A serious discussion about weapon deviation in 0.85

General discussion of the Project Reality: BF2 modification.
$kelet0r
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Re: A serious discussion about deviation in 0.85

Post by $kelet0r »

[R-DEV]Katarn wrote:$kelet0r, you're not looking for an answer, you're looking to *****. If you actually looked at - I don't know - the numbers, you'd see that your argument is so far off from the truth that it's ludicrous.
Well why not share those numbers - all I have to work with in the absence of an updated guide is the numbers Jaymz provides. I don't understand the attitude - all I am expressing is a belief that the experiment that was made in 0.8 with deviation was yielding a positive result in gameplay and firefights at medium to long range and that approach was completely reversed in 0.85. Forgive me if I come across as someone who wants a new stryker ingame because it pwnzors. My arguments are that if firefights in real life can last hours at any range bar point blank and last under 20 seconds in PR (but lasted decent lengths of time, for a computer game, in 0.8 ), or that if deadshots had to be removed due to the absurd level of dying in testing 0.85's new accuracy (this with very experienced and tactically aware players) - then the new system is more broken than the one it was meant to replace.

Where 0.8's deviation was a disaster was at close range - that has actually been made worse although it was so extreme before that you wouldn't notice the difference. Where 0.8 was right was that long range accuracy required patience, volume of fire and the rest of your team firing as well. 0.85 undid these realistic, gameplay positive teamwork aspects. Tell me that isn't messed up at least a little.
sakils2
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Re: A serious discussion about deviation in 0.85

Post by sakils2 »

Well, that's a tall tale if I've ever heard one.
The bullets will hit in the centre of your screen, is it so hard to adapt?

Have you been under a rock?
I was an Insurgent with the AKS-74U. Against a whole squad in CQB. And they we're not dancing around noir they we're jumping around. This is not vBF2...
BTW I pooned them all. :D

You just stated that you can make accurate shots without aiming.
You can make accurate shoot without scope when you're IN CQB.
Please stop wasting my time. Honesty is the best policy.
OMFG. I guess thats why Europeans don't like Americans so much...


I don't understand the attitude - all I am expressing is a belief that the experiment that was made in 0.8 with deviation was yielding a positive result in gameplay and firefights at medium to long range
Positive result? Waiting 15 seconds to hit a guy whose 300 metres away.
Where 0.8 was right was that long range accuracy required patience, volume of fire and the rest of your team firing as well. 0.85 undid these realistic, gameplay positive teamwork aspects.
It's not the deviations fault, its the squads fault.



In the start I liked the deviation, but after a while (after taking part in long range firefights) I started to hate it even more and more.

Majority of players hated 0.8 deviation.
Where 0.8's deviation was a disaster was at close range - that has actually been made worse although it was so extreme before that you wouldn't notice the difference.
How exactly 0.85 close range deviation was made worse?
Last edited by sakils2 on 2009-02-24 17:27, edited 3 times in total.
$kelet0r
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Re: A serious discussion about deviation in 0.85

Post by $kelet0r »

sakils2 wrote: How exactly 0.85 close range deviation was made worse?
Maximum deviation was increased from 0.8's levels - 0.8's deviation was hated was solely because of the maximum deviation


Some numbers from the files might help a little
For the M16

Code: Select all

rem 556 Optical Sight Standard Accuracy Assault Rifle
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.minDev .333
ObjectTemplate.deviation.setFireDev 1.4 .7 .023
ObjectTemplate.deviation.setTurnDev 2 .15 .15 .05
ObjectTemplate.deviation.setSpeedDev 3 1 1 .02
ObjectTemplate.deviation.setMiscDev 5 5 .05
ObjectTemplate.deviation.devModStand 1.5
ObjectTemplate.deviation.devModCrouch 1.0
ObjectTemplate.deviation.devModLie 0.9
ObjectTemplate.deviation.devModZoom .3
So at 100m minimum deviation is 23cm, at 200m 46cm and so on. 46cm is a foot and a half. That's headshot territory at 100m easily, very good odds at 200m (if you assume that a head might be 8inches wide - that's ignoring the helmet - or roughly 20cm). That means a potential headshot every second shot if you are still and shooting every 2 seconds at 200m (yeah extreme example but I'm not wrong based off the numbers). All assault rifles have the same deviation in 0.85 iirc.

Where is the combat stress multiplier? The compensation for the other oddities of the BF2 engine? I'd be happier if that MOA was at least double what it is now...
Cassius
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Re: A serious discussion about deviation in 0.85

Post by Cassius »

Imo with the standard issue rifle minimum deviation is acquired too quickly. If you pull it up and shoot it should take more than 1 sec to have min deviation. Everything else is fine though, marksman rifles could be even more accurate imo being the deadly accuracy weapons they are.

I would say minimum deviation only after 3 sec and a pause of 3 sec and shooting right away being more like the minimum deviation in 0.8.

BUt we shall play some more to bring it up again. Just remember that irl soldiers go through A LOT of clips before getting a kill. On the other hand irl soldiers dont aim patiently under fire hoping deviation will safe them.
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gazzthompson
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Re: A serious discussion about deviation in 0.85

Post by gazzthompson »

.85 deviation is great (but then i was happy with .8 ).

dose the game (in terms of deviation) know the difference in some 1 walking with sights up and some 1 shooting from hip?
TayloR016
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Re: A serious discussion about deviation in 0.85

Post by TayloR016 »

I'd like to see option 2 tested on a large scale before everyone jumps at option 1, i gotta agree with the OP the CQB is just ugly with bullets hitting the ceiling and then the ground etc when your target is 5 metres in front of you i just hate it when i have to switch to full auto and spray without the sights up but if theres no way to fix that without having to significantly changing the way deviation is now then so be it.


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Threedroogs
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Re: A serious discussion about deviation in 0.85

Post by Threedroogs »

Dr2B Rudd wrote:the main problem for me in CQB is that kits with scopes get pwned up pretty bad really
that's the way it should be! scopes have advantage at range, open sights have advantage in CQB. it's balanced correctly already. i think CQB is pretty good now. i no longer dance around in circles praying for a hit.

i think the main problem is player behavior. i loved the long firefights in .8 but people didnt fully fear incoming rounds. now, incoming rounds can be very accurate so if a bullet comes near you you should take cover, period. if you hold your ground while under fire, you will be shot.

on another note...i would definitely like to see the headshot kills unrevivable again. who cares if headshots are easier now?
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Charity Case
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Re: A serious discussion about deviation in 0.85

Post by Charity Case »

gazzthompson wrote:...dose the game (in terms of deviation) know the difference in some 1 walking with sights up and some 1 shooting from hip?
ObjectTemplate.deviation.devModZoom .3

This means that sighting-in reduces max deviation to 30% of unsighted deviation. Basically, you're 3.3 times move accurate when you sight-in. I'm pretty sure this varies by weapon type, but the setting shown applies to all assault rifles.
Alex6714
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Re: A serious discussion about deviation in 0.85

Post by Alex6714 »

At least we have a happy medium between PR 0.8 (0 - 0:17) and PR 0.6 (0:18 -0:59). :p

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talkinBEERmug
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Re: A serious discussion about deviation in 0.85

Post by talkinBEERmug »

This is a topic I posted on the Dev forums but I see no harm in sharing it with the public,



Quote:
One of these choices needs to be made for 0.9 regarding the Deviation.


Option 1

Quote:
Leave both deviation and bullet drop the way it currently is

Pros

Very popular with the majority of the community.
Realistic since it reflects the groupings required for Basic US Army Marksmanship.


Cons

Unrealistic since the linear travel path requires no compensation up to the "zero" mark.
Too accurate when you consider that the typical PR engagement range rarely goes above 200m.




Option 2

Quote:
Leave the deviation the way it is, but incorporate Zangoo's "Realistic Ballistics"

Pros

Would give complete realism in terms of shot groupings and projectile travel paths
Would mean that players would have to take all ranges into consideration when engaging targets


Cons

If you apply this to a weapon, that weapon must have a tracer loadout of all or nothing

This would mean the following,

Rifles: Realistically zeroed @ 300m w/tracers every round or no tracers at all.
Automatic Weapons: Realistically zeroed @ 300m w/tracers every round or no tracers at all.
Marksman Rifles: Realistically zeroed @ 600m w/no tracers
Sniper Rifles: Realistically zeroed @ 600m w/no tracers
Mounted Weapons: Realistically zeroed @ XXXm w/tracers every round or no tracers at all.



Option 3

Quote:
Decrease maximum accuracy slightly to accommodate for common PR engagement ranges

Pros

Keeps the popular handling we have now.
Keep realistic tracer loadouts.

Cons

Unrealistic since the linear travel path requires no compensation up to the "zero" mark.
Slightly unrealistic shot groupings.



So far option 1 is the most popular among the developers.
Jaymz if we did option 2 could you have all tracers on saw and mounted weapons and no tracers on sniper and standard rifles?

If this is so I think it would be ok for mounted weapons and saws to have tracers because they are really the only weapons that shoot @ a high rate of fire and you need tracers to see where your hitting.
gazzthompson
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Re: A serious discussion about deviation in 0.85

Post by gazzthompson »

talkinBEERmug wrote:Jaymz if we did option 2 could you have all tracers on saw and mounted weapons and no tracers on sniper and standard rifles?
yes, hence :

Rifles: Realistically zeroed @ 300m w/tracers every round or no tracers at all.
Automatic Weapons: Realistically zeroed @ 300m w/tracers every round or no tracers at all.
Marksman Rifles: Realistically zeroed @ 600m w/no tracers
Sniper Rifles: Realistically zeroed @ 600m w/no tracers
Mounted Weapons: Realistically zeroed @ XXXm w/tracers every round or no tracers at all.
talkinBEERmug
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Re: A serious discussion about deviation in 0.85

Post by talkinBEERmug »

I see that now gazz thx, then im all for option 2 with only mounted and saws with tracers.

Also I want to say I think 85 deviation is good better then 8, I have noticed that people are shooting much better, but I have also notice the people shooting better and killing nearly a whole squads are set up prone for long period of time, and the squad they are killing are running, or moving to fire on a person who is set up. Of course a person who is set up is going to win a gun fight. Now when I see a guy or a squad prone set up I order my squad to take pop shots then get in cover to try to pin down the shooter then I send a flank, or have someone in my squad setup prone(6 secs) to put accurate fire on them.
CAS_117
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Re: A serious discussion about deviation in 0.85

Post by CAS_117 »

  • Firefights will not be real or fun, as long as everyone is a scoped rifleman, and not a machine gun.
  • If the battle is not about important ground, you cannot have a realistic round.
  • As long as your bullets go farther than you see, you cannot plan and fight realistically.
  • If you want the battle slowed down a bit, just let them dig their own fighting pits.
Sry I just got back from "Reading and Composition 114.3"...
Last edited by CAS_117 on 2009-02-24 21:27, edited 2 times in total.
Tannhauser
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Re: A serious discussion about deviation in 0.85

Post by Tannhauser »

Nice vid Alex, it scares me how PR 0.8 and 0.85 are exactly like that.. lol!

I'm all for Option 2 with no tracers for most small arms but HMGs. However this might have a bad effect on night maps whereas tracers that should appear wont, and will at the same time decrease interests in making night maps like Kashan-Night, Al-Basrah-night or a comeback of Bi Ming-night. (All of those that would be wonderful to see in 0.9 or 0.95 of course!)

Not to be an *** with the Devs, I think the poll regarding those 3 options (that the devs already answered to) should be presented to regular forum members in a seperate thread. The decision to implement Zangoo's ballistics or not stays the Dev's, but I think players should have their word to say too.

In any case, i'm grateful for the Dev team to discuss this with regular players as I believe deviation is one of the core elements of PR's gameplay. I've also felt and heard the anger fo many players that disliked the use of deviation rather than more realistic ballistics. As for myself, I'd rather have more natural ballistics (wich means having yet to adapt to a new system) than playing within the current headshot fest style of firefights we currently have in PR 0.85.
(And by «headshot fests», those that played with me know how much I can litteraly express the FPS Doug in myself when I anhilate an entire squad 2x times and kill their rally point with ease even if they used realistic cover-fire tactics that would have made mince-meat of me IRL. It's really funny for me, but not for them, not at all, and we know why.)
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Cobhris
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Re: A serious discussion about deviation in 0.85

Post by Cobhris »

Tannhauser wrote:(And by «headshot fests», those that played with me know how much I can litteraly express the FPS Doug in myself when I anhilate an entire squad 2x times and kill their rally point with ease even if they used realistic cover-fire tactics that would have made mince-meat of me IRL. It's really funny for me, but not for them, not at all, and we know why.)
Well then they must be really bad shots. If 6 men using cover fire and actually aiming at you cannot kill you, then the issue is with them, not deviation. Against remotely competent players in an ambush from the rear you probably will not kill more than 2 (3 max) before the other guys turn and shoot you.

What I didn't like about .8 was that it took 6 guys spamming bullets like crazy to kill one guy at about 150 meters or so. I remember on Bi Ming where I was part of a British squad, and we spotted about 2 or 3 Chinese troops on a bridge with a supply truck. Even with the whole squad of 6 men shooting at one man who didn't return fire, every bullet missed and he ran behind his truck and took cover. In .85, at least one of us would have hit him, and with all of us firing, he easily would have been killed.

I see why firefights don't last long in .85, and it's not because of deviation. It's because people react to enemy fire either by running or by proning in the open and returning fire. Running is a valid way to try and get away from an attack, but my question to the runners is: Where are your squadmates to help you? Why isn't someone popping smoke? Why doesn't the LMG guy lay down suppressive fire once you get in the right spot? Why do you insist on just praying that the bullet won't hit you when you're in a firefight?
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Re: A serious discussion about deviation in 0.85

Post by Jaymz »

CAS_117 wrote:
  • Scoped Support Weapons
Keeping Russia and the Chechen Forces in mind, I don't believe that the PKM or Pechneg mg's can mount ACOG equivalent optics. Also bare in mind that the HK21 w/hendsolt optics would be a total rape mobile (900rpm of 7.62x51mm)
CAS_117 wrote:
  • Increased View Distance (If that means cutting statics sobeyit)
I agree, there are plenty of maps with view distances that are far too short. Most deviation complaints can be narrowed down to 1km maps where the view distance is approx 300m and everybody is spawning within 1/2km of each other.
CAS_117 wrote:
  • Spawning With LMG's
But still limited to one per-squad? I'd agree. On the subject of LMG's, allowing deployed mode to be fired from all stances is something that should be done imo. The huge settle time perfectly justifies allowing to pseudo simulate being able to set up the weapon wherever you are.
CAS_117 wrote:
  • Personal Fighting Positions
Agreed.
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Scot
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Re: A serious discussion about deviation in 0.85

Post by Scot »

Is this the DEV forum? Have I unlocked it? I win a c00kie? hehe, sounds cool Jaymz :D
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Jigsaw
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Re: A serious discussion about deviation in 0.85

Post by Jigsaw »

Lets chill shall we.

There will always be people who will not be satisfied with the current system, the current set up that we have is such that our avatars (trained soldiers) have the ability to hit targets 200m away whilst they are out in the open etc etc.

The problem here is that players are too willing to expose themselves to enemy fire. In the PR tournament the 1st thing that we teach our recruits is "Do not move into your enemy's field of fire, allow him to come into yours".

Essentially if you are patient and dont expose yourself unneccessarily then you will win.
gazzthompson wrote:IIRC it was removed because of the new deviation creating more headshots.
Interesting I was under the impression that it was a problem caused by the geometries messing with the hitbox and as such was unavoidable. If however it was actually a development decision then that needs to be changed asap, tho I guess thats an issue for another thread :p
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Scot
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Re: A serious discussion about deviation in 0.85

Post by Scot »

As a great man once said 'he who can take the punches, who can take the beatings, he is truely strong, and stronger than anyone who will come before him'


Well no one said that, I just made it up, but just cos someone insults you or throws a punch, doesn't mean it can't be ignored, the forums are made up by people from completely different parts of the world, so of course, opinions will not always be the same, hell, opinions in everyone's own country are varied, but if someone insults you, 'turn the other cheek (a good man actually did say that ;) ) so just chill, ignore it and take the constructive bits from their post and if there isn't any, just completely ignore all of it :) Makes everyone's day nicer if we don't have stupid **** happening on the internet where we want to relax :)
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CAS_117
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Re: A serious discussion about deviation in 0.85

Post by CAS_117 »

[R-DEV]Jaymz wrote:Keeping Russia and the Chechen Forces in mind, I don't believe that the PKM or Pechneg mg's can mount ACOG equivalent optics. Also bare in mind that the HK21 w/hendsolt optics would be a total rape mobile (900rpm of 7.62x51mm
Well giving all factions a pair of magnified GPMG kits would make it fairly balanced. If the weight and number of rounds carried with the HK-21 was modeled accurately against the 5.56 variants, it wouldn't be an issue.

---------------

Hypothetically:

(All shoot trace).

M249: larger number of rounds, soldier has more stamina.
M240 1800m range can't sprint

vs

HK-21 heavier round, more damage, less mobility, less ammo.
PKM 1000m range, can't sprint

---------------

If you make MG's as integral as they are in reality (seriously, name one weapon that wasn't developed as a result of the stalemate in WWI, or was a response to another one that was), then people start using and thinking about words like "beaten zone" and "defilade", and less about "rally points" and "deviation". I'll say that this deliberate push to make players use rifleman kits has mostly backfired.

See when everybody is using a magnified, semiautomatic weapon meant to engage point targets, you aren't going to have the much vaunted but seemingly misunderstood "fire and maneuver" engagements that PR seems to be after.

PR is EXACTLY how a real war would play out with people getting picked off and diving all over the place, with similar weapons and environments. Players disperse and run around constantly looking for exposed enemies (normally called lonewolfing), because it makes sense. What do you think the Vietcong did to the US for years and years in the jungle?

With a low view distance on most maps, and the fact that most support weapons pose little to no threat, its impossible for the large unit tactics that are so often proposed to actually happen. Riflemen CANNOT control large swaths of open ground, or generate the volume of fire that is required to gain fire superiority over pretty much anything, and for good reason. Their job is to envelope or assault suppressed positions.

This is why you see the most success in PR when you are with a small group of good players, or by yourself armed with a combat sight. Because MG's have shorter range, and therefore rifle's are left with the task of controlling wide arcs (which pretty much always fails always), most intelligent people will just disperse and run around. But it also has another impact, it makes the enemy not so much an opponent, but an obstacle. You just run forward to the flag until something someone misses you allowing you a few seconds to try and shoot at their exposed backs. Unless squads have access to long range suppression weapons to control large volumes of ground, then there is no practical advantage in "squadding up".

Funnily enough, players who attempt to play with military tactics, either by using a base of fire (usually the unfortunate gunner getting headshawt), or staying in close proximity attempting to suppress (which works great for the first 30 rounds, or the enemy gets bored and shoots you in the head) are usually incapable of doing so. So the term "Squad play" has a sort of tongue-in-cheek irony to it because playing in a large group is completely counter intuitive to both your environment and armament. I am quoting TF21 and PRT players here.

^By not adding + augmenting support weapons, the players who want to play with semi realistic tactics are at a disadvantage and get pissed off.

Maybe its because of Saving Private Ryan and Band of Brothers, where you see guys charge trenches through a cloud of fire (if you pay attention to BOB you'll hear basic machine gun theory explained) , or the marksman pick off the MG42 gunner, but it seems that the concept of a base of fire has eluded the general public. (most people forget the couple hundred soldiers that got mowed down by said MG42 on the initial landing but I digress.)

On a related note, if squad leaders had access to mortars or howitzers, GPMGs wouldn't be overpowered. Because squad leaders need a choice other than "pop smoke and fix bayonets". Indirect fire would be a realistic response to fire from an MG position (See Operation Anaconda).
Last edited by CAS_117 on 2009-02-25 05:08, edited 1 time in total.
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