[Gameplay] Deviation modifications

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Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: [Gameplay] Deviation modifications

Post by Tirak »

[R-DEV]Jaymz wrote: With the changes mentioned, a sniper round will deviate 17cm @ 1000m. It's basically nothing. Couple that with the new crouch deviation for snipers i'd say you're definitely not getting "shafted".
Sniper

Changes

1. Increased crouch accuracy (accurate out to 600m)

2. Increased prone accuracy (accurate out to any viewable distance)
Kind of a general statement so I assume you can forgive me for not knowing exactly what you were talking about. I still think that if a sniper waits long enough deviation should go down to nothing, but that's not my call.
Caboosehatesbabies
Posts: 335
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Re: [Gameplay] Deviation modifications

Post by Caboosehatesbabies »

Oh, another thing, is the shotgun's deviation getting toned down? I know it's not a intended to be a combat weapon, and I think the fear is that, since it fires a slug, it could turn into a sniping weapon (silly, but true). But the fact that you can hold still and be 3 feet of target 3 feet away is a little silly.
Everyone wants to easily kill their opponent but nobody wants to be the one easily killed. That line of thinking escalates weaponry to the point where practically every soldier has a shoulder-mounted nuke launcher that when fired, automatically displays the text "pwnt".- [R-CON]Wolfe

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ReaperMAC
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Re: [Gameplay] Deviation modifications

Post by ReaperMAC »

This is freaking awesome. Looking forward to the improvements on the deviation model. :D Getting better than v.756 deviation every minute.
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Gameplay] Deviation modifications

Post by cyberzomby »

Outlawz wrote:Hmm I think 2 or 3 seconds would be better, now everyone's suppressive fire will look like this:
shot------shot-------shot-----

as opposed to shot---shot---shot now which pretty much scares the **** out of anyone who is smart enough not to stand around when being fired at.
Surpressing fire isnt that accurate remember. Its just firing in the general area. So you dont need to be a 100% accurate.

Ontopic:

Nice these changes! Longer firefights!
cyberzomby
Posts: 5336
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Re: [Gameplay] Deviation modifications

Post by cyberzomby »

no edit button:

Arent you worried that it will feel a bit more like battlefield 2 vanilla with the instant hits and stuff?
OkitaMakoto
Retired PR Developer
Posts: 9368
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Re: [Gameplay] Deviation modifications

Post by OkitaMakoto »

Looks good. I hope it helps quell some problems people have been having but at the same time, I hope it doesnt give in too much ;)

I think this sounds like a good mix, increasing settle time but then on the other hand increasing max accuracy... You'll still have to wait if you want accuracy but when you DO wait, youll be as you said, almost 2x as accurate as you are now. :) Me like.
scandhi
Posts: 293
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Re: [Gameplay] Deviation modifications

Post by scandhi »

Good job! :grin: :grin: Keep it comin!! We have faith! :mrgreen:
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cyberzomby
Posts: 5336
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Re: [Gameplay] Deviation modifications

Post by cyberzomby »

[R-DEV]OkitaMakoto wrote: I think this sounds like a good mix, increasing settle time but then on the other hand increasing max accuracy... You'll still have to wait if you want accuracy but when you DO wait, youll be as you said, almost 2x as accurate as you are now. :) Me like.
And that has me worried just a bit. I had no trouble hitting people. Only happened to me once in Close quarters. so now it will be like bf2 vanilla only with a wait time ahead of each hit.
Marmorkaka
Posts: 110
Joined: 2007-11-15 17:48

Re: [Gameplay] Deviation modifications

Post by Marmorkaka »

Looks good
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Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: [Gameplay] Deviation modifications

Post by Tirak »

cyberzomby wrote:And that has me worried just a bit. I had no trouble hitting people. Only happened to me once in Close quarters. so now it will be like bf2 vanilla only with a wait time ahead of each hit.
They claim that the deviation cone is smaller so CQB shouldn't be as much of a problem, though until we actually play it, we won't know.
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: [Gameplay] Deviation modifications

Post by Alex6714 »

Spaz wrote:I will get removed from the test team for saying this but damn I really miss the 0.6 deviation. It feels like im the only one who thougth it was perfect.
Fixed. :)

But this is interesting, have yet to see how it is played out. :)
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Vege
Posts: 486
Joined: 2008-06-26 23:12

Re: [Gameplay] Deviation modifications

Post by Vege »

decreasing the spread when not sighted is brilliant and will remove lots and lots of frustration when missing someone in the back from 2 meters.

I think these alterations will remove lots of whining when people don't understand whats happening.
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Danolboy
Posts: 61
Joined: 2008-02-11 13:43

Re: [Gameplay] Deviation modifications

Post by Danolboy »

Fair play to the Devs for listening to the community and being pro active about a very subjective issue. I don't think anyone can really know how these changes will affect the game dynamics until it's rolled out and we all get to try it in game.
Waaah_Wah
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Re: [Gameplay] Deviation modifications

Post by Waaah_Wah »

[R-DEV]Jaymz wrote:Some misconceptions between radius and diameter (don't worry, mistakes made on my part too :p ). I'm pretty certain it's actually more than just 0.4m wide for a BF2 soldier. Since with the system I posted about here, it's 10/10 hit rating when they're 250m away. That's tested in-game.
Ahh okay ;) Since you tested it ingame it should be alright, because the way you explained it, it seemed a bit wrong :)
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Gameplay] Deviation modifications

Post by cyberzomby »

Tirak wrote:They claim that the deviation cone is smaller so CQB shouldn't be as much of a problem, though until we actually play it, we won't know.
Well I wasnt worried that it would be a problem. Like I said, I didnt have a problem with the current set up. Im worried that it would look to much like the old system ( and vanilla ) but with the added waiting time in front of each shot.
DavidP
Posts: 951
Joined: 2007-03-23 04:20

Re: [Gameplay] Deviation modifications

Post by DavidP »

For Arguements sake can you please post the .75 and .8 deviation?
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agentscar
Posts: 1266
Joined: 2007-06-25 04:26

Re: [Gameplay] Deviation modifications

Post by agentscar »

Nice job guys,Glad Sniper rifle is being fixed..again,lol...
:)
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hall0
Posts: 1700
Joined: 2007-06-09 17:20

Re: [Gameplay] Deviation modifications

Post by hall0 »

So does that mean im able to hit targets again :D
DonDOOM
Posts: 819
Joined: 2007-02-10 11:42

Re: [Gameplay] Deviation modifications

Post by DonDOOM »

Just want to appologize for my last post, appereantly didn't read the post that well, but then again, my native language isn't english, so meh! :p

Glad that the weapons aren't made less accurate then they already are.
And for the record, I only stated that I was a member of the PRT because I found Read's post kind of offensive at the time. Thanks for clearing up the cone thing :)
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