PR was about Gameplay realism and not of 100% literal realism.
P.S I have been playing PR for quite awhile but never really participated in discussion.
Deacreased Weapon Accuracy
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Ghostrider
- Retired PR Developer
- Posts: 2585
- Joined: 2006-01-04 02:56
The weapon sway feature is not hardcoded in BF2. Its not even available as far as I know. I understand it was added for BF2142 though..Smellyelly wrote:One thing that always bothered me about PR(or bf2) is that there is no weapon sway, Yes i know it's probiliy hardcoded. Right now all the weapons are way too Accurate (Gameplay wise), right now as riflemen i can take split second long range head shots.
Today i was playing as the Chinese vs the Brits, I went rifleman and a squad was useing a bunker... and i just HS'ed about 3 of them before i felt sorry for them, and I just felt like i was playing unrealistic.
To reduce the accuracy would add much more depth in reality, tactics and mostly cover.
Unfortunately, reducing weapon accuracy is not a solution to the problem and will only cause more problems. In the end, there is no problem solved, only one more problem added.
-Ghost
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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
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VipersGhost
- Posts: 1171
- Joined: 2007-03-27 18:34
You know I don't mind that the weapons are so accurate...its kind of something we have to live with until the RL weapon MOA (Minute of Angle...RL deviation) is added in. Now there are a couple of things on my mind for this issue.
1-Now I've heard that artificial weapon sway can be added in (FH2 maybe?)...as your crosshairs float around but gun is still accurate to the center of the screen. NOW I would hate to have artificial sway all the time as theres no way to control it(unrealistic). BUT I would def like to see it(slightl sway) for the first 1 second (more or less) as you site the gun in.
2-Animate the aiming of all the guns like the support gun has.
3- Now this is a strange one, does anyone notice that if you are standing up and bring you sites up....your sites actually take a couple of seconds to become perfectly accurate. It's true, if you watch you scope sites right after you aim...they ever so slightly move and become more accurate as to where the bullet ACTUALLY goes. This is why sometimes we've been running, pulled up our scope and poped a 150 headshot only to see it miss. I'm not sure if every gun is like this but I garuntee its there....but ever so slightly. The reason I bring this up is that its possible that this "site-in" timing could be altered and increased to realistic values.
1-Now I've heard that artificial weapon sway can be added in (FH2 maybe?)...as your crosshairs float around but gun is still accurate to the center of the screen. NOW I would hate to have artificial sway all the time as theres no way to control it(unrealistic). BUT I would def like to see it(slightl sway) for the first 1 second (more or less) as you site the gun in.
2-Animate the aiming of all the guns like the support gun has.
3- Now this is a strange one, does anyone notice that if you are standing up and bring you sites up....your sites actually take a couple of seconds to become perfectly accurate. It's true, if you watch you scope sites right after you aim...they ever so slightly move and become more accurate as to where the bullet ACTUALLY goes. This is why sometimes we've been running, pulled up our scope and poped a 150 headshot only to see it miss. I'm not sure if every gun is like this but I garuntee its there....but ever so slightly. The reason I bring this up is that its possible that this "site-in" timing could be altered and increased to realistic values.
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fuzzhead
- Retired PR Developer
- Posts: 7463
- Joined: 2005-08-15 00:42
Agree with VipersGhost: there is no way you can be at full sprint, pull your sites up and instant accurate out to 300 meters.... there should be much longer 'site-in' time: minimum 5 seconds IMO.
This will make players who are more stationary, better shots. As it is right now, there is absolutely no reason to EVER stay still in game, and that is very unrealistic
This will make players who are more stationary, better shots. As it is right now, there is absolutely no reason to EVER stay still in game, and that is very unrealistic
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Smellyelly
- Posts: 13
- Joined: 2007-05-13 02:30
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Sabre_tooth_tigger
- Posts: 1922
- Joined: 2007-06-01 20:14
Yep what fuzz said. Nothing wrong with guns that are accurate but not instantly and perfectly every time.
Probably cant be altered though. The radius on ricochet sound/effect could be larger? which may effect how people play with surpressive fire.
Is it my imagination or does insurgency for hl2 do something with running that stops you turning immediately till you stop properly, I like that
( thats if its delibrate not just my dodgy net lag in hl2)
Probably cant be altered though. The radius on ricochet sound/effect could be larger? which may effect how people play with surpressive fire.
Is it my imagination or does insurgency for hl2 do something with running that stops you turning immediately till you stop properly, I like that
( thats if its delibrate not just my dodgy net lag in hl2)
Last edited by Sabre_tooth_tigger on 2007-08-09 06:54, edited 1 time in total.

