Re: Explain this please
Posted: 2009-05-07 17:00
Range is fine, but talking specifically about CQB, it's like a cheesey Hollywood action film, with the protagonists up close and personal and lead going everywhere but at the protagonists who are running around and diving behind things.Snazz wrote: I don't doubt that soldiers IRL shoot on the move, but I presume it's for suppressing and not accurate at range.
Au contraire, the fact that you have to stay still for X seconds to make even close-range shots means that even the most rusty gamer has plenty of time to line-up a good shot before the lead can start flying. This is why most mid to close range gunfights turn into a totally inane game of chicken, with both people instantly going prone, and then WAITING to engage. Either the first person to panic gets lucky and takes out the other guy who's waiting, or they miss, adding more and more deviation back to themselves, leaving the other guy wide open to take his shot.Just because you can't run around making zero-deviation shots like Quake does not mean that there is no rewards for skill or reaction time in PR.
That just makes the whole thing unrealistic and arbitrary.
Depends on my loadout and circumstances, but if I'm clearing out a building I find it very easy to miss someone in the same room with an entire clip, and that's solely because I am moving with speed to avoid getting door-shot. IRL when the military breach a door, they don't slowly edge around the door at a snails pace waiting to get shot up by defenders in the room, they charge it at speed to benefit from the element of surprise. ATM the game rewards the opposite, and a little fine tuning could maintain the long-range balance whilst improving the quality of CQB combat.I agree with that, but I don't experience as much deviation at close range in PR as you describe.