Some thoughts on Deviation.
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Drav
- Retired PR Developer
- Posts: 2144
- Joined: 2007-12-14 16:13
Some thoughts on Deviation.
Deviation. Overall, I really like it.
Some thing I really like about it are:
No more instant hits. 200m laser accuracy after running a half mile isnt that likely. This new system reflects this.
Firefights last a lot longer
Suppression is more useful, as you firing at them might not kill them, but they cant shoot at you so well.
All of the above brings your team mates into play much more. Now firefights arent instant headshots, your team becomes a lot more useful.
Some things I think could improve the system:
I have noticed that as soon as you move, even a little bit, you have to settle for 1-2 seconds again. I think the deviation should reflect how much you have moved, so simply moving a metre or so should not affect your aim as much as it does now.
Also I'd suggest that when in the aim and moving your deviation should remain lower than it is right now. I find this is a problem a lot at close ranges. You are slowly moving with the weapon sights up, see an enemy at 30m and fire, and have the bullets deviate a huge amount. Although you have not run at all, and are moving only very slowly, your shots are spreading up to a metre and a half! Over a thirty metre range this is shocking accuracy, and at present for me, ruins close combat slightly.
Summary
I have tried to avoid the word 'realistic' here, but I shall have to use it once. Overall I think the deviation system works well at long range, presenting a much more lifelike depiction of what it might be like to take part in an infantry firefight than in 0.6, but close range seems unrealistically inaccurate. Distances under 20m suffer from too much deviation, and in CQB situations it is frustrating to see bullets hit everywhere except where you have aimed them. At long range I expect this, but at a range where you could probably throw the rifle and score a hit, the rifles need to go where you point, even when moving.
Opinions?
Some thing I really like about it are:
No more instant hits. 200m laser accuracy after running a half mile isnt that likely. This new system reflects this.
Firefights last a lot longer
Suppression is more useful, as you firing at them might not kill them, but they cant shoot at you so well.
All of the above brings your team mates into play much more. Now firefights arent instant headshots, your team becomes a lot more useful.
Some things I think could improve the system:
I have noticed that as soon as you move, even a little bit, you have to settle for 1-2 seconds again. I think the deviation should reflect how much you have moved, so simply moving a metre or so should not affect your aim as much as it does now.
Also I'd suggest that when in the aim and moving your deviation should remain lower than it is right now. I find this is a problem a lot at close ranges. You are slowly moving with the weapon sights up, see an enemy at 30m and fire, and have the bullets deviate a huge amount. Although you have not run at all, and are moving only very slowly, your shots are spreading up to a metre and a half! Over a thirty metre range this is shocking accuracy, and at present for me, ruins close combat slightly.
Summary
I have tried to avoid the word 'realistic' here, but I shall have to use it once. Overall I think the deviation system works well at long range, presenting a much more lifelike depiction of what it might be like to take part in an infantry firefight than in 0.6, but close range seems unrealistically inaccurate. Distances under 20m suffer from too much deviation, and in CQB situations it is frustrating to see bullets hit everywhere except where you have aimed them. At long range I expect this, but at a range where you could probably throw the rifle and score a hit, the rifles need to go where you point, even when moving.
Opinions?
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Pain
- Posts: 76
- Joined: 2008-01-18 19:28
Its ok on short distance. If you spot one near you you need to get cover and then fire aimed singleshot rounds to supress him 2 secs, your 4th should hit correct but most theyre down after the first few.
Only thing needs to be fixed is that when you crouched or proned you should able to move without deviation. If you movein stand up pos the deviation should be like it is.
TO THE DEVS: I really want a toggle crouch function
Only thing needs to be fixed is that when you crouched or proned you should able to move without deviation. If you movein stand up pos the deviation should be like it is.
TO THE DEVS: I really want a toggle crouch function
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A-10Warthog
- Posts: 1911
- Joined: 2007-01-03 01:28
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SnipingCoward
- Posts: 2326
- Joined: 2007-12-31 22:40
please add stance consideration to the list - i can't find it - or i just don't know another word for it that is already in the list - if so, sry for the post
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Got a common QUESTION? check here first: PR:BF2 FAQ, MUMBLE FAQ
"Hello, IT! ... Yes, have you tried turning it on and off again?"
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LtSoucy
- Posts: 3089
- Joined: 2007-03-23 20:04
Its the people playing in it. Not the game.Firefights last a lot longer
Once again. Its the people. But lives in PR or any BF2 game are not treasured so people dont care.Suppression is more useful, as you firing at them might not kill them, but they cant shoot at you so well.
All of the above brings your team mates into play much more. Now firefights arent instant headshots, your team becomes a lot more useful.
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Sabre_tooth_tigger
- Posts: 1922
- Joined: 2007-06-01 20:14
I think they have done the best they could really and its a pity even moving a tiny bit completely resets the accuracy but then you can completely change stance and still be ok, bf2 makes no sense so they have done ok considering
I like the long distance also, you get the ricochets instead of instant death which is how it should be when you arent dealing with a sniper.
Up close it really does seem easier to just spam shots, throw a nade or go for max overkill with rocket or c4. I do think a squad using bounding overwatch would find success but that takes alot of disipline
I like the long distance also, you get the ricochets instead of instant death which is how it should be when you arent dealing with a sniper.
Up close it really does seem easier to just spam shots, throw a nade or go for max overkill with rocket or c4. I do think a squad using bounding overwatch would find success but that takes alot of disipline
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Pain
- Posts: 76
- Joined: 2008-01-18 19:28
I think its perfect as its is ecept of crouched and prone moving, there should be no or less deviation.
The firefights now are much more intense till .7 the supressing fire now works perfect. Now you nead real combat tactics to survive not ultrafast aiming alone.
Now you need to cover your mates till moving instead all running to death, hehe...
But there is 1 big issue in the shooting sys. The recoil of ironsight guns should be the same as the recoil at scoped guns.
When i shoot a target with scoped and ironsight with same gun the recoil stay same.
Thats the advantage of an ironsight in close range combat.
At the moment the engeneer and the medic are underpowered, because the recoil of those guns is to much. They need same recoil like the scoped version. Then ironsight guns got useful in short and middle range against the scoped guns.
At the moment the ironsight < scoped in close combat. The reason is the deviation.
If i shoot scoped m4 3rnd burst with deviation on a 10 m target the rounds hit close to target.
If i do same with non scoped 3 rond burst the bullets fly elesewhere.
Thats a big issue and it needs to be fixed to balance scoped><non scoped deviation and realism.
Just my 2 cents about the shooting in pr at the moment
The firefights now are much more intense till .7 the supressing fire now works perfect. Now you nead real combat tactics to survive not ultrafast aiming alone.
Now you need to cover your mates till moving instead all running to death, hehe...
But there is 1 big issue in the shooting sys. The recoil of ironsight guns should be the same as the recoil at scoped guns.
When i shoot a target with scoped and ironsight with same gun the recoil stay same.
Thats the advantage of an ironsight in close range combat.
At the moment the engeneer and the medic are underpowered, because the recoil of those guns is to much. They need same recoil like the scoped version. Then ironsight guns got useful in short and middle range against the scoped guns.
At the moment the ironsight < scoped in close combat. The reason is the deviation.
If i shoot scoped m4 3rnd burst with deviation on a 10 m target the rounds hit close to target.
If i do same with non scoped 3 rond burst the bullets fly elesewhere.
Thats a big issue and it needs to be fixed to balance scoped><non scoped deviation and realism.
Just my 2 cents about the shooting in pr at the moment
Last edited by Pain on 2008-01-21 22:31, edited 1 time in total.
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Wasteland
- Posts: 4611
- Joined: 2006-11-07 04:44
I don't think you got what he was saying there.LtSoucy wrote:Its the people playing in it. Not the game.
Once again. Its the people. But lives in PR or any BF2 game are not treasured so people dont care.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
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Razick
- Posts: 397
- Joined: 2007-12-04 01:46
I agree on the decrease of deviation when sighted in and when crouched but it should be increased dramatically when moving in prone. I dont know about you but I sure am not talented enough to crawl and shoot accurately at the same time not to mention do that "axis" spin like if you are suspended in midair; I know I know nothing can be done about this but still its really annoying.
May be you can keep the prone sights deviation relaltively low to simulate the "slug" crawl as the movement when they are up is slow anyway so its a win win for realism. I just wish the prone movements were a little more like Raven Shield or Ghost Recon because right now its a joke but the people to blame is EA/DICE cuz they could care less about realism and they never will.
May be you can keep the prone sights deviation relaltively low to simulate the "slug" crawl as the movement when they are up is slow anyway so its a win win for realism. I just wish the prone movements were a little more like Raven Shield or Ghost Recon because right now its a joke but the people to blame is EA/DICE cuz they could care less about realism and they never will.
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General Fuct
- Posts: 85
- Joined: 2007-10-02 07:27
I also like the new aiming system, unsure if its been mentioned (had a quick browse) maybe some visual way of knowing your sight has steadied, I understand the bf2 engine can't do scope sway, in RL you see your scope stop swaying obvously but finding a way around engine deficiencies is the challenge...maybe something similar to the Heavy AT the 'closing bars' as I call them...
General Fuct - - Since 0.5J


