But no, he stood up from behind cover and nailed me straight away
That's probably the 3rd time this has happened to me, and I'd like to see changing stances affect bullet spread, as playing whack-a-mole and losing isn't very realistic
Dragunov's one-shot-kill as it is from what I remember.. They are killing machines.I was killed by an insurgent with a dragunov from ~200m away, and it only took one shot.
We both wrote the same opinion.Bluedrake42 wrote:Actually I like it, cause if you think about it, since we're not allowed the full range of movement, its impossible to effectively take cover in some situations in a way that would allow you to also fire back. So since we have only 3 levels of height from which to use, I think it makes sense... I hope I just made sense right now haha
The shooter who aims at where the target should pop up still has the advantage, because the target has less time to fixate his aim on the shooter who already has been firmly planted.badmojo420 wrote:It's true, we don't have full range of movement in video games. So peaking over a wall isn't like it would be in real life.
But, what we do have in video games is a lot of absolutes. Which results in super human abilities like this wack-a-mole tactic.
When a player hides behind an object and pops up, they can aim, and then crouch again. As long as they do not move their mouse, the instant they pop back up, their weapon will be aimed EXACTLY where it was the last time they popped up. When dealing with targets at over 100m, it's a super human ability.
I don't accept this "we can't peak, so zero deviation is a good thing" argument.
When two people know where each other are, the one popping up from behind cover shouldn't have zero deviation change. Not when every other type of movement has an effect on it. The system needs to be consistent. People know how to abuse the system, just because you haven't noticed, doesn't mean it never happens. Player reflexes have nothing to do with it.Lord Jesus wrote:The shooter who aims at where the target should pop up still has the advantage, because the target has less time to fixate his aim on the shooter who already has been firmly planted.
If we add deviation from crouching to standing. There will be no method of taking out targets that have already zeroed in on your position unless you flank them or use grenades. If you get killed by a whack a mole. It's because your reflexes are not up to par with the enemy. Besides, you shouldn't be camping in the same spot once the enemy has located your position, that is just being ignorant.
Move 1 inch to the side = win...Lord Jesus wrote:The shooter who aims at where the target should pop up still has the advantage, because the target has less time to fixate his aim on the shooter who already has been firmly planted.
You could wait for the enemy to stand and then try and shoot him in the head, but this isn't Counter-Strike. Suppress the enemy and he will be unable to stand and effectively engage you. Then there won't be the need to implement this deviation, where it will apply to an engagement that is already in your favor if you're "playing normally".badmojo420 wrote:A slight deviation wouldn't ruin the game. People playing normally would most likely not even notice it. Only people trying to abuse the 'glitch' would.
Suppression does nothing to deviation though. If you stand up, put your sight on a enemy, crouch back down, wait a few secs, pop up and fire 1-2 shots you will just kill them regardless of how much fire they are putting towards you.Calhoun wrote:You could wait for the enemy to stand and then try and shoot him in the head, but this isn't Counter-Strike. Suppress the enemy and he will be unable to stand and effectively engage you. Then there won't be the need to implement this deviation, where it will apply to an engagement that is already in your favor if you're "playing normally".




Top secret uber effective combat tactic: Occasionally scoot a bit to the side.Tim270 wrote:Suppression does nothing to deviation though. If you stand up, put your sight on a enemy, crouch back down, wait a few secs, pop up and fire 1-2 shots you will just kill them regardless of how much fire they are putting towards you.
In that case, deviation would not matter. Because if the target moves to relocate even a few inches away from where your aiming, that's a strategy on its own which I use all the time.goguapsy wrote:Move 1 inch to the side = win...
If you are the one that is pinned down, I suggest you suppress the target while moving sideways. And/or sprint awayy...
It's the same in real life, if I have you zeroed in on my sights. And I lower myself behind cover while keeping my aiming stance. When I shift my body upwards out of cover, my aim has not changed. Like I said, because PR has no peek system. This mirrors the same tactic used in the field. I have friends who served in combat operations. And if they have no option but to go around that corner and engage the enemy who is aware of their position, they use the same tactic. The firing stance is never the same position you use when in combat. That's a training method that only applies to the firing range. In real war, you are forced into uncomfortable positions sometimes due to battlefield conditions.Tim270 wrote:Suppression does nothing to deviation though. If you stand up, put your sight on a enemy, crouch back down, wait a few secs, pop up and fire 1-2 shots you will just kill them regardless of how much fire they are putting towards you.