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Re: the delayed aiming...

Posted: 2008-08-10 04:31
by Wolfe
101 bassdrive wrote: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
You have no idea what you are talking about. If you really think the game is too dumb, slow, and whiny for you, then stop playing or start coding to change it. Otherwise, neither the players nor the developers want to be insulted by someone who doesn't bother to positively contribute.

Re: the delayed aiming...

Posted: 2008-08-10 04:46
by Anderson29
the only differance i find between earlier version and present version is that there are alot more scopes on the battlefield. therefore its mostly stay back and pick em off instead of suppress and flank...which is still used in present version is just not as much as it use to be. but that could also be due to the fact we have a lot more newer players. and i agree that most soldiers in todays wars have optics but TBH i do miss the early pr days where hardly anyone had zoomable optics.

o...and i think the wait 2 seconds is still so short and standing upright unsupported is to accurate. i'd like to see some of yall go watch soldiers do a stress shoot and watch them miss 150m targets. i remeber when i did mine i was sweating so bad i couldnt even see the targets...and if u dont know what a stress shoot is...ill tell u about mine cuz im sure they vary from soldier to soldier. but i had to pull a weighted akio(artic sled)as fast as i could about 100m sprint up a small hill 100m then engage 4 targets ranging from 50 to 200m while being yelled at and haveing snow balls thrown at you...not hitting u. after hitting all targets or fireing 10 shots u sprint into a trench...clear the trench engaging 2 targets then ur done. i feel like i forgot a part of it...but u get the idea. and i know its just a game and blah blah blah...but still if some want realism...there it is.

im not trying to be rude or anything...im just.....informing.

Re: the delayed aiming...

Posted: 2008-08-10 05:18
by Sadist_Cain
till I see a vid of someone running up and steadying their rifle and getting a perfect shot off to 100m (not to mention the 300m range of the rifle) then I'll start listening, till then all I hear is whining from people who think a realism mod should make rifles handle like a frigging mouse

as for this being a slow dull RTS, battles in real life ARE real time strategy not "Way hey point click kill point click kill check out my skills I defeat the enemy with my super uber aiming, woo hoo I win the war!"

I hear the same bitching from the same people when squadded up "Ohhh a headshot howd they do that they's the Hax this is stupid!"

Re: the delayed aiming...

Posted: 2008-08-10 14:03
by hiberNative
nice post,101 bassdrive. i share your frustration.

[quote=""'[R-CON"]Wolfe;760264']If you really think the game is too dumb, slow, and whiny for you, then stop playing.[/quote]
actually, he said he has stopped playing pr.
[quote="Anderson29""]i'd like to see some of yall go watch soldiers do a stress shoot and watch them miss 150m targets.[/quote]
Sadist_Cain wrote:as for this being a slow dull RTS, battles in real life ARE real time strategy not "Way hey point click kill point click kill check out my skills I defeat the enemy with my super uber aiming, woo hoo I win the war!"
i know you 2 want to point and scream at the "reality" in the mod's title. what i can say (and i know a lot of people agree) is that this is a game, and adding timed delays to everything isn't going to simulate reality in a pleasing way. first it was the insane vehicle spawn delay, and now the aiming delay.

running on foot through fools road cause you can't spawn anywhere, with your squad leader romantisizing the whole thing via voip is where a lot of us think that the "realism" is implemented wrongly. along with the whole aim delay ordeal.

Re: the delayed aiming...

Posted: 2008-08-10 14:35
by mammikoura
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.
yes, I'm pretty sure. Now, with this deviance delay, the one staying still has an advantage. So, the one who doesn't move > the one who moves. This is obvious.

Now, I see your point. We do have some guys who just run around. Guess what? They end up with a bullet in their head. (or chest mostly) They have no way to effectively engage the guy who was waiting for them. So, if you actually think running around all the time is a better tactic than staying still and moving slowly, well you are wrong.

Situation:
Person A is lying on a forest, person B is running towards him. They spot each other at the same time. (they are enemies)

How things go in the older version:
Person A starts shooting, person B dives to the ground and starts shooting. Equal chance to win.
(And then when you take into account that running will get you to the objective, where as staying still won't, WHY WOULD ANYONE STAY STILL?)

How it goes in 0.756:
Option 1:
Person A starts shooting, person B dives to the ground, tries to shoot but can't hit anything and is quickly killed.

Option 2:
Person A starts shooting, person B keeps on running and trying to find cover.
(now, if you notice, in both of these scenarios person B has no way of winning the fight. Therefore, run & gun doesn't work anymore)

101 bassdrive wrote: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.
Or he would be dead in a blink of an eye. You run around the corner and shoot him. Easy. (it really was quite easy, just aim and fire. If you are faster than him, he is dead. He certainly had no advantage)
WildBill1337 wrote: 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.
I have no idea which servers you are playing on but I'm certain it's a different one than those I usually play on. Rifles are VERY accurate in this mod. The precision hasn't gone anywhere, you just need to wait a second untill you get it. Yes, if everyone is running around then what you described might work but once you try it against someone who has been lying still for a few seconds you are dead meat. Like I said before, not moving > moving.

Re: the delayed aiming...

Posted: 2008-08-10 14:38
by Sadist_Cain
What the hell is realism then? a constant stream of vehicles so you dont have to worry about them ever getting destroyed?

Squadleader spawning back cos it makes the firefights so much cooler, (takes 5 bloody minutes to jog 700m)

It's the same old whining about wanting the minimap back for "situational awareness" (yea right, Balls), sure the aiming system needs tweaks which it's undoubtedly getting but it's far better than the point and click

It's like arguing to have crosshairs back so you "know where the middle of the screen is"

It's 1.33 bloody seconds for christs sake that's generous I doubt you've shot a rifle in your life even if you have can you get a crackshot off in 1 and a half seconds? I severly doubt it.

As PR gets better it gets harder if you cant handle the aiming system that only lacks a scope sway animation then bugger off to CS:S or summin that makes everything far more simple

simple fact is raising your sights and fixing you target is SUPPOSED to be MORE difficult than simply right clicking ffs

yes its a game but not a game designed to give you superhuman powers its made to bring the crack shot super aiming invincible gaming soldier down to a mortal level where nerds with the ability to control a mouse have no edge over a tactically thinking "soldier"

*bangs head against wall* FFS the aiming system isnt that hard anyway, like I said it's generous

Re: the delayed aiming...

Posted: 2008-08-10 14:57
by hiberNative
mammikoura wrote:yes, I'm pretty sure. Now, with this deviance delay, the one staying still has an advantage. So, the one who doesn't move > the one who moves. This is obvious.
since the delay was added, i've been killed my moving targets while being static numerous times, and vice versa.
Situation:
Person A is lying on a forest, person B is running towards him. They spot each other at the same time. (they are enemies)
person A will always have the advantage, even with the old accuracy.
1. he is static and awaiting person B.
2. he has a lower profile.
person B will have to stop and find the source while being fired at. he won't be able to win unless person A doesn't aim that good.
Sadist_Cain wrote:What the hell is realism then? a constant stream of vehicles so you dont have to worry about them ever getting destroyed?
not a constant stream, but a tad faster respawn to keep the gameplay flowing for everyone involved.
It's 1.33 bloody seconds for christs sake that's generous I doubt you've shot a rifle in your life even if you have can you get a crackshot off in 1 and a half seconds? I severly doubt it.
the difference is that in real life, i feel when i don't have control of the rifle. in the game, i don't. i have a magic cooldown that i have to wait for, and even when i do, bullets still fly out of the side of the barrel, sometimes unexplained.
simple fact is raising your sights and fixing you target is SUPPOSED to be MORE difficult than simply right clicking ffs
i agree, but the simple response would be to not add a feature that will confuse the aiming without some visual or audiable indicator that you can't shoot the rifle when your soldier is perfectly still and aiming at the target.

Re: the delayed aiming...

Posted: 2008-08-10 15:28
by Celestial1
hiberNative wrote:I agree, but the simple response would be to not add a feature that will confuse the aiming without some visual or audiable indicator that you can't shoot the rifle when your soldier is perfectly still and aiming at the target.
Use your imagination.

Re: the delayed aiming...

Posted: 2008-08-10 15:39
by Sadist_Cain
Celestial1 wrote:Use your imagination.
Indeed, there are holes in the mod that need patching and the visual representation of aiming is one of them.

Like I said I breathe the same way when I fire a gun in game as I do irl, the timings work out about the same *breathe in, out halfway, hold, shoot* rinse and repeat :D

No need to bring back robot aim though.

Hell imagine if the incoorperate ballistics into PR, then the bullets will hardly ever go where you aim then we'll all be happy :P

I would defo agree though, aim with sights up and walking needs a fix as it destroys urban combat

Re: the delayed aiming...

Posted: 2008-08-10 15:43
by hiberNative
Sadist_Cain wrote:Like I said I breathe the same way when I fire a gun in game as I do irl, the timings work out about the same *breathe in, out halfway, hold, shoot* rinse and repeat :D
must be funny when you do that, click the mouse and realize the recoil for the rifle is way higher than it should be in real life.
oh i forgot, the high recoil is there for balance...

Re: the delayed aiming...

Posted: 2008-08-10 15:46
by bosco_
All that stuff has been talked through so many times before...

Deviation is being improved for 0.8, but it is here to stay.

Re: the delayed aiming...

Posted: 2008-08-10 16:21
by turnpipe
[R-PUB]bosco wrote:All that stuff has been talked through so many times before...

Deviation is being improved for 0.8, but it is here to stay.

Are you authorized to say exactly how?
This curious monkey just wants to know.

Re: the delayed aiming...

Posted: 2008-08-10 16:24
by mammikoura
hiberNative wrote:since the delay was added, i've been killed my moving targets while being static numerous times, and vice versa.
Alright, it's true. But the thing is that how many times have you been killed by a guy when he shoots while (or right after) moving? Yeah, not that many, at least from a longer range.
hiberNative wrote:person A will always have the advantage, even with the old accuracy.
1. he is static and awaiting person B.
2. he has a lower profile.
3. person B will have to stop and find the source while being fired at. he won't be able to win unless person A doesn't aim that good.
nah, you didn't read it properly.
1. Both were waiting for each other. Don't know about you but when I run forward in pr I'm expecting there to be enemies.
2. For the first 0.2 or so seconds yes, but like I said, player B dives to the ground and in that case they both have the exactly same profile.
3. Nah, I said they both spot each other at the same time. Therefore neither one must "find the source of incoming fire" since they saw each other at the same time.

If you honestly never saw those "ohh I'm being fired at" *dive to the ground -> shoot a headshot* situations then, in my opinion, you didn't play enough to have a good understanding of what über accuracy did to the gameplay.

Re: the delayed aiming...

Posted: 2008-08-10 16:45
by KP
mammikoura wrote: If you honestly never saw those "ohh I'm being fired at" *dive to the ground -> shoot a headshot* situations then, in my opinion, you didn't play enough to have a good understanding of what über accuracy did to the gameplay.
Quite.

Honestly, people, the whole thing about aiming and deviation has been discussed infinitely and then infinitely again. .8 will feature modifications to this system - including aiming animations - so you'll have to wait and see what it brings. Then start discussing that.

In the meantime, this is locked.