the delayed aiming...

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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

the delayed aiming...

Post by hiberNative »

i've had some suggestions about content and changes, there's only one thing i urgently want changed; it's the aiming.

in real life when i stop and aim a handgun or rifle, i can squeeze the trigger as soon as i've aquired the target in my sight picture. this does not apply in project reality? instead you have the X amount of seconds delay to aquire aim... which means i'll have to sit with the enemy in my sighs and wait for the magic, invisible bar to fill up.

earlier (0.6 i think), you know you'd hit something if you were static and aimed through the ironsights.
a mate loves pr but only flies helos cause of this delay.

do you guys really like the "magic" delay?
i'd rather have visual sway or something, but most preferably the way it used to be.
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: the delayed aiming...

Post by gazzthompson »

hiberNative wrote:i've had some suggestions about content and changes, there's only one thing i urgently want changed; it's the aiming.

in real life when i stop and aim a handgun or rifle, i can squeeze the trigger as soon as i've aquired the target in my sight picture. this does not apply in project reality? instead you have the X amount of seconds delay to aquire aim... which means i'll have to sit with the enemy in my sighs and wait for the magic, invisible bar to fill up.

earlier (0.6 i think), you know you'd hit something if you were static and aimed through the ironsights.
a mate loves pr but only flies helos cause of this delay.

do you guys really like the "magic" delay?
i'd rather have visual sway or something, but most preferably the way it used to be.

visual sway isnt possible, and IRL when you stop, how far have you been running ? and how fast ?
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: the delayed aiming...

Post by Waaah_Wah »

Go easy on him guys hes from Sweden afterall :p
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: the delayed aiming...

Post by Rudd »

Its only a second or two
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: the delayed aiming...

Post by gazzthompson »

after running and when you stop, u have to wait 1.33 seconds IIRC, which is very shot tbh
Thermis
Retired PR Developer
Posts: 1537
Joined: 2008-01-27 15:05

Re: the delayed aiming...

Post by Thermis »

It's only a second or two, and IRL you have to understand that unless your under fire you don't have your weapon raised at all. It's slung across your chest. Even though you can get it up pretty fast it still takes a second or two. Since this can't be done ingame you have the delay as a place holder.
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: the delayed aiming...

Post by Spec »

As people already said - if the devs could, they would animate the weapon sway. But they cant, due to engine limitations.

So they had to chose between super accurate weapons and what we have right now.
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: the delayed aiming...

Post by single.shot (nor) »

dat engine limit thingy is wrong cus i havce played FH2 and here the devs have implemented a sway to all firearms and it differs from when u are standing, crouching or proning....

its a WW2 mod for bf2..
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
Spec
Retired PR Developer
Posts: 8439
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Re: the delayed aiming...

Post by Spec »

Yes, we know. but in FH2 its just faked - there is no real sway, the bullet still comes out of the center of the screen.

So all you'd need to do to exactly know where you're shooting at is pressing Q to aim with the middle of the "SPOTTED" word.
WildBill1337
Posts: 317
Joined: 2008-08-02 21:47

Re: the delayed aiming...

Post by WildBill1337 »

well, i understand, but the terrible precision while walking with the sights up ought to be changed.
hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: the delayed aiming...

Post by hiberNative »

i understand what you are all saying, but i hate the fact that i have the weapon on target and steadied but won't shoot at where i'm aiming.

how about this: to not show the rifle (or not be able to zoom in) at all until you're able to hit what you aim at?

i liked the "laser accuracy" a few patches back.
at the end of the day it's still a game.
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LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: the delayed aiming...

Post by LithiumFox »

hiberNative wrote:i understand what you are all saying, but i hate the fact that i have the weapon on target and steadied but won't shoot at where i'm aiming.

how about this: to not show the rifle (or not be able to zoom in) at all until you're able to hit what you aim at?

i liked the "laser accuracy" a few patches back.
at the end of the day it's still a game.
some weapons have this issue... my most specific issue i have is with the Chinese rifles at Kyongan'Ni... o.o over the river... ^_^ it's terrible! hehe

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Re: the delayed aiming...

Post by ReaperMAC »

hiberNative wrote: i liked the "laser accuracy" a few patches back.
at the end of the day it's still a game.
And I absolutely hated it.
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hiberNative
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Joined: 2008-08-08 19:36

Re: the delayed aiming...

Post by hiberNative »

ReaperMAC wrote:And I absolutely hated it.
yeah, well there's always someone...
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bosco_
Retired PR Developer
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Re: the delayed aiming...

Post by bosco_ »

ReaperMAC wrote:And I absolutely hated it.
x2
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mammikoura
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Joined: 2006-09-19 04:26

Re: the delayed aiming...

Post by mammikoura »

hiberNative wrote:yeah, well there's always someone...
in this case I bet there are quite a few "someones"
Laser accuracy promotes run & gun which is exactly the opposite of what this mod is about.
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ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Re: the delayed aiming...

Post by ReaperMAC »

mammikoura wrote:in this case I bet there are quite a few "someones"
Laser accuracy promotes run & gun which is exactly the opposite of what this mod is about.
Exactly, another point and click game would be crappy.
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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: the delayed aiming...

Post by hiberNative »

mammikoura wrote:in this case I bet there are quite a few "someones"
Laser accuracy promotes run & gun which is exactly the opposite of what this mod is about.
are you sure?
from my experience, people running and gunning went down fast with the old system. people stayed out of sight and kept their heads down more.
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WildBill1337
Posts: 317
Joined: 2008-08-02 21:47

Re: the delayed aiming...

Post by WildBill1337 »

hiberNative wrote:are you sure?
from my experience, people running and gunning went down fast with the old system. people stayed out of sight and kept their heads down more.
exactly. now, with the reduced precision, i see people run out and get people to shoot at them (because they know that the enemy most likely wont hit them) in order to find the relative position of enemies.
101 bassdrive
Posts: 514
Joined: 2007-02-20 15:04

Re: the delayed aiming...

Post by 101 bassdrive »

I really like the OP´s thoughts, liked his wish list for .8, shows some deep thoughts and Im not only saying that because hes swede ( back off waahwaa youz silly norsk ;P)

Im not to keen on the deviation, delay, automated effectiviness myself either... imo its a coded barrier which edges itself between me and the actual game. sort of an unskiller, making us all daft privates. the suppression effect is even worse. not to talk about actual flight physics... just outragiously balmy and only suiting mediocre 13 year olds ( climb rate, abrubt tail rotor influence loss, hyper minus g rate decent.. bla) thats why I dont play the mod atm. its project wannafeel sheepish.

I believe I understand what youre saying. back in the days when the guns were devastating and lethal, you wouldnt even dare thinking of charging around the corner. you would wait or toss a, back then, deadly grenade over 1 or 2 corners. I still, in this context, cant understand the nerfing of skilled aim and grenades. it just doesnt make sense. back in .5 days youd stay the F out of risky situations because you knew that if a skilled ( adept player.. veteran) was around that CQC corner or whatever.. youd be dead in a blink of an eye. waiting exactly behind the corner would be just as deadly because grenades did what they did, kill.
its just what has happend, PR has become more and more of an RTS, where strategy means that slowthinking, dull persons have whined enough to dumb down the whole game to an A means B so I do C thing. it aint even rockscissorpaper anymore. its just plan A and nothing else. doing plan A1, as little more effective it is, means so much more. Its so darn effing easy to win over most players, be it team, squad or individual wise. yeah, cocky, I know, but screw me, alright. I cant really go indepth to your question since it brings back so fond memories of tactical CQC which simply isnt there anymore. guns are quite accurate. thats why theyre feared.
but most players seem to want that WWII experience where twenty thousand bullets flew, and 2 were killed. just to get that prolonged ambiental fear factor. hey, the fear factor was to know that any of those could kill you but well, whatever, right. its saturday morning I was out doing other things. regretfully, sorry DEV's, I doubt .8 will bring back the fierce stuff most of the core was used too. Ima stop now before its morphing into an obvious rant.
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