Page 1 of 1

in regard to previous sniper posting on deviation

Posted: 2008-05-07 05:45
by ralfidude
I was just wondering if the Devs put any thought into a suggestion that was made by a thread i started on the accuracy of teh sniper rifle. The suggestion was not made by me, but it never got answered by the devs last time i checked.

The suggestion was to eliminate the whole 3, Not 2 second rule of keeping ur scope still ( i tried 2 seconds, but its not long enough, it has to be 3 seconds). In substitution, a different type of deviation could be implemented. If u imagine a reticule back on ur screen (I know its eerie), and as u move slightly the reticule widens, suggesting less accuracy, but when you move your mouse more violently the reticule responds by widening even more.

Now, since we all know snipers kill moving targets, not by placing their crosshairs in one spot and waiting for their target to come to their center, but by tracking their targets, the deviation effect can be places in effect described above.

So little, nonsudden movements would not implement any deviation, but a sharp movement or violent one would make u hit ****. I think this is pretty legit.

If the devs want that whole adjusting ur scope ****, then they have a few options, do it like it was done in Task Force Dagger, or BF2s sniper mod, or delta force games. Or alternatively, as a sniper when u have ur target in ur scope before u shoot u press T and select like 'adjust scope' or something and then u can shoot. So for that range ur gun will be zeroed, and at different ranges u have to reset ur scope.

In anycase, i was wondering what the devs thought on his idea.

Re: in regard to previous sniper posting on deviation

Posted: 2008-05-07 07:29
by @bsurd
great idea.

But with a little bit of train you can also hit moving targets with the sniper, you only have to aim in front of his "run line" and then pull the trigger...

Its only training :-)

There are a few more thigs that have to get fixed. Think the sniper is good as it is in the moment.

The Dev“s have enough work for the moment i think :-)

Re: in regard to previous sniper posting on deviation

Posted: 2008-05-07 07:53
by Wolfe
Actually this is easy to do and I have a working model of it right now. For snipers, any body movement (crawling forward, sideways) causes deviation to reset to full. Once you remain still, you can easily track moving targets at a distance. But.. if you quickly spin into the opposite direction or make a sharp 45+ degree turn, your deviation is full again. Small turns: no deviation. Large turns: full deviation.

The same principle can also be applied to CQB, a factor that I'm working on right now. While both open sight and scoped weapons will have the same deviation while shooting from the hip (or remaining still), the difference comes when looking down the sights: open sighted weapons (looking down the sights + turning) will have minimal deviation loss. Scoped rifles (looking through the scope + turning) will have increased deviation. The point is to give open sights an accuracy advantage in short range, and scoped rifles an advantage in long range.

Re: in regard to previous sniper posting on deviation

Posted: 2008-05-07 10:04
by Nick The Bubble
Sounds like a good idea, although I don't think we need a reticule, I'm sure we can imagine it.

Re: in regard to previous sniper posting on deviation

Posted: 2008-05-07 13:02
by ralfidude
BAH no reticule please, i was just using that as a demo. Um but in response to hitting moving targets... err... no. It just doesnt happen. And when it does, its so rare, that its just luck. Targets dont run in straight lines for 3 FULL seconds where u can aim infront of them. Iv only been so lucky to shoot just a few moving targets, and most of those shots were by luck, one even by deviation luck. In any case, i should be able to move my damn scope and have it hit with no deviation, as long as its not too violent of a movement.
As it is right now... with only 2 sniper kits available on a full server, one person with that kit can help his team out alot. Now, im reduced to sit in friendly lines and support my team from behind, unlike the conventional days where i relay all enemy movements to my team and take out the biggest threats only (rpg, IED personell, and drivers of suicide cars :D ).

Re: in regard to previous sniper posting on deviation

Posted: 2008-05-07 13:29
by @bsurd
Wolfe wrote:Actually this is easy to do and I have a working model of it right now. For snipers, any body movement (crawling forward, sideways) causes deviation to reset to full. Once you remain still, you can easily track moving targets at a distance. But.. if you quickly spin into the opposite direction or make a sharp 45+ degree turn, your deviation is full again. Small turns: no deviation. Large turns: full deviation.

The same principle can also be applied to CQB, a factor that I'm working on right now. While both open sight and scoped weapons will have the same deviation while shooting from the hip (or remaining still), the difference comes when looking down the sights: open sighted weapons (looking down the sights + turning) will have minimal deviation loss. Scoped rifles (looking through the scope + turning) will have increased deviation. The point is to give open sights an accuracy advantage in short range, and scoped rifles an advantage in long range.
This sounds very good. Thats the way it has to be.

But im not a really good sniper, and im able to hit moveing targets. And the Sniper of our clan takes them out even running and spinning arround.

so there is a way to hit them. Think the key is to practise it...

Re: in regard to previous sniper posting on deviation

Posted: 2008-05-07 14:19
by Waaah_Wah

Re: in regard to previous sniper posting on deviation

Posted: 2008-05-08 04:31
by fartknocker12345
Totally agree on this one. A sniper should be able to track targets, and right now, you cant do that at all. The first post hit the nail on the head. Get in a local server and show a dev about it.