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Re: Weapon Deviation Indicator

Posted: 2008-07-15 09:49
by tanky
Anxiety wrote:they could use the suppression effect without the sound... when you scope in you get that effect (really quickly) and it just goes from unfocused to focused, this could indicate you don't know hwhere your aiming.. and it would be a realistic way to say " why aren't my bullets going here?" -why ??

becuase you haven't focused yet..


Anxiety.
yep that is a good idea as well...basically anything that stops the guess work! ;p

Re: Weapon Deviation Indicator

Posted: 2008-07-15 17:58
by frrankosuave
Moving targets are really a pain to hit nowadays. if I follow a target from side to side, I rarely hit and am currently wondering if it is because of deviation or poor aiming/leading. I have two things working against me (well three if you allow lag). I hold still and the target moves or I move my rifle and the accuracy lessens. Where is the 'win' here?

I'd like to add that I am a fairly good shot from the hip, in real life (or so i think). After 2-3 shots I am pretty much dead nuts on for a human sized target within 50 yards. I can squeeze off rounds fairly quickly and judge my accuracy by where I see the bullet impacts. I make adjustments to my aim based on the feedback I see, and like I say, am able to hit a man-target within seconds. Not that I would do this regularly at 50 yards (or even recommend it), I do think it is mentionable. Now enter the deviation system. If I try to adjust my aim based on visual feedback, I am possibly inducing an unknown amount of deviation causing me to miss badly and never get better. Case in point. I am on 2nd story roof top, enemy is running toward me but a ground level (probably less than 10 yards). enemy does not see me. i begin to fire (aimed or not doesn't matter). bullet hits behind, above, below, behind, ahead, and then enemy is out of sight behind building.

If nothing else, can we add the throwing of the entire gun? That's what I wanted to do.

Re: Weapon Deviation Indicator

Posted: 2008-07-15 22:27
by Drav
I just think we need a little less deviation when first sighting in, but always have a tiny bit even after sighting in, or make it take 5 seconds of not moving the weapon quickly for max accuracy. Makes shooting at long range difficult, makes shooting a closer range more like RL. As said above, at below 50m I can shoot better than the PR soldiers at present, as my first shot doesent usually miss by 15 degrees!

Agree there shouldnt be a visual indicator of any kind, only class that might be debatable for is the sniper. If you are putting it in for the sniper, you want the deviation bar to pulse up a little once a second so you have to fire between heartbeats for max accuracy :)

Re: Weapon Deviation Indicator

Posted: 2008-07-16 08:57
by tanky
Mescaldrav wrote:Agree there shouldnt be a visual indicator of any kind, only class that might be debatable for is the sniper. If you are putting it in for the sniper, you want the deviation bar to pulse up a little once a second so you have to fire between heartbeats for max accuracy :)
Im still baffled why people feel this? A soldier in real-life KNOWS when he is ready to shoot accurately, he does not have to count seconds down or guess! A tiny visual indicator to tell you when your soldier is ready to fire with accuracy is much more realistic than guessing when your own body is in position to fire. No?? I like the idea of the scope blurring into focus over 2-3 seconds to simulate getting the gun ready...that would be a nice indicator that doesnt have any HUD stuff for all you peeps that hate the idea of HUD inclusion. Also you could shoot straight away but it would be a bit blurry so accuracy would drop..just like real life i guess! :)

I agree the deviation should be lessened though...it is a bit of a lottery atm and sometimes kicks 'skill' in the nuts, to the point of eye-watering. If people complain they are being shot so easily, then maybe they will start looking both ways before crossing the road..or just find themselves an M16! >D

Re: Weapon Deviation Indicator

Posted: 2009-10-02 12:00
by l|Bubba|l
Could another DEV comment on this suggestion?

I would recommend a tiny little dot that moves up and down under the center of the screen.
And I really don't know why people would find it unrealistic to know when your weapon is aligned to your target.

Re: Weapon Deviation Indicator

Posted: 2009-10-02 12:29
by burghUK
sorry but...it detracts from realism... silly idea in my opinion.

Re: Weapon Deviation Indicator

Posted: 2009-10-02 12:44
by rampo
Actually some blur around the screen closing in to the center would be kind of a awesome looking effect to display the deviation :)

Re: Weapon Deviation Indicator

Posted: 2009-10-02 12:51
by l|Bubba|l
crAck_sh0t wrote:sorry but...it detracts from realism... silly idea in my opinion.
Make a suggestion for an functioning indicator that doesn't detract you from realism but without any indicator it's not realistic at all.

Real weapon sway and other advanced animations that show us the alignment of our weapon would be nice but since we can't have that we need some kind of workaround.

Re: Weapon Deviation Indicator

Posted: 2009-10-02 13:11
by gazzthompson
crAck_sh0t wrote:sorry but...it detracts from realism... silly idea in my opinion.
it dose not, deviation in its self is unrealistic as IRL you would be able to see the weapon sway and when it crosses the target. this is not ingame (and not possible iirc) so a visual assist maybe like the HAT would be more realistic than we currently have.

Re: Weapon Deviation Indicator

Posted: 2009-10-02 13:18
by SkaterCrush
I like the blur idea, it keeps it in the semi realistic area, so there are no meters or bars, but it might be sort of hard to see etc. I think Gazz's idea is a good one, I was actually thinking about why it wasn't ingame already.

Re: Weapon Deviation Indicator

Posted: 2009-10-02 13:51
by Ccharge
crAck_sh0t wrote:sorry but...it detracts from realism... silly idea in my opinion.
Alot of things detract from realism in PR. For example do you have a counter of how many mags you have left? Or the ability to be able to drive a tank after getting the right kit? If anything this would be more realistic. Either it being blur or a bar. In real life you can see when your weapon isnt on target or your weapon is moving to much. In PR that isnt here.

Howcome when people hear something about a hud they automaticlly go "Zomg! Unrealistic!" I really don't care if it helps gameplay.

Re: Weapon Deviation Indicator

Posted: 2009-10-02 14:44
by Smegburt_funkledink
I have never fired a rifle or pistol IRL so the following is full of assumptions and brain farts:

The more you get used to a firearm, the better feel you get for settling the weapon before and after firing a shot. Meaning that you become familiar with the way the weapon kicks, how much it weighs and how easy/ difficult it is to aquire targets at long/ close range.

So, a British soldier will be used to the rate of fire with an L85 fairly well as too would a German be used to the feel of a G36. They aren't going to try and fire 3 shots a second at a target 300 meters away, they would know all of the factors of settle time and recoil without even holding the weapon. That being said, they know the capabilities of the weapon and themselves whilst on the firing range and/or in battle.

In PR, you have no limitations with the expense of ammunition or maintainance of weapons. Go into a training server, grab an M4, AK, whatever and practice shooting at walls at various ranges and you will get used to the 'feel' of the weapon. You'll soon learn practical rates of fire with single shots for any weapon.

Adding stuff to the H.U.D will certainly spoil the emmersive look of the game and breathing sounds will become repetitive and annoying.

Re: Weapon Deviation Indicator

Posted: 2010-03-24 05:14
by sickly
PRC_Heavy_Z wrote: Visual Idea 2
There could be another HUD near the magazine counter that shows the weapon deviation, kind of like the temperature gauge. As accuracy increases, the gauge goes up and when accuracy decease the gauge goes down.
So what's the status on this? Has anyone been looking into it?

Re: Weapon Deviation Indicator

Posted: 2010-03-24 05:53
by BlackMagikz
i think visual approach is better , i personally would suggest a little weapon wobling

Re: Weapon Deviation Indicator

Posted: 2010-03-24 08:09
by Trooper909
[R-CON]Rudd wrote:Its not a rediculous suggestion at all, especially for snipers? Visual idea 2 sounds best to me.
Its allready in for snipers press 3 to start the breathing.


I dont see any problem with the way it is just count in your head.
But im not opposed to the idea either just so long as the indicator is very subtle.
Number 1 sounds best to me.

Re: Weapon Deviation Indicator

Posted: 2010-03-24 08:32
by AgentMongoose
The blurring would be best in my opinion. If it could blur around the sight reticle for a moment or two it would simulate the human eye refocusing to the sight.

My $ .02

Re: Weapon Deviation Indicator

Posted: 2010-03-24 14:04
by Dev1200
PRC_Heavy_Z wrote: Visual Idea 1
One could make a SLIGHT blurring effect on the edge of the screen when the sight is up and the weapon deviation is high (IE. after sprinting and running around). When one settles down, the blur effect will slowly dissipate at the rate of accuracy recovery and disappear completely when the weapon is at max accuracy. This Blur effect will not take place when the sight is not raised.

Sound idea 1
This would be similar to ArmA. Play various breathing and heartbeat sounds with different state of weapon deviation. quiet and slow breathing for minor movement/deviation, moderate deviation/breathing after jogging around, and for high deviation such as after sprinting moderately fast breathing with quiet but fast heart beat. When the sight is raised and there is no deviation, the sound should be controlled and steady breathing. No sound played when there is no deviation but sight is not raised.


This. Have an immensely quiet breathing added, similar to metro2033's but much quieter. Plus the "blur" on the side of the screen would be nice.

Also, press 3 for snipers wouldn't work for assault rifles. You'd keep changing the firing mode from 1 to A/3 lol.

Re: Weapon Deviation Indicator

Posted: 2010-03-24 15:31
by Startrekern
Honestly I kind of like the Visual #1 option. But it may not work since a blur is being added for ACOGs anyway.

Re: Weapon Deviation Indicator

Posted: 2010-03-24 23:41
by sickly
BlackMagikz wrote:i think visual approach is better , i personally would suggest a little weapon wobling
Afaik, nobody has found a way to make real view sway (i.e. it's merely an effect; you still shoot in the same place regardless of the sway--also easy to overcome via the ol' dot-on-screen trick). (The FH2 version is an animation loop; it doesn't reflect deviation.)

There's a PR forum thread on weapon sway here:

https://www.realitymod.com/forum/f10-pr ... y-fh2.html


The addition of a deviation meter in the corner of the screen as suggested by the OP seems to be the most practical way of going about it; it effectively allows the player to gauge deviation without interfering with the main view and killing immersion.

This also has the advantage of being equally applicable to any weapon and view type.

(The argument that it's an unrealistic HUD graphic--going against PR's clean HUD look--isn't really that relevant because it's just as, if not more unrealistic to be unable to accurately gauge deviation. And the argument that people should get used to the timing--again, irrelevant considering that the weapons get changed often and it puts newbies at great disadvantage purely for the sake of a clean screen.)

So I want to know if anybody is experimenting with this.

(The HAT crosshair animation is different from that of default BF2; it still however follows the same line as the default--only with the top bottom parts removed.)