Some thoughts on Deviation.
Posted: 2008-01-20 22:09
Deviation. Overall, I really like it.
Some thing I really like about it are:
No more instant hits. 200m laser accuracy after running a half mile isnt that likely. This new system reflects this.
Firefights last a lot longer
Suppression is more useful, as you firing at them might not kill them, but they cant shoot at you so well.
All of the above brings your team mates into play much more. Now firefights arent instant headshots, your team becomes a lot more useful.
Some things I think could improve the system:
I have noticed that as soon as you move, even a little bit, you have to settle for 1-2 seconds again. I think the deviation should reflect how much you have moved, so simply moving a metre or so should not affect your aim as much as it does now.
Also I'd suggest that when in the aim and moving your deviation should remain lower than it is right now. I find this is a problem a lot at close ranges. You are slowly moving with the weapon sights up, see an enemy at 30m and fire, and have the bullets deviate a huge amount. Although you have not run at all, and are moving only very slowly, your shots are spreading up to a metre and a half! Over a thirty metre range this is shocking accuracy, and at present for me, ruins close combat slightly.
Summary
I have tried to avoid the word 'realistic' here, but I shall have to use it once. Overall I think the deviation system works well at long range, presenting a much more lifelike depiction of what it might be like to take part in an infantry firefight than in 0.6, but close range seems unrealistically inaccurate. Distances under 20m suffer from too much deviation, and in CQB situations it is frustrating to see bullets hit everywhere except where you have aimed them. At long range I expect this, but at a range where you could probably throw the rifle and score a hit, the rifles need to go where you point, even when moving.
Opinions?
Some thing I really like about it are:
No more instant hits. 200m laser accuracy after running a half mile isnt that likely. This new system reflects this.
Firefights last a lot longer
Suppression is more useful, as you firing at them might not kill them, but they cant shoot at you so well.
All of the above brings your team mates into play much more. Now firefights arent instant headshots, your team becomes a lot more useful.
Some things I think could improve the system:
I have noticed that as soon as you move, even a little bit, you have to settle for 1-2 seconds again. I think the deviation should reflect how much you have moved, so simply moving a metre or so should not affect your aim as much as it does now.
Also I'd suggest that when in the aim and moving your deviation should remain lower than it is right now. I find this is a problem a lot at close ranges. You are slowly moving with the weapon sights up, see an enemy at 30m and fire, and have the bullets deviate a huge amount. Although you have not run at all, and are moving only very slowly, your shots are spreading up to a metre and a half! Over a thirty metre range this is shocking accuracy, and at present for me, ruins close combat slightly.
Summary
I have tried to avoid the word 'realistic' here, but I shall have to use it once. Overall I think the deviation system works well at long range, presenting a much more lifelike depiction of what it might be like to take part in an infantry firefight than in 0.6, but close range seems unrealistically inaccurate. Distances under 20m suffer from too much deviation, and in CQB situations it is frustrating to see bullets hit everywhere except where you have aimed them. At long range I expect this, but at a range where you could probably throw the rifle and score a hit, the rifles need to go where you point, even when moving.
Opinions?