A serious discussion about weapon deviation in 0.85

General discussion of the Project Reality: BF2 modification.
hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Re: A serious discussion about deviation in 0.85

Post by hx.bjoffe »

[R-DEV]GeZe wrote:I think the people have spoken.
Suiting the wide masses? You could have taken alot of populistic measures to ensure results like these, but i didn't think recruitment of the BF2-playerbase ever was a direct goal.
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: A serious discussion about deviation in 0.85

Post by CAS_117 »

[R-DEV]Jaymz wrote:If I recall correctly CAS, you pushed for realistic MoA's to be injected directly into PR. We know have minimally realistic accuracy and you're saying it should go back to being less accurate?

I'm probably misinterpreting you though.
Well I personally don't think deviation would even be an issue if the range of engagements were longer. I basically think that the view distance on a map should be between 50 and 100 percent of the maps long axis. I would be willing to bet that if I engaged a target past 500m, I could have 0 deviation and I couldn't hit a thing... with bullet drop mind you. I just feel that ultimately the whole deviation debate is an unnecessary waste of effort better spent on the broader infantry picture. Let me name a few things that would impact PR much more:
  • Scoped Support Weapons
  • Increased View Distance (If that means cutting statics sobeyit)
  • Spawning With LMG's
  • Personal Fighting Positions
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: A serious discussion about deviation in 0.85

Post by Jigsaw »

$kelet0r wrote:Death for headshots was removed in 0.85. I would assume as a result of feedback from testing - were testers dying too easily, too often, from accurate fire?
No, thats wrong.

Afaik the reason headshots were removed was because of the new geometries.

I personally enjoy 0.85 deviation just like I did 0.8 deviation, both have their pros and cons however the new deviation is that bit more popular that it should be the one that the Devs keep. As always there is room for improvement but thats the reason we are on 0.85...
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: A serious discussion about deviation in 0.85

Post by gazzthompson »

jigsaw-uk wrote:No, thats wrong.
IIRC it was removed because of the new deviation creating more headshots.
Dunehunter
Retired PR Developer
Posts: 12110
Joined: 2006-12-17 14:42

Re: A serious discussion about deviation in 0.85

Post by Dunehunter »

gazzthompson wrote:IIRC it was removed because of the new deviation creating more headshots.
²

Same reason I heard

[R-MOD]Jigsaw] I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce. :|
hall0
Posts: 1700
Joined: 2007-06-09 17:20

Re: A serious discussion about deviation in 0.85

Post by hall0 »

I like the 0.85 deviation like it is now. As coca said the 0.8 deviation was just lame. One of the major problems i had in 0.8 was that i had no feedback which told me when the bullets will hit accurate. And even if i had this feedback i couldn´t be shure that the bullet will actually hit the enemy. So it becomes a gamble which was realy frustrating from time to time.
One problem was also the unrealistic moving we had in 0.85. As some guys allready wrote you didn´t have to run from cover to cover. Just run like a chicken was enough because the enemy couldn´t hit you. And if he did it was just a lucky shot. So the probability calculation was on your side. Now its again more dangerous to cross a open field, because the enemy can kill you again. The problem is just now you dont care about your life because your medic can revive you in nearly every moment because of the missing deadshots. But this is an other story.



@gazzthompson
Agree a Puplic beta with option 2. Would be worth to look at :-)


Btw.
It would be realy great to know why now the deadly headshots were removed. We have now two opinions. The new deviation system and the new geometries (I don´t even know what this new geometries are)
ERASERLASER
Posts: 152
Joined: 2007-12-30 14:58

Re: A serious discussion about deviation in 0.85

Post by ERASERLASER »

deviation in .85 is just about perfect, .8 was retarded,the people saying point and click is too easy well in the real world thats what you do point, aim and shoot and if a soldier cant hit a target 200 metres away then hes pretty screwed in a warzone. Hardly anyone every plays the game realisticlly no matter how much you try to force the player to play the way you want them to they'll find a way round and you'll be back here with another thread like this complaining.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: A serious discussion about deviation in 0.85

Post by Rudd »

.8 was rediculous indeed, .85 is nice now I like it alot. I do not know how realistic it is, and I'm starting to get the impression that BF2 simply cannot deliver a realisitc deviation system, so we should just go with gameplay.

Cas_117 speaks much wisdom.
Image
ERASERLASER
Posts: 152
Joined: 2007-12-30 14:58

Re: A serious discussion about deviation in 0.85

Post by ERASERLASER »

CAS_117 wrote:Well I personally don't think deviation would even be an issue if the range of engagements were longer. I basically think that the view distance on a map should be between 50 and 100 percent of the maps long axis. I would be willing to bet that if I engaged a target past 500m, I could have 0 deviation and I couldn't hit a thing... with bullet drop mind you. I just feel that ultimately the whole deviation debate is an unnecessary waste of effort better spent on the broader infantry picture. Let me name a few things that would impact PR much more:
  • Scoped Support Weapons
  • Increased View Distance (If that means cutting statics sobeyit)
  • Spawning With LMG's
  • Personal Fighting Positions
Agree with you on everything there especially Increasing the view distance
xXRich07Xx
Posts: 219
Joined: 2008-12-01 18:27

Re: A serious discussion about deviation in 0.85

Post by xXRich07Xx »

$kelet0r wrote: In 0.85 at short range, the maximum deviation was made even larger, and cqb is pretty much the same as it was in 0.8 - awful.
Until the devs do something about this, I will have a piece of tape with a black dot on it in the middle of my screen :mad:
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: A serious discussion about deviation in 0.85

Post by Spec »

Thats cheap as hell o.o

And getting the gun pointed at the target isnt even the problem at all here...
xXRich07Xx
Posts: 219
Joined: 2008-12-01 18:27

Re: A serious discussion about deviation in 0.85

Post by xXRich07Xx »

Spec_Operator wrote:Thats cheap as hell o.o

And getting the gun pointed at the target isnt even the problem at all here...
Eh, it may be cheap, but the devs haven't done much to make CQB a non-laughing matter.
Spec
Retired PR Developer
Posts: 8439
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Re: A serious discussion about deviation in 0.85

Post by Spec »

No reason for you to get an unfair advantage over the other players...
xXRich07Xx
Posts: 219
Joined: 2008-12-01 18:27

Re: A serious discussion about deviation in 0.85

Post by xXRich07Xx »

Spec_Operator wrote:No reason for you to get an unfair advantage over the other players...
It's not unfair if they can do it just as well as I can.

Unfair would be haxxoring.
hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: A serious discussion about deviation in 0.85

Post by hiberNative »

again, deviation is 0.85 is perfect. the 0.8 excuse of "people wanting longer firefights" was silly since you can still have long firefights, just not standing like an idiot staring at the enemy fighting deviation. if you take fire now, you seriously need to get down and relocate. i love it!
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sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Re: A serious discussion about deviation in 0.85

Post by sakils2 »

I agree that 0.85 deviation is VERY NIIIIICE. CQB in 0.85 is quite nice, too. Leave it as it is.
xXRich07Xx
Posts: 219
Joined: 2008-12-01 18:27

Re: A serious discussion about deviation in 0.85

Post by xXRich07Xx »

sakils2 wrote: CQB in 0.85 is quite nice, too. Leave it as it is.
You're joking right?

CQB right now in .85 is spray and pray. It's totally unrealistic and a nightmare.

I would rather play counterstrike source than repeatedly go up against OPFOR in CQB.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: A serious discussion about deviation in 0.85

Post by Rudd »

the main problem for me in CQB is that kits with scopes get pwned up pretty bad really

removing the indenciary grenade from scope kits and using teh extra slot for the CQB sight on the scope would be really really awesome...
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Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Re: A serious discussion about deviation in 0.85

Post by Ragni<RangersPL> »

[R-CON]Clypp wrote:0.85 is nearly perfect, especially for CQB. Major tweaking no longer required IMO.
+1

Deviation is fine... please, leave it.
ImageRANGERS LEAD THE WAY!!!
:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
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