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Re: CQB Firefights arent realistic and funny

Posted: 2010-07-23 02:39
by a0jer
Trooper909 wrote:So you prone dived couldnt hit anything than call it unrealistic?

/thread
YouTube - More random PR hits and misses
YouTube - BF2 - Project Reality - Shooting and missing from 0.1m-50m

I only use fraps when i'm bored and messing around so please refrain from calling me a noob. I'd also like to point out that I usually consider CQB 'messing around' because there's no real skill involved in determining the outcome.

Re: CQB Firefights arent realistic and funny

Posted: 2010-07-23 04:22
by google
In regards to the <100m firefights, the problem for me seems to be that the deviation between single shots is way too large (or the settle time between single shots is too long). Often, automatic fire is more accurate simply because you're putting much more bullets downrange and 0-100m firefights are games of probability.

Re: CQB Firefights arent realistic and funny

Posted: 2010-07-23 05:56
by gazzthompson
a0jer wrote:YouTube - More random PR hits and misses
YouTube - BF2 - Project Reality - Shooting and missing from 0.1m-50m

I only use fraps when i'm bored and messing around so please refrain from calling me a noob. I'd also like to point out that I usually consider CQB 'messing around' because there's no real skill involved in determining the outcome.
Just use your sights already, even if you have put an artificial dot on the screen....

Re: CQB Firefights arent realistic and funny

Posted: 2010-07-23 13:12
by Boris.T.Spider
Yeah sure, CQC involves luck, but its certainly not the deciding factor. I make practically all of my kills or assists at under 100m, most of these at ranges of below 20m. If luck was the only factor involved, I simply would not intentionally enter CQC. More important that luck, for a start is communication and teamwork with the other members of your squad, familiarity helps a lot here, if your squad mates know what your doing, you can be effectively covered as you make the kill, they can provide for the misdirection of your target, suppress him to make him easier to kill, even make the kill itself as you drive your opponent to new cover. Knowledge of the handling characteristics of your and your enemies weapon is also important, you can make it so your enemy has to fight against his weapons recoil to track you. Retaining momentum is the key though, when attacking multiple targets, do not delay, hit them hard and fast, not allowing the wounded to fully relay positions and for his squad mates to formulate an effective defence against you. As you should have your weapon to shoulder and be in a crouched pose, lateral movement should not reset your deviation, giving you good accuracy despite being a moving target. You dive to prone, not only do you reset your deviation, you totally loose all momentum, this will get you killed every time.

As for putting a mark on your centre screen, that is an awesome idea, but I have a fairly new monitor and don't want to risk ruining it, is there a program I can get to put a dot on? Oh wait that's right, Punkbuster would ban my *** for being a cheat.

Re: Firefights arent realistic and funny

Posted: 2010-08-08 20:16
by Wo0Do0
[R-DEV]OkitaMakoto wrote:Better in previous versions how?
In previous versions, if you moved at all with WASD keys you would have max deviation. Now, you can be still, settles deviation, tap the WASD keys a tad or two and only slightly increase your deviation. So when going around a corner in the current version, settle for a second, catch your breath, then shift around it. Youll have better chances at hitting someone than someone who is barreling around the corner.

Dont know how the previous versions could be better than this new system that allows for the slight WASD adjustments.

It shouldnt take 5 seconds to lower your deviation to hit someone at 10 meters. 5 seconds or whatever is a high number for shooting out at long ranges where you want the deviation cone to settle as fully as possible. You should only have to wait a split second or two before firing, or bet on the mass hail of bullets and just start shooting right away.

What Ive come to notice about myself is that when I get surprised, start firing randomly, I rarely hit. If I see them, take a breath, aim, and steadily fire, I tend to come out alive. Sometimes I die, but heck, its a game. The times I die the most are when I frantically fire without thinking of deviation settling for a second. Dont start shooting right away unless you want it to be a matter of luck hitting them.

I think deviation is the best its ever been, it just takes some playing with to get used to it.
Try firing on full auto from 5-20m and deviation goes right out the window. If you try doing semi or wait for your gun to settle you're already dead against players such as GDW, firing full auto blinds your enemy and from those 30 rounds 3 will land on the person even if your not the best shooter. Sometimes I occasionally get pwned by dolphin divers still in CQB, but those scenarios do happen seldomly.

Re: CQB Firefights arent realistic and funny

Posted: 2010-08-08 20:41
by single.shot (nor)
I have no idea why people are complaining on this... I have never had any problems in this version with killing people with a gun... remember - lead kills, accuracy does not (as effectively) so spray and pray and win by shock and awe.