There have been a few hints as to an indicator to show when your rifle is most accurate. I understand that deviation is just a duct tape solution for not having sway and your environmental affect your shot. But what if we animated the aimsight to sway *just* a bit so that it's just noticeable. It would allow you to judge when your shot would be most accurate, and could also look cool, imo.
I also understand that people have suggested implementing sway directly to the guns deviation, however I don't think anyone has suggested it be used as an indicator for deviation.
This feature has been discussed before 0.8 and i dont know what the verdict was, if it is not doable or that there wasnt enough time to make animations for this, i dont know. But there was talk of having some sort of indicator in the near future.
[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
While a decent idea, sway would not be connected in any way to where the bullet would actually land, so you can imagine a bunch of nubs whining that the weapons are even MORE innacurate, even though they just added an animation to the screen.
Secondly, because (as far as I know) it's not possible to make the sway happen whenever you move, turn, or anything. It would only show up when you first pull up the scope.
@ Celestial1, I was worried about this, but I don't know the limitations of the engine. But couldn't it work a bit like the old crosshairs that would expand or contract to give you an idea of the deviation? I don't know if this can translate into an aimsight animation, but one can always try...
The difference between sway and the 'auto-adjusting crosshairs' from BF2 is simply the medium in which you wish to represent this.
Sway would simply wobble around in a predefined pattern (always dipping left, then pulling right before centering on the screen. Never reversed, never exaggerated, nothing) and would give you no actual indication as to how close you are to min or max deviation.
The crosshairs, however, are simply a 'circle', if you think about it. The 4 hairs move up/down, or left/right until they are within the 'area' of deviation. What in the scope could you get to move, that would be realistic? Unfortunately, I don't know of any scopes that have working parts that tell you how perfect your aim is. So a stark, non-immersive deviation indicator just simply will NOT work.
Now, honestly, there is no way to 'indicate' deviation in a proper way, due to the BF2 engine. It's simply impossible to either make the scope follow the current deviation (as the deviation is constantly changing where you are 'aiming'. Sway will only, honestly, be a little bugger of a thing to say 'ok, you've waited one second since scoping in. you're ready.'
In all honesty, a deviation indicator as we have now is almost useless. It's a literal 1.5 second wait, max, before you reach your deviation, granted you haven't moved about. For those who don't know... there is a MINIMUM deviation. You don't just get a magic line to your target after a few seconds. The bullet will always land somewhat off your crosshair, no matter what you do. However, aiming center mass and firing rounds slowly and deliberately will effectively hit an enemy, moving or not, usually within 5 shots or less, at 200-300m. At close range, it's somewhat borked, but using fully-automatic and just leading the center of your spray to the target always works. You may waste half a clip for just one guy, but that's one half clip versus one death.
Once we move to the Unreal 3 engine with Red Orchestra's modifications, or some other Cur/Next-Gen engine, and the DEVs slave for years to get everything in game, then we'll see weapon sway and such. Until then, you've got to learn to accomodate around the primitive deviation system. Try to find some material that Wolfe has posted, read it up and you'll understand some more about deviation, and if you think like I do, you'll get a lot better at it. Otherwise, good luck.
There is a major flaw with using scope animations to measure walking deviation settle times: the movement animation will play only if you are moving while scoped. The animation will NOT play if you stop then scope in. So for example, if you are walking then instantly stop and scope in, your scope animation would be perfectly still even though your deviation is still taking time to settle. To make it work, you would have to walk then scope in while still walking.
In the heat of battle, most people will not remember to scope in first before coming to a stop and therefore the aimsight as a deviation indicator would be unreliable.
McLuv wrote:Oh well, we can always brainstorm ideas though, right?
Of course! We should always encourage it.
But I figure, let 'em know exactly why it can't happen so he can brainstorm down another venue and perhaps he could be the one who thinks of an idea that solves everyone's problem.