Deviation Changes
Posted: 2008-07-18 22:11
A lot of controversy has been going on about my Suppressing/Covering fire. You ALL have a right to express your opinion, but let's do it respectfully and get out some reasons for and against. For the love of a stressed Forums Moderator, please be civil in discussion.
Back we are again, with more suggestions to make firefights more risky. With the most recent installments, deviation has come down to "wait 2 seconds, fire perfect shot".
To counteract this, I suggest a deviation increase when:
-Recently running (high deviation)
-Recently walking (medium or low deviation)
-Recently crawling (low deviation)
-Changing stance (medium to low deviation)
-Completely rested [have not moved, changed stance etc. for a few seconds] (minor deviation)
Running and walking should really speak for themselves. Now, I don't know if it is hardcoded or not to implement deviation when changing stances, but it would be proper to simulate pulling the rifle's butt to your shoulder and stabilizing your aim. It would encourage less accurate shots when quickly popping up from crouched to standing, and would hit or land near to your target; there wouldn't be a 5 foot miss, but you may hit within a foot of where you aimed. Maybe, when you are raising from crouch to standing, you would have minor deviation. And vice versa. But when going from prone to stand/crouch, you would have a medium deviation as you have to reposition yourself much more (getting your feet under your body, repositioning your gun, lifting your body up).
For being completely rested, I suggest a very MINOR deviation, to simulate less than perfect natural aim. It's not the gun-it's the soldier; he can't hold perfectly still forever. Since gun sway is far too hard to implement correctly, a very slight deviation will simulate that inaccuracy. Perhaps the deviation could be removed when prone, or just after quite a bit longer amount of time (so that snipers, being trained to be the accuracy machines they are, can hit a target accurately after they have found their spot and observed the enemy for a bit).
Deviation from running would take quite a bit to wear off (a good 5-10 seconds) as you should be using running to get to cover, and get to teammates, you shouldn't be stopping between buildings to shoot accurately while running to a wounded soldier. You would still be able to fire relatively inaccurate shots from the hip while strafing temporarily to put some covering fire on that shifty ******* who won't stop firing at you. Walking, crawling and stance changing deviation would wear off relatively quickly (2-4 seconds) to allow for accurate fire immediately after setting your stance and reshouldering your weapon. The "constant innacuracy" should wear off in relatively the same amount as running. You would eventually calm your breating, get as comfortable as your gear allows, and your body would become more stiff as you get used to your position. This would allow especially snipers and marksman, but also a squad who needs to get as many enemies dead at once to begin a coordinated ambush.
Now, with all this, you might think that it would destroy the use of accurate fire in a firefight. That's your right to think so. However, if you've ever seen a firefight (believe it or not, youtube does carry some videos that don't suck), a soldier will pop his head out, fire a few shots to try to suppress the enemy, and gets back under cover, while other troops down the line do the same, until accurate fire can be delivered safely and effectively. Flanking will become a MUCH more useful tactic, if your flanking troops make sure to be unseen before opening fire, they can deliver accurate fire and have safety from a position the enemy had not seen beforehand.
(Watch this video to see some canadian troops in afghanistan in a firefight. Note how they peek from behind the wall, fire a few shots [note the gun's recoil and how they aren't waiting to deliver perfect shots, they are firing to scare the enemy, not to get a headshot] Canadian Firefight in Afghanistan )
I apologize for the ungodly long post, but I hope the information here is easily understood.
Back we are again, with more suggestions to make firefights more risky. With the most recent installments, deviation has come down to "wait 2 seconds, fire perfect shot".
To counteract this, I suggest a deviation increase when:
-Recently running (high deviation)
-Recently walking (medium or low deviation)
-Recently crawling (low deviation)
-Changing stance (medium to low deviation)
-Completely rested [have not moved, changed stance etc. for a few seconds] (minor deviation)
Running and walking should really speak for themselves. Now, I don't know if it is hardcoded or not to implement deviation when changing stances, but it would be proper to simulate pulling the rifle's butt to your shoulder and stabilizing your aim. It would encourage less accurate shots when quickly popping up from crouched to standing, and would hit or land near to your target; there wouldn't be a 5 foot miss, but you may hit within a foot of where you aimed. Maybe, when you are raising from crouch to standing, you would have minor deviation. And vice versa. But when going from prone to stand/crouch, you would have a medium deviation as you have to reposition yourself much more (getting your feet under your body, repositioning your gun, lifting your body up).
For being completely rested, I suggest a very MINOR deviation, to simulate less than perfect natural aim. It's not the gun-it's the soldier; he can't hold perfectly still forever. Since gun sway is far too hard to implement correctly, a very slight deviation will simulate that inaccuracy. Perhaps the deviation could be removed when prone, or just after quite a bit longer amount of time (so that snipers, being trained to be the accuracy machines they are, can hit a target accurately after they have found their spot and observed the enemy for a bit).
Deviation from running would take quite a bit to wear off (a good 5-10 seconds) as you should be using running to get to cover, and get to teammates, you shouldn't be stopping between buildings to shoot accurately while running to a wounded soldier. You would still be able to fire relatively inaccurate shots from the hip while strafing temporarily to put some covering fire on that shifty ******* who won't stop firing at you. Walking, crawling and stance changing deviation would wear off relatively quickly (2-4 seconds) to allow for accurate fire immediately after setting your stance and reshouldering your weapon. The "constant innacuracy" should wear off in relatively the same amount as running. You would eventually calm your breating, get as comfortable as your gear allows, and your body would become more stiff as you get used to your position. This would allow especially snipers and marksman, but also a squad who needs to get as many enemies dead at once to begin a coordinated ambush.
Now, with all this, you might think that it would destroy the use of accurate fire in a firefight. That's your right to think so. However, if you've ever seen a firefight (believe it or not, youtube does carry some videos that don't suck), a soldier will pop his head out, fire a few shots to try to suppress the enemy, and gets back under cover, while other troops down the line do the same, until accurate fire can be delivered safely and effectively. Flanking will become a MUCH more useful tactic, if your flanking troops make sure to be unseen before opening fire, they can deliver accurate fire and have safety from a position the enemy had not seen beforehand.
(Watch this video to see some canadian troops in afghanistan in a firefight. Note how they peek from behind the wall, fire a few shots [note the gun's recoil and how they aren't waiting to deliver perfect shots, they are firing to scare the enemy, not to get a headshot] Canadian Firefight in Afghanistan )
I apologize for the ungodly long post, but I hope the information here is easily understood.