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Make firefights more intense

Posted: 2023-05-25 15:46
by Crylink
In short , due to the large number of combat footage from a certain country, I've been feeling like the firefights in PR aren't intense or frightening enough.

The current way to way to kill an enemy in a forest map for example, is to go prone/crouched wait 4-5 seconds and start shooting 1 shot at a time waiting a few seconds between each shot.

I my opinion and from my 32 month experience in the army(I didn't actually fire at anyone)

the way to shoot and kill someone irl is very similar to PR but there are differences.

1. Semi-auto fire - In PR you cant fire semi auto as fast as someone irl can.

2. Deviation is worse irl - a. waiting 5 seconds in any firing stance wont guarantee an accurate shot only a precise one.

b. The maximum deviation value should be lower when youre aiming down sights.

c. the minimum deviation should be higher

3. recoil(controversial) - Recoil IRL from an m4/m16 does not cause significantly make your barrel rise but rather it makes the gun move. meaning instead of recoil it feels more like screen shake. now thats relevant only where you are in good firing stance.

*-I havent never fired a rifle anything larger than 5.56x45 so take this with extra salt.

4. bullet crack should be louder


EFFECT

These 2 changes combined will cause firefights to be more suppresive , intense and adrenaline right into your veins experience.

example - you walk through the woods , see and enemy.
hug a tree and start mag dumping while loads of bullet go back and forth between the 2 squads.

Tl :d r - Absolute chaos

Re: Make firefights more intense

Posted: 2023-05-26 03:57
by Grump/Gump.45
Agreed on the deviation, rifle crack noise, semi-auto in game speed. Sorry I haven't been playing to turn on the bullet storm. To increase intensity with what we have now, instruct your squad mates. These suggestions don't make players shoot more if they miss less, they still only shoot what they can see or know is there. I do all that and shoot at what I don't know is there.

Firefight intensity is directly related to survivability. With current deviation you survive longer, harder to kill and more shots needed to hit. In that aspect I like it, but I don't like the way deviation actually works.

It misses right outside body frame, you adjust a bit left and it goes left of body frame, more than what is ergonomically possible or realistic with fatigue, anatomy, movement, bio-chemicals (adrenaline), motor skills, going from complacent to in the zone(if you survive). Then other factors not represented like big rifle and small door way frame which applies if you don't use distance slicing door pies or clear the immediate corners next to door frame.

Deviation on ADS seems to be 10-15-20 or degrees wide when letting loose rounds. Cone of fire when standing should be no more than 7 degrees, the recoil reset of rifles especially with the G3 is too intense, even the M4 on semi-auto. The 3 round burst shouldn't ride up so much, I'm not saying get rid of need to right recoil with mouse, but reduce it.

With the tanks projectile drop updates I noticed tank engagements lasting longer. The more you miss the more intense it gets.

ADS deviation should be maximum the width of 5 human players, 5 degrees wide. Simulate or actually bring a rifle up to your shoulder right handed, it goes no more than 2-3 degrees right of direct aim unless you awkwardly force the barrel right.

You can quickly immediately brace the rifle into the shoulder out of a sprint. The shoulder has a nice pocket that also limits where natural sway can go without awkward ergonomics.

The deviation correction of shots makes no sense either when off by a few MOA (Minute of Angle), if I miss left of the body or arm, a bit more right should correct dead on instead of going left and then right outside enemy body frame.

For left of front deviation it can hinge a bit more. But stick to what naturally would happen bringing rifle up. 2 left and 2 right of middle for maximum deviation. Based on rifle sway, that we can't see which deviation represents.

Re: Make firefights more intense

Posted: 2023-05-26 15:49
by SemlerPDX
Crylink wrote:I my opinion and from my 32 month experience in the army(I didn't actually fire at anyone)

the way to shoot and kill someone irl is very similar to PR but there are differences.
So, the video game is very similar to irl except for the fact that it is a video game?

The differences you point out (aside from sound effects) are a result of balancing and reduction of video game exploits from nade spam to dolphin diving to run-and-gun tactics that were prevalent in Battlefield games like BF2.

Moving and clicking a mouse is far less physically demanding than aiming an assault rifle (in any stance) irl, and putting rounds downrange accurately is a wholly different beast as well.

These video-gamey aspects of gameplay exist because PR is a video game, and not irl. When it comes to aiming and shooting and deviation, PR and irl are incomparable.

Re: Make firefights more intense

Posted: 2023-05-26 16:47
by Crylink
Well then it depends what you want your video game to be.

I want it to be more intense and I dont believe those changes will make it run and gun

just because there used to be nade spam in BF2 we cant fire semi auto rapidly anymore?

im not suggesting that we make PR real life , im suggesting we make it similar to real life in the way that makes the game more fun and engaging in my opinion.

I believe that making the player constantly move the mouse down when shooting is just not what this game should be about.

it should be about teamwork , suppression , maneuvering and chaos during firefights.

Re: Make firefights more intense

Posted: 2023-05-27 10:36
by Danesh_italiano
Current recoil/deviation in PR is absurdly unrealistic... Previous recoil/deviation were fine... no idea why a dev decided to nerf it... literally less than half dozen of pro milsim PR players were complaining about it...

Here an example of REAL LIFE RECOIL in single and full auto...






Just look at Thompson and G3 full auto... in PR it makes me to throw up

Then you have that shitty unrealistic recoil/deviation with shitty hitreg/desynced deviation from shitty $10 servers...

Re: Make firefights more intense

Posted: 2023-05-27 15:23
by Crylink
Those 2 videos are a bad example of how an average soldier can handle a rifle.
those guys are clearly avid shooters and have dedicated a large portion of their life towards gun ownership as a hobby.

Remember most armies give their infantry 6-8 months training and most of it isn't even shooting live rounds.

calling deviation "shitty" is disrespectful to say the least. The developers are having to deal with an old engine which was made before a third of PR players were even born.

but the first video shows that even a good shooter has a hard time keeping the gun stable when not moving so increasing deviation at its minimum will make it more realistic.

Re: Make firefights more intense

Posted: 2023-05-27 19:26
by ALFABETAS
Crylink wrote:Those 2 videos are a bad example of how an average soldier can handle a rifle.
those guys are clearly avid shooters and have dedicated a large portion of their life towards gun ownership as a hobby.

Remember most armies give their infantry 6-8 months training and most of it isn't even shooting live rounds.

calling deviation "shitty" is disrespectful to say the least. The developers are having to deal with an old engine which was made before a third of PR players were even born.

but the first video shows that even a good shooter has a hard time keeping the gun stable when not moving so increasing deviation at its minimum will make it more realistic.
But I don't want to be put in deviation lottery where 80% you going to get this kind of soldier
Image

Re: Make firefights more intense

Posted: 2023-05-29 14:38
by Mdx00
Crylink wrote:Those 2 videos are a bad example of how an average soldier can handle a rifle.
those guys are clearly avid shooters and have dedicated a large portion of their life towards gun ownership as a hobby.

Remember most armies give their infantry 6-8 months training and most of it isn't even shooting live rounds.

calling deviation "shitty" is disrespectful to say the least. The developers are having to deal with an old engine which was made before a third of PR players were even born.

but the first video shows that even a good shooter has a hard time keeping the gun stable when not moving so increasing deviation at its minimum will make it more realistic.
i think that recoil should change on the based on the army you're playing. eg. US, Germany, Dutch, Brits, IDF, Russia, Poland etc. give a better training to their soldiers than Hamas, Insurgents, Taliban, MEC, Militia, ARF and PAVN.

Re: Make firefights more intense

Posted: 2023-05-29 16:24
by Crylink
ALFABETAS wrote:But I don't want to be put in deviation lottery where 80% you going to get this kind of soldier
Well thats already the game youre playing...

Re: Make firefights more intense

Posted: 2023-06-26 20:00
by KooG
Danesh_italiano wrote:Current recoil/deviation in PR is absurdly unrealistic... Previous recoil/deviation were fine... no idea why a dev decided to nerf it... literally less than half dozen of pro milsim PR players were complaining about it...

Here an example of REAL LIFE RECOIL in single and full auto...






Just look at Thompson and G3 full auto... in PR it makes me to throw up

Then you have that shitty unrealistic recoil/deviation with shitty hitreg/desynced deviation from shitty $10 servers...
Man you are forgeting about bullet caliber, equipment weight and exhaustion, imo the g3 actualy has one of the most "realistic" recoils in the game, 7.62 is no joke. Personaly i think the game is great as it is but if PIP scopes and Free look were possible that would be great.