Accuracy and Deviation Training

Post your feedback on the current Project Reality release (including SinglePlayer).
PhoenixTril
Posts: 18
Joined: 2007-08-12 03:45

Accuracy and Deviation Training

Post by PhoenixTril »

Hey, folks.

I'm just here to talk about how accuracy, deviation and handling of the weapons is still almost a mystery to me. For me, perceptually, luck is a much greater factor than skill when in a firefight.

Before you say,
Yeah, that's not helpful. I know, it happens, it happens a lot, I'm terrible at the game, whatever. Let's consider that base covered, and move on to actually constructive discussion. I've played on and off since .67. I accept the fact that some people are better at the game than I am. I want to be better, too.

I think I've watched every video and read every guide to minimizing deviation on weapons, but in game, it feels like these principles are rarely applied by anyone. Whether they are or not is irrelevant, I'm not talking about that, I'm talking about relatives. It feels that way, subjectively. I accept that subjective feelings of one player are not a useful basis for game design. Moving on.

Tonight, I played for four hours, and I had only two kills during that entire time, spread over several maps. I engaged probably two or three dozen individuals, but my shots never really landed. I'm sure some of it was a combination of bad luck and bad aim, but I don't know for sure. Obviously, I'm doing something wrong, but I'm struggling to figure out what that could be after a few months of playing. That's a problem.

My point is this: I'm not griping that I'm doing something wrong, and that the game ought to be rewritten from scratch to accommodate what I think the rifle deviation ought to be. Sometimes I have great luck with the rifles and I get five or ten kills in a round. What I'm saying is that I don't know why I'm doing well or not, and the game has no mechanism for telling me or teaching me that anywhere.

A typical engagement (where I had the chance to fire on the enemy, about 70% of the time I'm just dead instantly from a mystery location, oops, oh well) would go like this. I would see a hostile standing or coming around a corner or over a ridge between twenty and fifty meters. I would crouch and raise my weapon, wait a second for the deviation to close up, and then die because the other guy started firing, accurately, much more quickly than I did. I know it was accurate because his first shot put me into black and white, and the second shot killed me. Why was he able to shoot straighter and more quickly than I could? Trial and error only take me so far.

Again, I'm not trying to turn this into a gripefest. I die a lot, and most of the time it's my own fault. So do most new players. I want to learn to shoot better and play better, and typically, games provide feedback mechanisms to train the player to perform in a certain way. I'm counting the seconds between shots, being incredibly careful, but beyond that, I have no idea if I'm performing well or not. Other players would argue that this is the beauty of PR, that it's realistic and requires more skill. I'm not here to argue about how people don't want scrubs playing 'their game'.

The game has next to no dynamic feedback on accuracy, deviation and shot performance when firing any weapon, except for the HAT's square-bracket settling meter, anywhere in the game. Dirtpuffs are it. Now, obviously, this is Project Reality and one would argue that realistically, there isn't any way for someone to determine their accuracy other than experience. But this is a computer game. I'm here to have fun, man.

In Vanilla BF2, you die and come back so often that you can rapidly figure out how your favourite gun behaves. There's a flex-reticle and extra crosshairs when you hit. You're firing your weapon an awful bloody lot, if you're in the fight. Training occurs rapidly.

In PR, it's more like 10% of that time, if that. None of these mechanics are present in PR, and nor should they be in multiplayer, that's not realistic. However, I'm in a live engagement for too short a time and too rarely for me to gather any consistent data on weapon firing characteristics through available data. Most of the time I fire my weapon only a few times in the course of a game. We struggle to understand why we're dying and why our guns seem so useless, when to experienced players it's just a matter of "*shrug* sorry, you're just not good at this. Get better." I'd love to; help me do that.

I would pick this problem out as the single greatest barrier to entry for new players in to PR, because of how basic and fundamental it is. It's a core mechanic, the behaviour of the game's firearms. I want to know, need to know, how my weapons are performing in a live fire situation, and whether I'm even coming close to the mark. Because right now, I've been trained by the game to believe that it doesn't really matter what I do, whether I hit or not isn't really up to me. I shouldn't have that impression, a game shouldn't be training me to think that, that's insane.

Ultimately, my suggestion is this: Give me a firing range where I can see my deviation and accuracy performance for different weapons, be it with a circle or a flexible reticle or something. Better yet, put it in single-player so I can practice on targets that move and shoot back. Don't change a thing to multiplayer, it's fine the way it is.

That said, I'd really like some way for me to get better at the multiplayer facet of the game that is eluding me, and I'm sure is eluding a number of other players that are new to PR. If your counterargument is that people who can't figure this out in multiplayer be told, "this isn't the game for you", that's just kind of sad.


tl;dr Please give me a way to see and understand weapon deviation and performance somewhere within the game (not in deployment), so I can shoot better when playing deployment. There is a science and a skill to wielding weapons in PR. I would enjoy the game more with tools to help me understand and learn it more quickly, beyond youtube tutorial videos.
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Nixy23
Posts: 138
Joined: 2010-07-10 14:55

Re: Accuracy and Deviation Training

Post by Nixy23 »

You could do coop-singleplayer. There's bots there you can load in on different difficulty levels.

Just pick a map with 'inf' layout. That way there's no heavy vehicles that can rape you when you try to shoot your weapons.
mockingbird0901
Posts: 1053
Joined: 2009-05-13 17:30

Re: Accuracy and Deviation Training

Post by mockingbird0901 »

On Ramiel there are targets in the west side of the US main. I used them when i started learning how to fly the Kiowa, figuring out how to hit them all in one run. It's nice to have something specific to aim for after all.

So as infantry, you could stand there and engage those targets as well, and see how the bullets land when you're walking, crouching, scope up or not, and all those things. The Ins have some targets on Kokan as well, so there you could test out the AK's. :)

Good luck to you.
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Jack Zaitsev
Posts: 69
Joined: 2008-10-12 17:35

Re: Accuracy and Deviation Training

Post by Jack Zaitsev »

PhoenixTril wrote:Hey, folks.

I'm just here to talk about how accuracy, deviation and handling of the weapons is still almost a mystery to me. For me, perceptually, luck is a much greater factor than skill when in a firefight.

Before you say,



Yeah, that's not helpful. I know, it happens, it happens a lot, I'm terrible at the game, whatever. Let's consider that base covered, and move on to actually constructive discussion. I've played on and off since .67. I accept the fact that some people are better at the game than I am. I want to be better, too.

I think I've watched every video and read every guide to minimizing deviation on weapons, but in game, it feels like these principles are rarely applied by anyone. Whether they are or not is irrelevant, I'm not talking about that, I'm talking about relatives. It feels that way, subjectively. I accept that subjective feelings of one player are not a useful basis for game design. Moving on.

Tonight, I played for four hours, and I had only two kills during that entire time, spread over several maps. I engaged probably two or three dozen individuals, but my shots never really landed. I'm sure some of it was a combination of bad luck and bad aim, but I don't know for sure. Obviously, I'm doing something wrong, but I'm struggling to figure out what that could be after a few months of playing. That's a problem.

My point is this: I'm not griping that I'm doing something wrong, and that the game ought to be rewritten from scratch to accommodate what I think the rifle deviation ought to be. Sometimes I have great luck with the rifles and I get five or ten kills in a round. What I'm saying is that I don't know why I'm doing well or not, and the game has no mechanism for telling me or teaching me that anywhere.

A typical engagement (where I had the chance to fire on the enemy, about 70% of the time I'm just dead instantly from a mystery location, oops, oh well) would go like this. I would see a hostile standing or coming around a corner or over a ridge between twenty and fifty meters. I would crouch and raise my weapon, wait a second for the deviation to close up, and then die because the other guy started firing, accurately, much more quickly than I did. I know it was accurate because his first shot put me into black and white, and the second shot killed me. Why was he able to shoot straighter and more quickly than I could? Trial and error only take me so far.

Again, I'm not trying to turn this into a gripefest. I die a lot, and most of the time it's my own fault. So do most new players. I want to learn to shoot better and play better, and typically, games provide feedback mechanisms to train the player to perform in a certain way. I'm counting the seconds between shots, being incredibly careful, but beyond that, I have no idea if I'm performing well or not. Other players would argue that this is the beauty of PR, that it's realistic and requires more skill. I'm not here to argue about how people don't want scrubs playing 'their game'.

The game has next to no dynamic feedback on accuracy, deviation and shot performance when firing any weapon, except for the HAT's square-bracket settling meter, anywhere in the game. Dirtpuffs are it. Now, obviously, this is Project Reality and one would argue that realistically, there isn't any way for someone to determine their accuracy other than experience. But this is a computer game. I'm here to have fun, man.

In Vanilla BF2, you die and come back so often that you can rapidly figure out how your favourite gun behaves. There's a flex-reticle and extra crosshairs when you hit. You're firing your weapon an awful bloody lot, if you're in the fight. Training occurs rapidly.

In PR, it's more like 10% of that time, if that. None of these mechanics are present in PR, and nor should they be in multiplayer, that's not realistic. However, I'm in a live engagement for too short a time and too rarely for me to gather any consistent data on weapon firing characteristics through available data. Most of the time I fire my weapon only a few times in the course of a game. We struggle to understand why we're dying and why our guns seem so useless, when to experienced players it's just a matter of "*shrug* sorry, you're just not good at this. Get better." I'd love to; help me do that.

I would pick this problem out as the single greatest barrier to entry for new players in to PR, because of how basic and fundamental it is. It's a core mechanic, the behaviour of the game's firearms. I want to know, need to know, how my weapons are performing in a live fire situation, and whether I'm even coming close to the mark. Because right now, I've been trained by the game to believe that it doesn't really matter what I do, whether I hit or not isn't really up to me. I shouldn't have that impression, a game shouldn't be training me to think that, that's insane.

Ultimately, my suggestion is this: Give me a firing range where I can see my deviation and accuracy performance for different weapons, be it with a circle or a flexible reticle or something. Better yet, put it in single-player so I can practice on targets that move and shoot back. Don't change a thing to multiplayer, it's fine the way it is.

That said, I'd really like some way for me to get better at the multiplayer facet of the game that is eluding me, and I'm sure is eluding a number of other players that are new to PR. If your counterargument is that people who can't figure this out in multiplayer be told, "this isn't the game for you", that's just kind of sad.


tl;dr Please give me a way to see and understand weapon deviation and performance somewhere within the game (not in deployment), so I can shoot better when playing deployment. There is a science and a skill to wielding weapons in PR. I would enjoy the game more with tools to help me understand and learn it more quickly, beyond youtube tutorial videos.
Man i know exatly how you feel!

Sometimes i feel the same way and sometimes i'am on the other side of the table geting one-shot-kills alot!

But i know the deviation is anoying sometimes but i think is one of the things that make playing PR a great gaming experience, i die alot to (i realized that everytime i get a zoomed gun i gonna get into CQB and everytime i get iron sights or red-dot i get long range engagements!) and that is normal!

just go play some single-player but dont get used to it or instead of making you better you just gonna get worse comparing bots to human players is another level!

And in the end the shit is gonna hit the fan anyway so just sit down and relax while calling for a medic!

Cheers...
"It's really hard to be free when you are bought and sold
in the marketplace." - George Hanson, Easy Rider (1969)
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Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: Accuracy and Deviation Training

Post by Arc_Shielder »

I'm sure you're going to get more tutorial videos and suggestions that you've heard a million times (since you're a veteran). I think the only way we could ever help you is if you record yourself playing for 20 mins or so. This way we can try to assess what you're doing wrong (or right for that matter).
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Accuracy and Deviation Training

Post by AquaticPenguin »

When I play I'll only wait for the deviation if I'm in a good position to, for example if I'm in cover and haven't been spotted I can take the time to get a good shot. I generally don't count the seconds for deviation to settle, I'll just wait a short amount of time then start firing, I think focusing on counting down the deviation would just be frustrating in the end when I wouldn't hit things.

If I deem me and the enemy to have pretty equal odds of hitting each other i'll fire a few shots to dissuade them while I run for cover. There's not much point fighting them if they've spotted you first, or if they're in good cover. When I can I'll try to get close, if you throw smoke directly at them there's no way for them to advance and you can get up close or flank round and frag them.
Shaheed
Posts: 6
Joined: 2010-08-02 09:55

Re: Accuracy and Deviation Training

Post by Shaheed »

ok first... aiming is important, but at PR Movement is also very important. I dont know if your aim is not so good or maybe your behavoir on the battlefield is wrong. To improve your aiming and lern to move and behave right or better on the battlefield i would suggest u to play defensively. Just hide and camp, wait for the enemy. U will have more time to aim you can practice to aim at moving targets and u will get the right timing. And by the time slowly u will find out to take the right routes to move over the battlefield (map by map) and dont run into camping enemys.

PS. sry for my bad english
CallousDisregard
Posts: 1837
Joined: 2009-06-02 11:31

Re: Accuracy and Deviation Training

Post by CallousDisregard »

I thought this was a request for some new feature to give some visual feedback on deviation ?
I'm not a coder but it seems like something that could be done in SP or CoOp to flatten the learning curve somewhat.
I understand what the OP is staying but I blame my system and spend most of my time driving trucks and shooting people in the back as a way to compensate.
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PhoenixTril
Posts: 18
Joined: 2007-08-12 03:45

Re: Accuracy and Deviation Training

Post by PhoenixTril »

Nixy23 wrote:You could do coop-singleplayer. There's bots there you can load in on different difficulty levels.

Just pick a map with 'inf' layout. That way there's no heavy vehicles that can rape you when you try to shoot your weapons.
Yeah, I've been playing a bunch of that lately. It's good, but as another poster points out, humans behave very differently. I don't want to spend too much time playing against bots. Something that would maximize the learning that I get out of what time I play would be helpful.
Jack Zaitsev wrote:Man i know exatly how you feel!

Sometimes i feel the same way and sometimes i'am on the other side of the table geting one-shot-kills alot!

But i know the deviation is anoying sometimes but i think is one of the things that make playing PR a great gaming experience, i die alot to (i realized that everytime i get a zoomed gun i gonna get into CQB and everytime i get iron sights or red-dot i get long range engagements!) and that is normal!

just go play some single-player but dont get used to it or instead of making you better you just gonna get worse comparing bots to human players is another level!

And in the end the shit is gonna hit the fan anyway so just sit down and relax while calling for a medic!

Cheers...
This is pretty much where I'm at. Though generally if I'm in close quarters, I'm dead almost all the time. But sometimes, I have runs where I'm a madman and the weapons work spectacularly. I had a run on that one Israeli / Russian map where I killed a whole squad that was trying to assault our building. Worked out great. But other times, not so much, and I'd like to understand why.
AquaticPenguin wrote:When I play I'll only wait for the deviation if I'm in a good position to, for example if I'm in cover and haven't been spotted I can take the time to get a good shot. I generally don't count the seconds for deviation to settle, I'll just wait a short amount of time then start firing, I think focusing on counting down the deviation would just be frustrating in the end when I wouldn't hit things.

If I deem me and the enemy to have pretty equal odds of hitting each other i'll fire a few shots to dissuade them while I run for cover. There's not much point fighting them if they've spotted you first, or if they're in good cover. When I can I'll try to get close, if you throw smoke directly at them there's no way for them to advance and you can get up close or flank round and frag them.
My experience has taught me that if the enemy sees me first, and they usually do, then I'm dead. No question about it. Counting down the deviation is becoming frustrating for that exact reason, hence the reason for all this. I'd learn much better if I had something definitive. Quite often, though, I do fire a few shots to try and suppress someone that has surprised me, and they seem to ignore it and pick me off anyway, often during the time I figure that they're suppressed. I guess there's an art to shooting accurately through suppression that I haven't learned yet, either.
Shaheed wrote:ok first... aiming is important, but at PR Movement is also very important. I dont know if your aim is not so good or maybe your behavoir on the battlefield is wrong. To improve your aiming and lern to move and behave right or better on the battlefield i would suggest u to play defensively. Just hide and camp, wait for the enemy. U will have more time to aim you can practice to aim at moving targets and u will get the right timing. And by the time slowly u will find out to take the right routes to move over the battlefield (map by map) and dont run into camping enemys.

PS. sry for my bad english
My aim is usually fine, as fine as it can be. I usually don't have long to line up the target, but my hand-eye coordination is at least reasonable, even if my reflexes aren't stellar. These days, I do try to play defensively, particularly as an insurgent, but sometimes that isn't an option. I do agree though that there's an art to predicting where the enemy is going to be ahead of time to try and ambush them, that's the art of war. But my memory is godawful, and I have a hard time memorizing travel routes in complex environments for twenty or so maps. I recognize that as a failing on my part.
CallousDisregard wrote:I thought this was a request for some new feature to give some visual feedback on deviation ?
I'm not a coder but it seems like something that could be done in SP or CoOp to flatten the learning curve somewhat.
I understand what the OP is staying but I blame my system and spend most of my time driving trucks and shooting people in the back as a way to compensate.
This is pretty much exactly what I'm talking about. Something to help me learn the deviations for the different rifles in a more visual, comprehensive way. That guy in the video mentioned in the first post (which I've watched four times before even making the OP), has a nice circle that closes in for the deviation cone. I'm talking about something like that, in game, available in SP or Coop. A youtube video isn't all that useful for judging what happens during different behaviours that I personally engage in, like crouch-to-stand, stand to prone, movement, tapping keys, tracking moving targets, so on.
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Dr_Tubesteak
Posts: 172
Joined: 2007-03-09 00:44

Re: Accuracy and Deviation Training

Post by Dr_Tubesteak »

Since the scenarios you provided don't describe the distances your experiencing issues with, here's some simple things you can do to improve your chances of surviving and improving.

1. Improve your SA (situational awareness): This comes with experience and time. Listen to what's going on around you, check your map to ensure you know where the threats will possibly be, and stay close in a squad. Being a medic has an advantage as you can see the first aid symbols on the map whenever there are causalities. This will give you feedback of where the enemy is. If your using mumble, I leave my effects at 100% It may impact my ability to hear the chat at times, but I'm at least able to determine where shots/vehicles/enemy are coming from.

2. Weapon handling: Leave your weapon on auto or burst. If you do get surprised sometimes just praying and spraying will get you out of trouble. If it's real close even unzoomed with certain weapons will sometimes put the enemy down. If your preparing to move into the open or around a corner, take a knee, bring up your weapon and count to four. Then move nice and slow.

3. Aiming: If it's close or your in a hurry, just aim for the center of mass. Don't be fancy. If you run into someone else and they go prone, if you don't pop them within the first 5 seconds, seriously think about moving. Otherwise anything under 600 is dead on the sight. No need to compensate for bullet drop. Just wait, aim and let go.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Accuracy and Deviation Training

Post by Psyko »

since you've been playing a few months longer than I, i wont lecture you on the mechanics of the game.

I like the idea, and i think i talked about it last year or the year before to the test team, but i never bothered to kick up a fuss about it. i forgot all about it up until now. i was thinking about targets and stuff. but i like your idea of seeing your rounds in a bf2 reticle.

maybe even uber highlited tracers on every round. that would kick ***.
PhoenixTril
Posts: 18
Joined: 2007-08-12 03:45

Re: Accuracy and Deviation Training

Post by PhoenixTril »

Dr_Tubesteak wrote:Since the scenarios you provided don't describe the distances your experiencing issues with, here's some simple things you can do to improve your chances of surviving and improving.

1. Improve your SA (situational awareness): This comes with experience and time. Listen to what's going on around you, check your map to ensure you know where the threats will possibly be, and stay close in a squad. Being a medic has an advantage as you can see the first aid symbols on the map whenever there are causalities. This will give you feedback of where the enemy is. If your using mumble, I leave my effects at 100% It may impact my ability to hear the chat at times, but I'm at least able to determine where shots/vehicles/enemy are coming from.

2. Weapon handling: Leave your weapon on auto or burst. If you do get surprised sometimes just praying and spraying will get you out of trouble. If it's real close even unzoomed with certain weapons will sometimes put the enemy down. If your preparing to move into the open or around a corner, take a knee, bring up your weapon and count to four. Then move nice and slow.

3. Aiming: If it's close or your in a hurry, just aim for the center of mass. Don't be fancy. If you run into someone else and they go prone, if you don't pop them within the first 5 seconds, seriously think about moving. Otherwise anything under 600 is dead on the sight. No need to compensate for bullet drop. Just wait, aim and let go.
The ranges I'm dealing with vary widely. Sometimes it's under 25 metres, like from one building to the end of another. Sometimes it's 1-200 metres, from say, halfway down the road out of the chinese main to the south bridge on Qwai.

1. I wear headphones and I can generally hear enemies coming from significant distances. I'm usually the first to detect APCs or Tanks moving on the map because of it. Unfortunately, Mumble crashes every time I try and run it. :( On the upside, I usually only hear game effects. Unfortunately, bullet sounds aren't as directional as I'd like, and the first two shots kill me routinely. I'm not worried about that, that's just awful play on my part. It's the shooting back part that's the problem. If I do get the chance, I usually miss and they don't.

2. I do try and leave my weapon on full auto, especially in a close combat situation. And a few times it's saved my life. But while I'm praying and spraying, they aren't. I can hear their weapon firing, and it's usually no more than five shots. I find that surprising, but I don't think that it's impossible; I just think that there's some clever way they've figured out how to shoot.

3. If it's close range, I tend not to go for headshots. Anything over 50m, though, and I do try for headshots. I think I'll try and get some kind of video recording software and record a single-player run for kicks, and you guys can critique me on my game.

Oh, and 100% tracers sounds like a pretty good idea, too. At least for the blufor; the opfor already always knows where you are in Co-op, so tracers mean nothing to them. Leaving their guns the way they are would balance it out.
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Dr_Tubesteak
Posts: 172
Joined: 2007-03-09 00:44

Re: Accuracy and Deviation Training

Post by Dr_Tubesteak »

I only aim for the head if that's all I can see and if I've got the time. Otherwise just place your sight on the biggest section and let it fly.

Regarding the sight's you are using the very tip of the sight? PR's weapon sights tend to very accurate, unlike vBF2 which required you to compensate for the offset if it had it.

One thing about the bots in Co-op is they will generally see you before you see them, and they are not affected by the suppression effects.
PhoenixTril
Posts: 18
Joined: 2007-08-12 03:45

Re: Accuracy and Deviation Training

Post by PhoenixTril »

Dr_Tubesteak wrote:I only aim for the head if that's all I can see and if I've got the time. Otherwise just place your sight on the biggest section and let it fly.

Regarding the sight's you are using the very tip of the sight? PR's weapon sights tend to very accurate, unlike vBF2 which required you to compensate for the offset if it had it.

One thing about the bots in Co-op is they will generally see you before you see them, and they are not affected by the suppression effects.
Neither are my human opponents, most of the time, so that works out. ;) And yeah, I'm using the very tip of the sight, unless I'm out beyond what I guess is 300 metres. I'm awful at judging distances, but I just use the pinpoint tip until something tells me that I'm wrong like a tracer.
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[SMAK]Potatohead
Posts: 3
Joined: 2010-05-27 01:32

Re: Accuracy and Deviation Training

Post by [SMAK]Potatohead »

I'd love to see a Forgotten Hope LMG style deviation indicator added to PR. Its just two little unobtrusive vertical lines at the bottom of your screen. If your deviation is low they sit together like this || . If your deviation is terrible they spread apart | . . . . . . |

In reality I'd know if my aim was steady or if I was shaking all over the place, so I think some visual indication is well within the bounds of reality. We already have a visual indication of "stamina". There are so many factors that contribute to deviation that its hard to get an accurate overall gauge on the total effect of all the different factors. If i go from prone to crouched, then sidestep around a corner and start moving my aim to track a target, thats three different deviation sources all acting on top of each other. In this situation I'd like to be able to tell when i'm steady enough to take a shot!
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Accuracy and Deviation Training

Post by Zoddom »

The deviation after moving is proportional to the time you were moving:
min 1 sec - max 8 sec

the deviation after shooting is with assault rifles ~2secs with sniper rifle ~6sec (breathing sound)

Prone deviation should be the same as in vanilla.

sniper rifle and ATs ahve a deviation when moving the mouse too fast, you ahve to remember that. assault rifles dont.

THATS ALL YOU NEED TO KNOW
Mahis
Posts: 37
Joined: 2009-05-16 08:48

Re: Accuracy and Deviation Training

Post by Mahis »

Use aimpoint/irons and just spray and pray, forget the deviation. Thats how i usually do it.

https://www.realitymod.com/forum/f112-p ... 957-a.html
Watch and learn.

Cant find gazz's guide about how to use cover. Anyone?
captcalvin
Posts: 3
Joined: 2011-05-16 01:57

Re: Accuracy and Deviation Training

Post by captcalvin »

I don't think standing still and going into ironsights then sit around waiting for an invisible reticule to shrink is very convincing either. how about having a fixed bullet spread to simulate the fact that some weapons aren't always dead on accurate, then add different levels of scope/ironsight drift to simulate different levels of combat effectiveness which is affected by stamina, stance and health? This i think is waaaay more realistic then what we have now.
cheesus182
Posts: 36
Joined: 2011-05-01 17:45

Re: Accuracy and Deviation Training

Post by cheesus182 »

Deviation is messed up but the way I see it, I believe there is a little indicator for deviation coming in the next update.

These are just rumours we can?t rely on but we will have to wait and watch.
For now use ironsighted weapons like the medic or the specialist.

On maps like muttrah they are near to impossible to beat.

They are highly accurate at short to medium distance and when in building they are a lot easier to handle than scoped weapons.

What I have also noticed.
After your lieying down for a while and still dont get your first shot on target you should try going for either a 3 shot or shooting multiple times quite rapidly.
I think that after the first 2-3 shots the bullets start going pretty accurate, implying you can hold your aim on your target.
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