I get the whole idea behind making it difficult to squeeze off targets with an iron-sight weapon from hundreds of yards away. If it becomes too easy, then PR would quickly degenerate into the likes of other "realistic" shooters that actually aren't realistic.
The problem is that PR's aiming and shooting mechanic seems a tad random to me. For instance, I go prone with an M-class rifle in single shot mode. I choose my target. I put the iron sights directly on him for a perfect shot and after waiting a second, to be safe, I fire a round assuming it will be a direct it. But it's not. I fire another round, and another, watching the bullet spray jet up from positions all around the victim. If I'm lucky, then I'm score a hit within the first five shots.
That's what it feels like: luck. It is a good mechanic in that it increases the realism factor, but what this "luck" element does more than anything is take a way from the predictability, skill or realism factor. In this scenario, I should've hit the target on the first shot.
The deceptive thing in this is that the iron sights are perfectly still while I perform this action. If the trajectory is really that far off, then shouldn't the iron sights reflect that in their sway?
I, personally, feel that bullets should travel closer to where I'm aiming in PR. Especially if I'm within 200-300 metres of my target. In real life, even in an outdoor, windy environment, the bullets shouldn't be this affected at these distances.
For PR to be more realistic, there should be some sway. The sway should reflect either breathing patterns, or it should reflect other factors like fear (which would increase if you were far away from friendlies). In any case, if your shot is lined up properly at any point in the course of your sway, then the bullet should travel accordingly.
I think what PR needs to do is focus on finding a realistic compromise in later versions. Introduce a slight sway that can be affected by several factors (as discussed above), but remove whatever system in the game makes the bullet hit randomly. The bullet should go where you shoot. End of story.
Anyone else agree?
PR needs a realistic shooting mechanic
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waldo_ii
- Posts: 961
- Joined: 2008-04-30 22:58
Re: PR needs a realistic shooting mechanic
To quote from the AAS thread...
Also, read through this thread. Further explanations within.
https://www.realitymod.com/forum/f10-pr ... alism.html
Also, in before the wrath of Tirak!
The BF2 engine cannot accommodate weapon sway, tremble, combat stress, or any other condition that affects aiming. Instead, we use bullet deviation to simulate these conditions. If it were possible to have weapon sway, tremble, stamina's effect, the Devs would have implemented it long ago.Weapons - Weapon Sway/Wave/Tremble
Also, read through this thread. Further explanations within.
https://www.realitymod.com/forum/f10-pr ... alism.html
Also, in before the wrath of Tirak!
|TGXV| Waldo_II


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crazy11
- Retired PR Developer
- Posts: 3141
- Joined: 2008-02-05 00:20
Re: PR needs a realistic shooting mechanic
Yep as waldo_ii said it has been suggested before and is not possible within the confines of the engine.
Read the thread that he provided.
Also please use the Already Suggested Suggestions thread and the search function.
Thanks,
Crazy
As for the Tirak jokes they are stopping now.
Read the thread that he provided.
Also please use the Already Suggested Suggestions thread and the search function.
Thanks,
Crazy
As for the Tirak jokes they are stopping now.

You miss 100% of the shots you don't take.- Wayne Gretzky
