Page 3 of 9
Posted: 2007-07-15 19:42
by Wolfe
solodude23 wrote:I hate to be the guy prone - silently on a hill, and a guy 200m away comes sprinting from behind a hill, dives, and gets a headshot on me, and sprints on. Honestly this is one of the most annoying things in the game now.
100% Correct, and it happens all the time. There has to be a way to counter this.
Posted: 2007-07-15 20:48
by El_Vikingo
Once the python is unlocked from the depth of EA, the DEVs will be able to fix it.
Posted: 2007-07-16 00:13
by arneboe
i know the accuracy is worse when moving.. but what i suggested was if possible to make the accuracy stay as bad as when moving in 2 or 3 seconds after you stop, crouch or go prone...
Posted: 2007-07-16 04:00
by Teek
Clypp wrote:It would be fantastic if PR could follow the aiming model in OGR (Original Ghost Recon). If you have not played it, the crosshairs move apart when running, walking, getting shot, etc. When you are still the crosshairs slowly close together for excellent accuracy. This means if you are walking then crouch to aim it will take about 3/4 of a second to get good accuracy and even longer to get perfect accuracy. After that first shot they will move apart slightly due to recoil, more if sanding, less if crouched.
This system has lead to the best sustained firefights I have ever seen in a game. Patience is needed, moving slowly is very important if you expect to fire shortly and, for some reason I am not yet certain of, suppressing fire works great in that game.
Waiting longer for more accuracy would be good, perhaps a small delay in ironsight accuracy too.
Posted: 2007-07-16 04:10
by fuzzhead
Would be nice to only get good aim after being stationary for a few seconds, and the longer you are stationary the more accurate you get...
I agree with you solo this is definitely a problem, will bring this up for sure for a potential server patcher (if possible)
Posted: 2007-07-16 13:33
by Greenie Beanie
Clypp wrote:It would be fantastic if PR could follow the aiming model in OGR (Original Ghost Recon). If you have not played it, the crosshairs move apart when running, walking, getting shot, etc. When you are still the crosshairs slowly close together for excellent accuracy. This means if you are walking then crouch to aim it will take about 3/4 of a second to get good accuracy and even longer to get perfect accuracy. After that first shot they will move apart slightly due to recoil, more if sanding, less if crouched.
This system has lead to the best sustained firefights I have ever seen in a game. Patience is needed, moving slowly is very important if you expect to fire shortly and, for some reason I am not yet certain of, suppressing fire works great in that game.
I used to play that as a religion
LOVED THAT GAME
Posted: 2007-07-16 13:36
by Greenie Beanie
'[R-DEV wrote:fuzzhead']Would be nice to only get good aim after being stationary for a few seconds, and the longer you are stationary the more accurate you get...
I agree with you solo this is definitely a problem, will bring this up for sure for a potential server patcher (if possible)
Fine form mate fine form
Posted: 2007-07-16 13:54
by Long Bow
I remember b1942 had various time delays for accuracey. The FH mod played around with these to good effect. It was much more apparent though because of the cross hairs, you could see exactly how stance and movement effected your aim. Not suggesting crosshairs of course

Posted: 2007-07-16 14:22
by Rico11b
Ah yes, this is an age-old argument for sure.
Yes the assault rifles in game are a touch to accurate, but just a touch. The real issue is not the rifles; it's the in game characters. They themselves have more accuracy built in than most any modern day soldier. Sometimes people get confused and say that the weapon is "TO" accurate when what they really mean is that the player model seems to have the steadiness of a concrete shooting bench. No "Standard Issue" assault rifle currently in the Armed Forces is capable of bench rest accuracy, and 90 to 95 percent of the soldiers carrying these rifles are not bench rest quality shooters. Ever heard the term "accuracy through volume". Infantry soldiers achieve accuracy by putting lots of rounds downrange. You fire enough bullets and you will hit the target. That is quite a bit different thinking than the sniper that is trying to achieve a one shot for one kill standard. The problem in PR is not the rifles so much as it is the accuracy of the in game player models that seem to have god like steady hands even in the face of an overwhelming forces. Since there doesn't seem to be any way to "dumb down" the in game player models so that they have a standard of accuracy equal to a normal human being instead of a robot; the rifle gets picked on by saying it is way to accurate. Yes I agree that the rifles in game are a touch to accurate. But just a touch. It is the in game player model that is guilty of being too accurate. Almost robot like. Lets face facts here, the in game player models can seriously out shot most any person playing Project Reality today, and in any stance as well. What is really unrealistic is how an average joe can sit down to a PC and suddenly (without training) become the most accurate creature in the universe. Now that is really unrealistic.
Also someone said on this forum that soldiers are "brainwashed" to fight “WITHOUT” fear. That is total Bullshit!!! Soldiers are trained to fight on in spite of the fear that has taken over their minds. Humans are not robots and they never will be. That's the reason for all the constant repetitive training. Doing the same things over, and over, and over again until it is ingrained into your subconscious mind. This is so that a soldier can still perform his duty whist he is "SCARED OUT OF HIS MIND". That's all I've got to say about that.
R
Posted: 2007-07-16 15:10
by ExOps_Mercenary
really it's your fault for not shooting the guy before he kills you. also a real soldier i beleave is trained to get his sights on the target as fast as he or she can but still be able to hit the person.
also how the weapons are inaccurate when moving well still using the sights is messed up standing still or moving for me in the real world i shoot almost the same but then again i use a bullpup rifle you practice with.
Posted: 2007-07-16 17:31
by {GD}Ghost
Ok, this isn't the Special Olympics. Why would you want to lower the standards of this amazing mod simply to accomodate the "less skilled".
Project Reality has a pretty steep learning curve, but if played with a realistic mind set (as intended), you will eventually become accustomed to not only relying on your team to cover you, but you will learn that fire-fights acctually happen much differently than most games or movies portray. If you're out there trying to do the Rambo or Terminator thing, yeah, you're going to die pretty quickly.
Hint: John Rambo would never have lasted past his 1st fire-fight IRL.
Remember, this is Project Reality. Everything is geared toward trying to portray things as accurately and realistically as possible within the limits of the game engine.
Fire-fights are not drawn out because weapons are inaccurate. Firefights are drawn out usually when both sides are either employing good cover/movement tactics or neither side knows how to use their weapons. We do not need to simulate the player not knowing how to use their weapons well, because this is already included in the natural learning curve. Once you know how to use your PR weapons, you should be able to get good kills on people who expose themselves to your fire. Period.
So, to simplify. I am opposed to the Special Olympics thought process. BF2 already has this, which is why I am not playing it.
Posted: 2007-07-16 17:36
by {GD}Ghost
solodude23 wrote:You totally missed the point. No matter how well you've trained, the guy holding still should have an advantage over the guy who was just moving.
Well there are some factors that game design just cannot control, like player error, lag....etc...etc. ....if the guy "holding" can't aim worth a damn, then the guy who is better versed in the use of his weapon will always win the fire-fight. Believe it or not, kneeling, going prone or laying in wait (ambush) does not automatically give you a magical advantage unless your rounds hit your target before the targets rounds hit you.
Posted: 2007-07-16 18:05
by {GD}Ghost
I always love how usually the one accusing someone of having an elitest attitude is usually the one with the elitist attitude. This is a game. There is nothing to feel "elite" about. I beleive I did also mention that there are other factors involved in the above listed example of yours that cannot be controlled and we're not just talking about your personal connection speed. I also believe it was explained that some of the effects that your referring to cannot be simulated with the current engine.
I am not disagreeing with you, but this is not something they can currently do anything about. However, making everything less accurate is not the solution to the problem.
Posted: 2007-07-16 18:12
by Alex6714
It doesn´t bother me much at all, but if it is that much of an issue, would it be possible to make a slightly longer delay bringing up the ironsights/scope? A bit like the machine guns, but not as much? It is something I have noticed in the insurgency mod videos (not really interested in the mod, just caught my eye).
Again, I couldn´t care less. To be honest I think it is alright how it is. It sometimes annoys me that they get me first in those situations, but I put that down to me being a **** shot sometimes and my ping.
Posted: 2007-07-16 18:20
by Harrelson
This mod is being influenced by people who likes instant killing. THIS IS NOT REALITY.
My honest opinion of 0.6, infantry maps are not fun at all. Maybe Basra is an exception when playing as insurgent because you play like a twat without any plan and just try to have fun
Remove the scopes and tweak accuracy is my suggestion.
Look at videos of grunts in Iraq fighting. They DONT wait to see someone so they can shoot, they use supressing fire and lots of it. Thats why is seems like they are shooting at nothing.
Unfortunately, this mod emphasizes the opposite, wait till you see someone and put your crosshairs on his head, squeeze and hes dead. This happens to you and to them, vice versa the whole round. Kills and deaths are in the hundreds on each side. Oh no!
In vietnam, 500,000 bullets was what a grunt used to kill 1 enemy soldier. In modern day iraq, its around 40,000 bullets used per enemy dead. In PR, 2 bullets is whats needed per enemy dead.
Its too easy to kill in this game. Im not saying nerf the weapons or accuracy but make it less easy to identify and shoot people. Zoom in with you g3 scope and you can tell if its an enemy without even looking at the map.
Lastly, headshots never happen in real battles.
Headshots only occur when snipers shoot someone, but general firefights, Never.
p.s anyone remember .4 in falluja when enemies were in the opposing ridge (at the gates) and we would trade heavy gunfire for several minutes till one side got overwhelmed? that is my best memory of PR
Posted: 2007-07-16 18:31
by Rico11b
{GD}Ghost wrote:Ok, this isn't the Special Olympics. Why would you want to lower the standards of this amazing mod simply to accomodate the "less skilled".
Project Reality has a pretty steep learning curve, but if played with a realistic mind set (as intended), you will eventually become accustomed to not only relying on your team to cover you, but you will learn that fire-fights acctually happen much differently than most games or movies portray. If you're out there trying to do the Rambo or Terminator thing, yeah, you're going to die pretty quickly.
Hint: John Rambo would never have lasted past his 1st fire-fight IRL.
Remember, this is Project Reality. Everything is geared toward trying to portray things as accurately and realistically as possible within the limits of the game engine.
Fire-fights are not drawn out because weapons are inaccurate. Firefights are drawn out usually when both sides are either employing good cover/movement tactics or neither side knows how to use their weapons. We do not need to simulate the player not knowing how to use their weapons well, because this is already included in the natural learning curve. Once you know how to use your PR weapons, you should be able to get good kills on people who expose themselves to your fire. Period.
So, to simplify. I am opposed to the Special Olympics thought process. BF2 already has this, which is why I am not playing it.
Ah, did your mother have ANY children that lived? Where the hell is the "Skill" in pointing and clicking a mouse. No one has said anything about another game or a movie for that matter.
And for the record, RAMBO would have been owned during his first firefight, probably in the first 10 seconds of the fire fight, no matter how long it lasted. Soldiers can't always afford to take the time to aim properly during a fight, cause they don't wanna be exposed for that long. That's just one reason why fire fights could seem to drag on and on. It's called "SPRAY AND PRAY". Unless you have been in a "real life" fire fight, please stop speculating on the process.
Posted: 2007-07-16 18:42
by Rico11b
{GD}Ghost wrote:Well there are some factors that game design just cannot control, like player error, lag....etc...etc. ....if the guy "holding" can't aim worth a damn, then the guy who is better versed in the use of his weapon will always win the fire-fight. Believe it or not, kneeling, going prone or laying in wait (ambush) does not automatically give you a magical advantage unless your rounds hit your target before the targets rounds hit you.
Again, what are you smoking? "Better versed in the use of his weapon", are you serious with this statement. It's a dam game using a point and click, there is no skill or knowledge of the use of a weapon!
Crouching and going prone have more to do with protection than with aiming accuracy, by means of presenting the smallest target possible thereby making yourself harder to hit. Increased accuracy from a particular stance or position is a byproduct. Going prone is more about protection from fire than it is about improving accuracy. Given enough time to aim I can hit someone from any stance or body position, but going prone provides me with more cover and concealment whilst I take that time to aim and squeeze off a shot.