why is the bullet spread so random? its like throwing rocks at the enemy ... the only way that u can use these guns if u shoot them in semi mode but that just kills the machineguns
basically every gun hits a random spot .... and not at where u aim it
Re: bullet spread
Posted: 2015-07-31 11:45
by Murkey
Deviation, its supposed to make firefights last a little longer, encourage tactics and teamwork. Learn to work with it instead of against it.
RePlayBoy101 wrote:why is the bullet spread so random? its like throwing rocks at the enemy ... the only way that u can use these guns if u shoot them in semi mode but that just kills the machineguns
basically every gun hits a random spot .... and not at where u aim it
This aint CoD, no more super aim guns. Give it few seconds and then fire.
Re: bullet spread
Posted: 2015-07-31 12:03
by RePlayBoy101
Murkey wrote:Deviation, its supposed to make firefights last a little longer, encourage tactics and teamwork. Learn to work with it instead of against it.
yea but if the bullet goes outside the aiming reticle then that isnt very realistic is it ... or does the army have super special curved barrels
the bots hill u way before u can ever get an accuret shot in them
Re: bullet spread
Posted: 2015-07-31 12:15
by Mineral
BF2 Engine on what PR is based doesn't have weapon sway. Your weapon positioning is not accounted for in this engine and the bullet will simply go straight forward if there was a crosshair. The engine does however have deviation, which introduces 'random' spread of the direction of the round. This takes into account your stance (standing/crouch) your movement (rotating, walking, recent sprinting,... ). It's the best thing we have to simulate the movement of the weapon.
That together with recoil decides where your bullet is gonna go.
Re: bullet spread
Posted: 2015-07-31 12:23
by RePlayBoy101
[R-DEV]Mineral wrote:BF2 Engine on what PR is based doesn't have weapon sway. Your weapon positioning is not accounted for in this engine and the bullet will simply go straight forward if there was a crosshair. The engine does however have deviation, which introduces 'random' spread of the direction of the round. This takes into account your stance (standing/crouch) your movement (rotating, walking, recent sprinting,... ). It's the best thing we have to simulate the movement of the weapon.
That together with recoil decides where your bullet is gonna go.
and that makes full auto weapons useless even at close range
Re: bullet spread
Posted: 2015-07-31 12:26
by Mineral
It might make you useless. All depends on the user. But we work with the limitations of the engine. Given we can't have anything else but recoil and deviation and cant make proper weapon sway, we work with the things we have to make it as authentic and fun as possible.
Feel free to not play PR and play a game with proper weapon systems such as Arma.
Re: bullet spread
Posted: 2015-07-31 12:29
by RePlayBoy101
[R-DEV]Mineral wrote:It might make you useless. All depends on the user. But we work with the limitations of the engine. Given we can't have anything else but recoil and deviation and cant make proper weapon sway, we work with the things we have to make it as authentic and fun as possible.
Feel free to not play PR and play a game with proper weapon systems such as Arma.
yea but whats the point when a bot kills u way before u can shoot him ... cuz u have to wait 6 seconds for the "weapon sway" to shrink ... am i playing world of tanks?
And no, this is PR:BF2, it says so when you launch the game.
Re: bullet spread
Posted: 2015-07-31 13:01
by Jutsch
RePlayBoy101 wrote:
does the arma 3 mod have the same problem?
It's not a problem. Your expectation of how the game has to work is the problem.
Re: bullet spread
Posted: 2015-07-31 13:05
by gwa1hir
sorry just because you are not used to the full auto on close range here and suck at it, doesnt mean you cant learn to do good with it and control it. and no this is not world of tanks.
seriously who do you think you are. you come here, you faced the fact that you suck because you are new and not used to the things here. and you aggressively shoot against the game mechanics. if you dont like em, nobody is forcing you to play this game. this game has a lot more to offer and bullet spread is not the reason that this is one of the greatest games of all time.
seriously being a jerk wont change the game to your demands
if you wanna help, instead of screaming about things you dont like, try to get EA to release their source codes so developers can go deeper into the material
it is actually unbelievable what the Devs did with this shitty engine and what they were able to squeeze out of it. you are disrespectful and making a fool out of yourself
edit: also what jutsch said
Re: bullet spread
Posted: 2015-07-31 14:02
by RePlayBoy101
Jutsch wrote:It's not a problem. Your expectation of how the game has to work is the problem.
yea i take it as a problem becouse its not even close to being realistic
Re: bullet spread
Posted: 2015-07-31 14:04
by RePlayBoy101
gwa1hir wrote:sorry just because you are not used to the full auto on close range here and suck at it, doesnt mean you cant learn to do good with it and control it. and no this is not world of tanks.
seriously who do you think you are. you come here, you faced the fact that you suck because you are new and not used to the things here. and you aggressively shoot against the game mechanics. if you dont like em, nobody is forcing you to play this game. this game has a lot more to offer and bullet spread is not the reason that this is one of the greatest games of all time.
seriously being a jerk wont change the game to your demands
if you wanna help, instead of screaming about things you dont like, try to get EA to release their source codes so developers can go deeper into the material
it is actually unbelievable what the Devs did with this shitty engine and what they were able to squeeze out of it. you are disrespectful and making a fool out of yourself
edit: also what jutsch said
i watched the video that some1 posted and the aiming works just like in world of tanks .... u aim u wait till the circle gets smaller ... u fire
u move ur gun or ur character and the aim circle gets bigger ... its really world of tanks aiming ... atleast thats how the guy in the video explained it
Re: bullet spread
Posted: 2015-07-31 14:10
by mat552
It does bear marked similarities to how WoT does aiming, yes. There is a dispersion cone that increases as you move and decreases as you stand still. After about 5-8 seconds of lying prone you will be at maximum accuracy no matter what you were doing before hand. BF2 can't handle it doing any other way, this is the solution to try and get realistic tactics where supporting/suppressing fire and sticking with your squad for mutual support are good ideas.
It also means that you'll frequently walk around a corner, bump into an enemy, and both of you will spend your entire magazines without touching the other person even though your barrels were directly aimed at each other and you're a meter apart. Sacrifices and tradeoffs, unavoidable. It's been this way since the BF2 beta, let alone any PR development.
Also, don't play with bots. They don't obey the same rules as players for pretty much anything.
Re: bullet spread
Posted: 2015-07-31 14:50
by RAWSwampFox
Good Morning,
I ditto what most are saying here. For everyone that says that this isn't reality or is reality I say, it's a freaking game. Game engines and mechanics play a HUGE part in how it all is played and delivered which was pointed out by some devs earlier in this thread.
The thing that PR has hands down over any other game is the strategy and tactics. Whereas on COD and other related FPS games, you don't have to think it's just fluff. PR requires you to think, work, and plan instead of sitting there like a couch potato. So, if thinking, working, and planning are not your cup of tea so to speak, this game isn't for you.
Re: bullet spread
Posted: 2015-07-31 17:00
by communistman
RePlayBoy101 wrote:yea i take it as a problem becouse its not even close to being realistic
Let's straighten something out--the only reason you even had a chance to play this game is because a large team of people built it for us FOR FREE, and you play on servers that are hosted and paid for by others. Could you do us a favor and just keep that somewhere in the back of your head before you start to scream and shout about this game not being exactly how you want it?
Regarding your quote above--have you ever shot a gun in your life? I live in America so I've shot plenty. Turning 180 degrees after running in a full sprint and aligning the front post sight perfectly over what you want to hit, and then exercising proper trigger control--it's not instantaneous, and I think the way the game simulates this effect is very realistic. Same goes for when you drop to prone, or do other movements that require you to get your shit together for a few seconds before you can actually make the bullet go exactly where you want it. The mechanic also prevents unrealistic game exploits like 'dolphin diving' and bunny hopping.
Re: bullet spread
Posted: 2015-07-31 17:18
by Rudd
Stand still, aim in...fire in controlled bursts...
it works, this isnt' BF4, no 360 no scoping here bro
Re: bullet spread
Posted: 2015-07-31 19:46
by DesmoLocke
Most people around here including myself have played this game for years and have dealt with changes to the deviation system. It is the best method to recreate weapons handling within this old game engine. It is not going away.
Most of your argument rests on automatic weapons fire. If an old ArmA player like Dslyecxi can learn to adapt, so can you. At 2:43 in the video, he demonstrates an advanced PR infantry tactic I like to call the "jack-in-the-box". He sees the enemy, crouches, brings up his sights, waits, then stands up and lets them have it! As soon as he sighted in, the 8 second deviation timer started zeroing down and he became more accurate. As long as he doesn't use his WASD movement keys, the deviation zero timer will continue to count down until he fires. The crouch to standing movement does not count against deviation. Also notice none of his bursts last longer than 3 seconds.
PR is a game and like any other game, you have to learn how to play it.
Re: bullet spread
Posted: 2015-08-01 00:42
by Snaiper
Marksman/sniper rifles cannot hit a target 500m away.
When realistically they're supposed to hit a target at more than 1km away with pinpoint precision.
And another annoying thing is how when you pull out a weapon your soldier takes a look at it, cleans it, kisses it, flips it around a few times and then you're ready to shoot.