ERASERLASER wrote: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.
But to take your point - 0.8 created a situation where if you saw a sniper on Muttrah, you called over you whole squad, pointed out the target, called out over voip "3,2,1, open fire!" and said sniper was consumed in bullets. Now in 0.85, you can simply outsnipe the sniper by kneeling and firing purposefully - the longer you kneel the more accurate you become.
Or in 0.8, if two soldiers were coming down a street and you spotted them at range, knowing that your fire would suppress them or wound them only, you got the light machine gun to light up the target marker and the rest of the squad fired on the now suppressed and prone targets for the kill. In 0.85 trying to do the same yesterday with a PKM resulted in a quick bullet in the forehead just after opening fire.
Sustained suppressive fire is gone after actually being useful in 0.8 - suppressive fire is not blasting a window for a second so that the enemy crouches for a few seconds like some PR players think it is, it is deliberate aimed fire designed to deny access or ability to engage over a sustained period
The problem with 0.8 that everyone complained about was the CQB where it literally was turn based roll the dice combat - crouch, wave to the enemy and wish him luck, wait, fire, wait some more, fire...oooh headshotted him, lucky me! If the maximum deviation was much much tighter, that problem would have been fixed - prone diving was dead when crouching was made just as accurate (a great decision btw).
Average maximum viewdistance
RL = 1000m+
PR = 500m (pixellated)
Average medium/long range rifle combat distance
RL = 200m (increased where machine gun and heavier caliber weapons available)
PR = 100m
Effective lethal range of M16
RL = 400m
PR = 400m
M16 MOA (standard issue, military ammo)
RL = 5
PR = about the same as rl
There is the problem right there - where 0.8 had it right. Unlike a game like Arma, PR is stuck with BF2's limitations and scaling the combat for infantry proved in 0.8 that the gameplay is better (aside from CQB obviously). If the effective range of the M16 in PR was halved by making the real MOA at 400m the ingame MOA at 200m, (doubling the minimum deviation in simplistic terms), the gameplay would be better for it - your avatar is still lethal after a long settle time but where combat is fast and furious, engaging in numbers is a necessity rather than a luxury or a hindrance to your personal score as it is now.