shotguns
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pasfreak
- Posts: 645
- Joined: 2007-07-13 01:50
yeah the shotguns are really really inaccurate here. people who have shot one before can vouch for this.
*PAS*
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."
"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."
"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
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Warmagi
- Posts: 299
- Joined: 2007-09-17 12:14
Agree, shotguns should rule on street and their not cause they are not effective weapon. They good just for face to face action aka knife combat.
[R-MOD]Mongolian_dude: ...remember to show as much respect to the new players as the veteran players. Todays 'noob' is tomorrow's 'Vet'.
Reddish_Red: We're fine...
Random.. ehmmm... "player": Give me the chopper. No. I want to fly. No. But I want to, get out from it now or I TK you. ... ... ... No
Reddish_Red: We're fine...
Random.. ehmmm... "player": Give me the chopper. No. I want to fly. No. But I want to, get out from it now or I TK you. ... ... ... No
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Superior Mind
- Posts: 161
- Joined: 2007-02-15 01:55
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TristanYockell
- Posts: 340
- Joined: 2007-01-21 05:03
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nedlands1
- Posts: 1467
- Joined: 2006-05-28 09:50
The spread of a full choked shotgun is approximately 1" for every yard. This translates to ~2.78m spread for every 100m. This translates to ~1.59 degrees of spread. The BF2 engine seems to work with radii instead of diameters when it comes to projectiles so this value is halved to ~0.795 degrees. You change the "ObjectTemplate.deviation.subProjectileDev" modifier value from "3" to "0.795" and you have a fairly accurate buckshot spread. To test this I shot a box which was ~1 wide at 36m away on Operation Ghost Train and found that the spread neatly fell within that 1m area.
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HughJass
- Posts: 2599
- Joined: 2007-10-14 03:55
Wow great job! good info my friend. We just need to get this in to the game.nedlands1 wrote:The spread of a full choked shotgun is approximately 1" for every yard. This translates to ~2.78m spread for every 100m. This translates to ~1.59 degrees of spread. The BF2 engine seems to work with radii instead of diameters when it comes to projectiles so this value is halved to ~0.795 degrees. You change the "ObjectTemplate.deviation.subProjectileDev" modifier value from "3" to "0.795" and you have a fairly accurate buckshot spread. To test this I shot a box which was ~1 wide at 36m away on Operation Ghost Train and found that the spread neatly fell within that 1m area.
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nedlands1
- Posts: 1467
- Joined: 2006-05-28 09:50
There is more to be done then just fiddle with the accuracyHughJass wrote:Wow great job! good info my friend. We just need to get this in to the game.
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Warmagi
- Posts: 299
- Joined: 2007-09-17 12:14
Body armor or not shooting someone in the face will make a black pudding out of it 
[R-MOD]Mongolian_dude: ...remember to show as much respect to the new players as the veteran players. Todays 'noob' is tomorrow's 'Vet'.
Reddish_Red: We're fine...
Random.. ehmmm... "player": Give me the chopper. No. I want to fly. No. But I want to, get out from it now or I TK you. ... ... ... No
Reddish_Red: We're fine...
Random.. ehmmm... "player": Give me the chopper. No. I want to fly. No. But I want to, get out from it now or I TK you. ... ... ... No
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Sgt_Canadian_Floss
- Posts: 260
- Joined: 2007-09-16 15:11
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nedlands1
- Posts: 1467
- Joined: 2006-05-28 09:50
DEV response?nedlands1 wrote:The spread of a full choked shotgun is approximately 1" for every yard. This translates to ~2.78m spread for every 100m. This translates to ~1.59 degrees of spread. The BF2 engine seems to work with radii instead of diameters when it comes to projectiles so this value is halved to ~0.795 degrees. You change the "ObjectTemplate.deviation.subProjectileDev" modifier value from "3" to "0.795" and you have a fairly accurate buckshot spread. To test this I shot a box which was ~1 wide at 36m away on Operation Ghost Train and found that the spread neatly fell within that 1m area.
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MikeDude
- Posts: 941
- Joined: 2007-10-25 12:07
i think you got a great point there mate
its not my faforite weapon but maybe that will change after the gun changed..
and does the shotgun has a normal aiming just like every other weapon? or does it still have the bad aiming when you click right mouse button.
its not my faforite weapon but maybe that will change after the gun changed..
and does the shotgun has a normal aiming just like every other weapon? or does it still have the bad aiming when you click right mouse button.
Last edited by MikeDude on 2007-10-25 21:35, edited 1 time in total.
Reason: forgot a part
Reason: forgot a part
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DarkTalon
- Posts: 711
- Joined: 2007-03-22 00:17
I don't mind the saiga now, it has a really nice firing rate, especially in close quarters, if you click that mouse fast enough when in a tight space such as the VCP, you can walk around a hesco block, see a british soldier, blindly shoot four times in his direction, and theres a body on the ground when you open your eyes. 
but a little more damage and accuracy never killed anyone
[/irony]
but a little more damage and accuracy never killed anyone
[/irony]

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zardez
- Posts: 128
- Joined: 2007-10-14 17:18
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nedlands1
- Posts: 1467
- Joined: 2006-05-28 09:50
DarkTalon wrote:I don't mind the saiga now, it has a really nice firing rate, especially in close quarters, if you click that mouse fast enough when in a tight space such as the VCP, you can walk around a hesco block, see a british soldier, blindly shoot four times in his direction, and theres a body on the ground when you open your eyes.
but a little more damage and accuracy never killed anyone
[/irony]
Actually if you made the changes I suggested (chocking back the shotgun) then the damage would probably have to be reduced either by fiddling with the "distance to minimum damage" modifier or the base damage. This is because The shotgun would have the same stopping power at point blank as at 18m (~ spread is a body width).
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General Dragosh
- Posts: 1282
- Joined: 2005-12-04 17:35
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Teek
- Posts: 3162
- Joined: 2006-12-23 02:45
I saw a tester video where they where testing damage drop off, perhaps that would help your quest for a more realistic shotgun?
http://www.youtube.com/watch?v=x5XzTDwKR7E
http://www.youtube.com/watch?v=x5XzTDwKR7E

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Doc_Frank
- Posts: 246
- Joined: 2007-03-12 21:13
Yesterday I unloaded a couple of cartridges on some Brits in Op Ghost Train to reply to their bullets. They won 100%...
Even when my attack was a clean shot from fairly close range, they shrugged it off, found me and finished me off. In vanilla this rate of damage is alright, since speed is faster there and I used to roll with Jackhammer anyway.
The shotgun was an instant-kill weapon there (given the range). But in PR they are like ticklers, since you probably won't get close like trying to bunnyhop the G36's burst and cover a whole room with buckshots.
I agree with nedlands1's suggestion about the choke and power, and really loved the mentioning about the disorienting effect. So DEVs! Apart from mostly every PR fan's wish to rationalise the shotguns' physics, would a secondary effect be possible? Causing minor flashbang effects, or the blur that a seriously wounded soldier experiences?
I agree with nedlands1's suggestion about the choke and power, and really loved the mentioning about the disorienting effect. So DEVs! Apart from mostly every PR fan's wish to rationalise the shotguns' physics, would a secondary effect be possible? Causing minor flashbang effects, or the blur that a seriously wounded soldier experiences?
"The torture never stops."
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Lucid Nightmare
- Posts: 538
- Joined: 2006-06-24 09:33
RE Shotgun damage:
While at close range, if the target was wearing body armour, it would not be as likely to kill them, it would certainly incapacitate them. Broken ribs, torn muscles, possible internal bleeding not to mention it would hurt like a motherfucker. Chances of fighting back anytime soon are below minimal.
While technically they are not killed in reality, for all intents and purposes, they would be in BF2.
While at close range, if the target was wearing body armour, it would not be as likely to kill them, it would certainly incapacitate them. Broken ribs, torn muscles, possible internal bleeding not to mention it would hurt like a motherfucker. Chances of fighting back anytime soon are below minimal.
While technically they are not killed in reality, for all intents and purposes, they would be in BF2.
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LtSoucy
- Posts: 3089
- Joined: 2007-03-23 20:04




