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Recoil, CQB, SSW's etc.
Posted: 2008-10-21 16:10
by Dempsey
1. A thought which is universal with a lot of players i know.
Recoil is too much in PR, tone it down a little.
Example.
People just are not scared about running across streets in a contact, they know people just will not hit them, and two, they know if they do get hit once, even twice, they can still run away to cover and get 'healed up' Highly unrealistic, people just are not scared of bullets on PR like in real life.
2. When i set up my SAW or what ever, proning, why cant i fire fairly accurate fire without looking down the scope, now, you may think this is unrealistic, in reality, yes it would be. But like many things in PR to achieve a sense of reality you have to COMPENSATE. When your firing a rifle in a proned position in an engagement, you are not always looking down the sights, you are looking around (because the weapon can obscure your Field of view), as soon as you find a target you can instantly move your eye back to the sight and fire, why does he take around a second to move to the sight in PR its so frustrating.
Many things in PR are sluggish and frustrating. In reality engagements are FAST, and require quick thinking/maneuvers.
Another thing with the Automatic rifleman kits is... why the hell does he have to remove/check his belt or magazine anytime you need to do something? I change to a smoke and he wants to do it again, fuc*! in th middle of an battle, he wants to do a weapons check! isn't it possible just to lay it down on the floor. Same goes when changing from Deployed, does he carry 2 Weapons with him? This happens with almost every other kit and slows the game play down considerably.
Re: Recoil, CQB, SSW's etc.
Posted: 2008-10-21 16:12
by arjan
Agreed
But deviation changes are being tweaked for 0.85
Re: Recoil, CQB, SSW's etc.
Posted: 2008-10-21 16:17
by Caboosehatesbabies
Dempsey wrote:1. A thought which is universal with a lot of players i know.
Recoil is too much in PR, tone it down a little.
Example.
People just are not scared about running across streets in a contact, they know people just will not hit them, and two, they know if they do get hit once, even twice, they can still run away to cover and get 'healed up' Highly unrealistic, people just are not scared of bullets on PR like in real life.
2. When i set up my SAW or what ever, proning, why cant i fire fairly accurate fire without looking down the scope, now, you may think this is unrealistic, in reality, yes it would be. But like many things in PR to achieve a sense of reality you have to COMPENSATE. When your firing a rifle in a proned position in an engagement, you are not always looking down the sights, you are looking around (because the weapon can obscure your Field of view), as soon as you find a target you can instantly move your eye back to the sight and fire, why does he take around a second to move to the sight in PR its so frustrating.
Many things in PR are sluggish and frustrating. In reality engagements are FAST, and require quick thinking/maneuvers.
Another thing with the Automatic rifleman kits is... why the hell does he have to remove/check his belt or magazine anytime you need to do something? I change to a smoke and he wants to do it again, fuc*! in th middle of an battle, he wants to do a weapons check! isn't it possible just to lay it down on the floor. Same goes when changing from Deployed, does he carry 2 Weapons with him? This happens with almost every other kit and slows the game play down considerably.
Recoil is fine, deviation is fine, and the cone of fire is being reduced (this is a good thing) in .85.
AR rechecks his weapon each time he draws it because there can only be one animation per weapon.
The deployed mode is for prone firing. When looking down the sights in deployed mode and firing in bursts, you have a very very accurate weapon.
Re: Recoil, CQB, SSW's etc.
Posted: 2008-10-21 16:48
by OkitaMakoto
Check the DEV blog on deviation. Its being looked into/ already been worked on, no reason to make another thread.

Re: Recoil, CQB, SSW's etc.
Posted: 2008-10-21 16:56
by Dempsey
Caboosehatesbabies wrote:Recoil is fine, deviation is fine, and the cone of fire is being reduced (this is a good thing) in .85.
Now, I'm not programmer, so things like cones of fire i didn't summarize. however, recoil is to much, when i fire a SA80 (in my arms, but not at my eye) its like a cannon moving up and down, the sa80 has very little recoil.
Caboosehatesbabies wrote:AR rechecks his weapon each time he draws it because there can only be one animation per weapon.
Ok fair point, i didn't realise this, but its damn unrealistic.
Caboosehatesbabies wrote:The deployed mode is for prone firing. When looking down the sights in deployed mode and firing in bursts, you have a very very accurate weapon.
Obviously, the Deployed mode cant be used otherwise anyway, so i think your misunderstanding what i was putting across.
As for this being elsewhere ont he forums, im sorry! I just don't get enough time to trawl through previously made suggestions. if Devs are looking into it, excellent! close the thread. I just hope you consider new ballistics as well.
thanks
Demps
Re: Recoil, CQB, SSW's etc.
Posted: 2008-10-21 16:59
by Rudd
Dempsey wrote: the sa80 has very little recoil.
I have no idea about guns in real life, I'm a student and I've never held anything more than a paintball gun.
Could you please quantify your statement with evidence/personal experience?
People just are not scared about running across streets in a contact, they know people just will not hit them, and two, they know if they do get hit once, even twice, they can still run away to cover and get 'healed up' Highly unrealistic, people just are not scared of bullets on PR like in real life.
Agree there though
Re: Recoil, CQB, SSW's etc.
Posted: 2008-10-21 17:01
by Dempsey
Dr2B Rudd wrote:I have no idea about guns in real life, I'm a student and I've never held anything more than a paintball gun.
Could you please quantify your statement with evidence/personal experience?
Extensive personal experience

Re: Recoil, CQB, SSW's etc.
Posted: 2008-10-21 17:02
by Rudd
okies then

Re: Recoil, CQB, SSW's etc.
Posted: 2008-10-21 17:11
by VipersGhost
Yeah I think the deviation is enough so that we can tone down the recoil. The 5.56 rnd really doesn't have much kick at all. Plus toning it down might also fix the 3rnd burst and make it function a little more realistically.
Re: Recoil, CQB, SSW's etc.
Posted: 2008-10-21 18:44
by Pariel
The reason there is major recoil when the sights are not up is to encourage the use of the sights. Rarely, if ever, do you fire without the use of the sights at all. The unfortunate inability to have more than "sights up" and "weapon down" are annoying, but everyone else has to deal with it too.
*EDIT*
The thing that irks me about the 3-round burst more than it's rather low level of accuracy is the fact that you can only fire 3-round burst. In reality, the autotrigger allows you to fire for as long as your finger is down, i.e. 1 or 2 rounds, as well as three.
Re: Recoil, CQB, SSW's etc.
Posted: 2008-10-21 19:12
by gclark03
...
On an M16A4?