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Current Deviation
Posted: 2010-10-05 02:27
by RealKail
I just have to say, while .91 deviation is better than the previous versions, it still needs work. When I run up on an enemy at point blank range, sometimes with my barrel not an inch from him and fire, the shot misses. That tends to get pretty frustrating, cause at that point I continue firing, wasting another 2-7 shots til the bullets hit their mark and the enemy drops dead.
Suggestions:
Make it so that when you pull up your sights, it reduces the deviation DRASTICALLY, by anywhere from 60-85%. There's no reason that when I'm actually using my sights to aim at a target that my shot should be way off in one direction or the other (unless my guy failed to zero his sight). I know it's supposed to simulate settle time, but I'm pretty much aiming at the target, my shot shouldn't be hitting 20m behind it if it's a person just casually walking along.
Another deviation idea, is a bit of reduced accuracy depending on range. How about not making the accuracy 100%? What I mean is, leave a decently small deviation circle even when you're settled, to help simulate breathing deviation in some respect. You can still hit a target reasonably accurate at shorter ranges, but at longer ranges of course the bullets will be a bit more subject to miss.
Anyway there's my ideas on it. Like I said, I'm just frustrated by the fact that I can get within spitting distance of an enemy and still miss because I was running before I encountered him.
Re: Current Deviation
Posted: 2010-10-05 03:45
by omfg12333
I've noticed that there's always a bit of deviation even when you've waited the correct amount of time without moving or doing anything, especially when you're crouching or standing.
Re: Current Deviation
Posted: 2010-10-05 07:16
by cyberzomby
Have to say that in CQB all my shots usually hit. Even in burst. Only exception is automatic's like the G3. CQB does not have the ranges where your shots can miss. I mean clearing bunkers or houses.
I like the current deviation. Play FH2 and that shows how I dont like it

Its almost lazer tag like.
Re: Current Deviation
Posted: 2010-10-05 08:35
by Brainlaag
I have to agree partly, because I hate it when I'm somewhere settled , see a guy, and instantly head-shot him. It may be handy but very, very, veryyyy annoying, even if I'm the guy shooting.
Re: Current Deviation
Posted: 2010-10-05 09:33
by llRvXll
Deviation on rpg's aren't good in my opinion, we have to wait way too much time aiming with it, looks like the soldier is shaking the weapon like a retard when i try to shoot the rpg on a target and the round just explodes on my feet, theres no way that a trained soldier would shake a rpg so much that he would shoot at his OWN FEET.
and looks like when we're not aiming with the weapon the bullets simply spread around like a shotgun, even in a distance of 1m, you can miss 30 shots of a ak47 in a soldier if you're not aiming with the ak47, and before someone come here and say "press right mouse button then" ... sometimes in cqc you don't even have time to aim...
just my feedback....
Re: Current Deviation
Posted: 2010-10-05 16:05
by RealKail
cyberzomby wrote:CQB does not have the ranges where your shots can miss.
While that may be the case in real life, with this mod's current deviation it's not so much the case. I've run up on a person with a CCO weapon, been no more than 5m from them, raised my sights and the shots start hitting all around them. Any soldier whose aim is that horrible really shouldn't even be carrying a weapon.
I could have some understanding of it, if it were shots fired "from the hip". But I have my weapon pointed specifically at the target's center mass, there's no reason my shots should be that far off unless my soldier has a bad tendency to jerk when he squeezes the trigger.
Re: Current Deviation
Posted: 2010-10-05 16:18
by ComradeHX
Which part of "it simulates stabilization of weapon after movement" do you guys not understand?
If BF2 engine supported realistic random weapon sway, there would be no deviation like this.
If you want to shoot accurately, do NOT just run into a door and start spraying... peek around the corner after settling the accuracy is what you SHOULD do.
Re: Current Deviation
Posted: 2010-10-05 17:43
by RealKail
ComradeHX wrote:Which part of "it simulates stabilization of weapon after movement" do you guys not understand?
If BF2 engine supported realistic random weapon sway, there would be no deviation like this.
If you want to shoot accurately, do NOT just run into a door and start spraying... peek around the corner after settling the accuracy is what you SHOULD do.
Combat tends to be very fast paced, we don't always have the luxury time to wait for our deviation to settle. Which is why I proposed that when you bring up your sights, that deviation should get drastically reduced.
People firing from the hip still won't be as effective, while people who actually use their sights can accurately lay down some fire without having to wait critical seconds for their aim to settle. When you've actually got your weapon shouldered and are looking down the sights, your aim is already very concentrated on a specific point/area.
With the system being how it is, anybody who may have put an aim reticule on their screen with a marker or piece of tape can shoot just as effectively if they wait the same amount of time for deviation. There should be an aim bonus for actively using your weapon sights.
Re: Current Deviation
Posted: 2010-10-05 20:06
by Jigsaw
Locking this thread because we already have a large number of threads on this same subject and it is a suggestion outside of the correct forum.
In addition, bringing your weapon up to your shoulder does already reduce your deviation.
In future please search for other threads covering the same topic and wait until you have the required postcount for suggestions.