1) Stop-watch does not modify anything to allow you to shoot more accurately before settle time is finished. It does much of jack-all.google wrote:How is it more exploitative than using a stop-watch in PR or turning all of your settings down to low? Are you implying that if such a system was in place that you and everyone else would put a dot in the center of your screen?
2) Settings down to low is an irreversible problem of the engine, but at the same time this only significantly affects shadowed areas. There aren't many places in PR where this makes a difference; you'd need to have something like a shed attached to a house, or similar, where they'd be shaded regularly, and therefore very hard to see, whereas low graphics would remove the shade entirely making him stand out just as if he were anywhere else. PR doesn't have a lot of problems with this.
3) Exploiting the system is something to consider, just like anything else; the majority of that quote is dealing with how it has problems fitting into PR, and exploitations of a system is always a factor to consider.
As I said, the animation either has to be consistent, or it can be gradual.I fail to see how such an animation would not work in PR. Take a look at this video:
[video]
The whole point of my suggestion is that settle time for deviation is extremely low, making CQC easier. IMO, CQC in PR is broken and filled with WTF moments of disbelief and frustration. The portrayed weapon sway is also fairly minor, making longer range combat very possible, but not a laser beam war.
Consistent:
Sights only sway within a predefined circle. Consider this as deviation being constant, always. If the circle is too big, long range becomes difficult. If the circle is small, long range becomes easy. Finding a good balance is a bit difficult, but the thing is this means that no matter what the player does, they will ALWAYS be that accurate. They could prone dive, and spin 360, and headshot you.
Gradual:
Fits nice and cozy into PR's system. It would work exactly like deviation currently does, translated into a pure visual form. Problem is, though, that it will run this "settle animation" every single time you scope in, it won't adjust for any of the other parts of deviation like movement while scoped. So, you get a 5 second sway animation even if you've been "perfectly accurate" within the ideals of PR, and you don't have any added sway if you were to, say, walk around scoped, or bunnyhop, or whatever.
No one called you a noob, no one's implying you're a noob. Just like you find our assertions to be hard to believe, due to experience to the contrary, we find yours hard to believe for the exact same reason.I simply find your assertations hard to believe as my experiences are contrary. Of course, if my opinions are contrary to yours or celestial's, they must be wrong because I'm just a noob? I'm rather obviously frustrated with the system, otherwise I wouldn't be posting here...
However, your statement that the "minimal change in deviation" effect is not present is genuinely false. The way you stated it, it seemed to imply that you were saying Jaymz's work didn't do anything (I know you don't intend this, but your wording gave off an air of disrespect).
Are you considering the fact, though, that you only need to wait the full 5 seconds to be accurate to 300m?On the topic of settle times themselves I still find 5 seconds to be un-necessarily long. Games like ArmA and DH/RO have much less weapon sway and are more accurate. PR is trying to compensate for something that the bf2 engine just can't handle. A cone of random fire is a horrible way to represent the effects of wind and weapon sway on a bullets travel. It is important to recognize the limitations of the game engine, that PR is still a game, and that combat in PR will never actually be realistic.
If you're fighting under 300m, it takes gradually less time to be accurate; as an example, at 50m, it may only take a second.
'Accurate' here simply means that your shot will land close enough to piss him off. Rinse and repeat the firing cycle until your enemy is dead.
The DEVs have been compensating for things the BF2 engine can't handle for a long time now. What's new?
I'd rather have this system than many others, and I think it's a much better approach than many others, though I'm not saying it's perfect. I still think it has some kinks to work out (including, but not limited to, the duration of the settle time).




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