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Re: Weapon aiming does not fit reality

Posted: 2010-07-13 07:10
by Ford_Jam
obZen wrote:Also if you look at the HAT kit, it has 2 white brackets on the side that expand/contract based on the deviation, would it not be possible to have something like that in our weapon sights just to indicate our deviation size?

It's certainly possible but it would look silly, and personally it would be annoying.
If you look up some of the Dev's work on 3D sights on Youtube I believe one of the videos shows a deviation indicator in a corner of the HUD.
afaik such an indicator is being implemented soon, but someone may want to correct me on that.

Re: Weapon aiming does not fit reality

Posted: 2010-07-13 10:52
by rough77
Davestrike wrote:This is really a problem when using the sniper rifles.
I've been using the sniper for several times now... only targets +700 m are kind of hard to hit (because bulles "drop"), and in real life... you'd have to aim MORE than 5-7 seconds to hit a +700 m target.

Re: Weapon aiming does not fit reality

Posted: 2010-07-13 12:25
by Turner
Amir wrote:And the aiming sight of the M16-family is a bit too big
Not only that, but the front sight on the M16s are too thick. Most the time, I cant even see what im aiming at

This is how it should be http://www.ar-15.us/pic/shootout/001_00021.jpg

Also, idk if its coded or not, but can you make it possible to switch from the large rear sight to the small precision sight?

Re: Weapon aiming does not fit reality

Posted: 2010-07-13 18:12
by obZen
Ford_Jam wrote:It's certainly possible but it would look silly, and personally it would be annoying.
If you look up some of the Dev's work on 3D sights on Youtube I believe one of the videos shows a deviation indicator in a corner of the HUD.
afaik such an indicator is being implemented soon, but someone may want to correct me on that.
That's true, perhaps there could be an option to turn it on and off, adjust the transparency, etc...

Also can someone confirm does the red dot have less deviation time than a magnified scope?

Also I don't think we should have bullet drop off at all, there is bullet drop off no matter what range, the C7's magnified scope for example has a dial you can adjust in a flash with 2 fingers for 200,400,600,800m...either we should all have to adjust our sights, or it should just be assumed by the game that they are always adjusted. Also for example the weapon is "zeroed" at 200m, which is the lowest the site goes, so to hit something at 100m you actually have to aim 3 inches below the target due to the trajectory of the bullet. and for example if you're firing at something 300m away, thats what the other markings on the sight are for (since it only goes from 200 to 400m). I think it's foolish that you have a dead shot up to x meters and then all of a sudden have to aim up for bullet drop.

Re: Weapon aiming does not fit reality

Posted: 2010-07-14 05:37
by badmojo420
Trouble with deviation? Load up Ramiel and hit up the target range.(it's in the US main) There's nothing like hands on experience to get you used to waiting for the perfect shot.

And the sniper rifle doesn't require you to crouch for better accuracy. Same with deployable weapons,(in deployed mode) any stance works.

Re: Weapon aiming does not fit reality

Posted: 2010-07-30 16:49
by Sirex[SWE][MoW]
Yust play Arma2 warfare instead if you really dislike PR deviation, there you hit in close combat, got realistic engage and view ranged, got acceptable accuracy, that mean up to 100 meters you hit in 3 shoots, up to 250 it gets harder, after that you might will have to rely on more firepower then accuracy (rpg-7 with HE rounds) or mgs, after 600 you need scoper or mg.

I am not bashing PR, i love the game one of the best games i ever played, but the engine is old that noone can disagree with and the DEVS are limited by the game engine.

Re: Weapon aiming does not fit reality

Posted: 2010-07-30 16:53
by killonsight95
true thye are limited by the engine but hopefully soon PR:ArmA2 will come out thne i'll upgrade my computer and buy ArmA2

Re: Weapon aiming does not fit reality

Posted: 2010-07-31 21:57
by GrimSoldier
Go into a real gun fight with bullets flying over your head and grenades going off and then add into the equation of your heart rate being at 160 beats per minute and the stress of war and try aiming down your sight and to hit something.

Re: Weapon aiming does not fit reality

Posted: 2010-07-31 22:53
by Hotrod525
Jman234 wrote:When I use the MG3 Deployed and in prone for a good 8 seconds and shoot in bursts of 3, I'm better off using a pistol. I find the deviation in this game ridiculous sometimes.

i fire C6 GPMG ( M240 or FN MAG call it like you want ) many time and beleive, that kick likes a mule, so i can easily imagine a MG that fire 7.62 at a freaking higher ROF will kick WAY much more. So the deviation is realistic.

Re: Weapon aiming does not fit reality

Posted: 2010-07-31 23:06
by gazzthompson
deviation is not the same as recoil.... i also disagree with jmans assessment of how bad the rifle is.

Re: Weapon aiming does not fit reality

Posted: 2010-07-31 23:22
by Hotrod525
gazzthompson wrote:deviation is not the same as recoil.... i also disagree with jmans assessment of how bad the rifle is.
Recoil is what make you're bullet deviate when they leave the barrel.... then fatigue, stress, wind, humidity etc...etc...etc...

Re: Weapon aiming does not fit reality

Posted: 2010-07-31 23:30
by wolfstriked
Is it possible to have a breathing sound that lengthens when deviation is smallest?

Gasp.gasp.gasp..gasp..gasp....gasp....gasp........gasp........gasp..........gasp(shoot)

Re: Weapon aiming does not fit reality

Posted: 2010-08-01 00:17
by sakils2
Darknecron wrote:Till they figure out some way of making it weapon sway <.<
Weapon sway is possible, according to Jonny who was making a realistic ballistic mod.

And no, the bullets go where your gun is pointed.

Re: Weapon aiming does not fit reality

Posted: 2010-08-01 00:18
by gazzthompson
Hotrod525 wrote:Recoil is what make you're bullet deviate when they leave the barrel.... then fatigue, stress, wind, humidity etc...etc...etc...

can you rephrase that? as i dont really understand... eitherway

im pretty sure that is not true. recoil in game is represented by well... recoil. deviation is the handing of the weapon done by the soldier and not anything to do with the rifle itself.

Re: Weapon aiming does not fit reality

Posted: 2010-08-02 00:00
by wolfstriked
eeeeeeerrr nvm.

Re: Weapon aiming does not fit reality

Posted: 2010-08-02 02:32
by Dev1200
Davestrike wrote:Devs,

Again an excellent job on this mod!

I am curious as to why the guns are so bad for sighting?

When a person that is trained looks down the sight of his weapon, he will generally hit what he is aiming at. Not so in this mod. The rounds shot hit all over the place, even after aiming for a few seconds. This is really a problem when using the sniper rifles.

Sorry, but it looks as if there is purposeful poor hitting introduced. I know EA does this and it is one think I do not like about their games.

Can this be addressed and corrected?

Thank you,
Davestrike



Deviation. This is so people don't use all weapons like laser beams. You can't jump around, running around corners, sniping people from a mile away with any weapon.

Re: Weapon aiming does not fit reality

Posted: 2010-08-02 03:13
by LithiumFox
Honestly recently i've gotten a lot better at shooting. It's all about seeing your enemy first. What people like to do is try and shoot back when they're clearly pinned. Problem is no one knows that you have an entire rest of a team who can, you know, flank them. (This is where a commander is AWESOME) :D

Re: Weapon aiming does not fit reality

Posted: 2010-08-02 04:58
by Haji with a Handgun
LithiumFox wrote:Honestly recently i've gotten a lot better at shooting. It's all about seeing your enemy first. What people like to do is try and shoot back when they're clearly pinned. Problem is no one knows that you have an entire rest of a team who can, you know, flank them. (This is where a commander is AWESOME) :D
Yup. Unlike other games, suppressing fire really works. More often than not the parties being suppressed cannot shoot back. PR <3.

Re: Weapon aiming does not fit reality

Posted: 2010-09-08 13:00
by Ratha
This is my number one complaint about PR currently is the lack of feedback for deviation. In real life you can obviously see your sights bobble when you breathe, and you can easily feel your heartbeat, and hear your breathing, unfortunately PR does not offer any feedback along these lines.

Im all for deviation + recoil, but the lack of feedback is confusing and frustrating in my opinion. Sure i know that i need to wait to make a shot, but i cant feel how long i really need to wait, and i cant see how long i need to wait. Theres counting, but an attempt to make up for a relatively unknown or hard to measure dynamically changing variable seems almost futile.

An additional bar near your sprint meter or compass which would properly indicate your level of aim or settlement per weapon and mode would be a nice option. However, obviously the idea behind PR is to remove as many of the HUD elements as possible, and given that every time you move (or even turn?) the aim bar would then have to be displayed/changed and thus would basically always be visible and would be almost counter productive towards removing HUD elements.

Ultimately with the right design i think it could offer the necessary feedback to remove some of the confusion about just how much movement/firing actually affects deviation. A dynamically changing visual indicator (or even a center-expanding progress bar) would be nice. Perhaps this indicator would only need to display when you were looking down your sights, that way it wouldnt be distracting when you were doing a lot of walking around? When scoped it could occupy some of the black shroud space near the compass where it probably wouldnt be too distracting or disruptive.

I would actually like to see just how much a an 'settlement bar' would change as i moved, sprinted, jumped, or fired, even outside of iron sights or scoped mode. I think it would help to teach new players better fire and movement control habits if they could see how much of an effect every shot or movement had on deviation in order to get a better feel for their weapons.

Of course without knowing what the maximum deviation angle is for each weapon and it being different for each weapon, a bar wouldnt actually tell you how accurate your shot might be (like a resizing crosshair, which i know the devs would never consider) but it would give a reasonable visual representation of settlement time or actions that decrease settlement.

Re: Weapon aiming does not fit reality

Posted: 2010-09-10 03:28
by SharpShooter13971
WhatMan wrote:You have to crouch, wait a few seconds then you can shoot and aim accurately

Not just prone and start shooting immediately then your bullets will go everywhere
MMMHMMM, I made a whole tutorial on doing this fast. It simulates shouldering your rifle and waht not and for snipers the same thing but the extra 4 seconds is so you dont own to much i think