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Posted: 2007-08-08 14:10
by Masaq
Harrelson wrote:that doesnt make sense to me

its like having a soldier jump then having to figure out how to come down for himself

if i press space bar, i jump and come down then surely if i pull the trigger and send a round i should expect the weapon to "behave" itself
Dear god so THAT'S why I'm floating fifteen foot above my desk?! Why did no-one ever TELL me that I needed to work out how to decesend after jumping?! *grin* :P

The "Pull down" of recoil, is, as numerous others have said, due to the person holding the gun holding it tightly. The gun itself tugs upwards, the shooter tugs down.

As Gaz said, there's no reason why the game model should do that for you. In-game, I can fire a group of four or five shots into a body from 100m pretty damn quickly by pulling down on the mouse and clicking furiously; to me that pretty clearly represents me holding the gun firmly and readjusting my sight after each shot, as I'd have to in real life.

Point is, the game is a representation of reality. Here, there are two possible models that could be used, either of them (ultimately) would work and players adjust and use it.

The current model works fine, everyone is used to it, and in m view it's superior because it asks the player to play a larger role in controlling the recoil. A good CQB rifleman can fire from the hip and empty a whole mag on full auto without firing a single shot above head height; a bad one will be spraying the ceiling by the 10th round. It requires a small degree of learnt skill, which is nice.

Changing it to the other model wouldn't break the game (in the same way that it currently isn't broken), but it would be pretty pointless as ultimately, it's just a different way of representing exactly the same thing- but removes some of the element of aquired skill needed to be as effective as possible.

Posted: 2007-08-08 14:15
by Aljen
I believe that it is impossible in BF2 engine to force by some "gravityForce" script to change a position of a targetcross on clients (pixel on screen where is your weapon aiming).

We would have weapon sway since 0.1 if it would be possible.

but thats only assumption (based on reading this forum and especially devs responses on similar threads in past) - I can be wrong

Posted: 2007-08-08 14:38
by AnRK
[R-PUB]Masaq wrote:Dear god so THAT'S why I'm floating fifteen foot above my desk?! Why did no-one ever TELL me that I needed to work out how to decesend after jumping?! *grin* :P

The "Pull down" of recoil, is, as numerous others have said, due to the person holding the gun holding it tightly. The gun itself tugs upwards, the shooter tugs down.

As Gaz said, there's no reason why the game model should do that for you. In-game, I can fire a group of four or five shots into a body from 100m pretty damn quickly by pulling down on the mouse and clicking furiously; to me that pretty clearly represents me holding the gun firmly and readjusting my sight after each shot, as I'd have to in real life.

Point is, the game is a representation of reality. Here, there are two possible models that could be used, either of them (ultimately) would work and players adjust and use it.

The current model works fine, everyone is used to it, and in m view it's superior because it asks the player to play a larger role in controlling the recoil. A good CQB rifleman can fire from the hip and empty a whole mag on full auto without firing a single shot above head height; a bad one will be spraying the ceiling by the 10th round. It requires a small degree of learnt skill, which is nice.

Changing it to the other model wouldn't break the game (in the same way that it currently isn't broken), but it would be pretty pointless as ultimately, it's just a different way of representing exactly the same thing- but removes some of the element of aquired skill needed to be as effective as possible.
I agree with controlling it to an extent in single shot and definitely in auto/burst fire but what about what people are saying about rifles being designed to combat this to a degree themselves? (I've never fired a proper gun so I can't vouch for this myself)

Posted: 2007-08-08 17:52
by VipersGhost
Masaq your right the system works now and I LOVE anything adds to the player skills instead of just auto-pilot from the game. If there is no way to have both muzzle climb and the natural drop afterwards...its fine. Its not something we are all complaining about either. I would like the 3rd burst to be adjusted though.