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PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification.

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Old 2009-10-18, 02:20   #1
malv
Banned
Default Close Combat Accuracy

So one thing I've noticed is that I tend to die frequently to undeployed-MGs in close combat. I've determined that this has mostly to do with the fact the MGs spray so many bullets, that despite the inaccuracy of any single bullet, it still manages to often times be more effective than a regular rifleman with iron sights. The problem with rifleman is that there is too much deviation for the amount of rounds that are fired. Up close, that deviation can mean that most of bullet for auto or semi-auto hit in the arms or legs instead of the chest allowing the MG to win the battle while preparing the next burst. This problem is compounded further by floor diving tactics when the enemy is 5-10 feet away.

Now, I do understand in real life MGs are incredibly accurate due to rate of fire, which is fine. However, MGs in real life or no where near as mobile and easy to move as an M4 or AK. If this were the case you would expect them to be used as a close-quarters weapon of choice.

Anyways, my opinion is that something needs to be done to make them a less effective weapon up close. I see that this game is trying to both be as realistic as possible while retaining strong gameplay. Mgs unfortunately seem to have all the strengths of a Marksman kit with very few (if any) disadvantages. The effectiveness of riflemen up close should be increased.
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Last edited by malv; 2009-10-18 at 02:48..
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Old 2009-10-18, 03:18   #2
charliegrs
Default Re: Close Combat Accuracy

sounds to me like another complaint about PRs deviation. the fact is the DEVs will never get it perfect because of the limitations of the BF2 engine.
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Old 2009-10-18, 04:51   #3
Thermis
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Default Re: Close Combat Accuracy

A SAW fires the same bullet that the standard assault rifle does. So a burst from a SAW wouldn't be totally uncontrollable in close combat. So really the volume of fire should be the only variable in the equation, and a SAW wins that. All my opinion of course.
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Old 2009-10-18, 05:27   #4
Truism
Default Re: Close Combat Accuracy

Quote:
Originally Posted by [R-MOD]Thermis View Post
A SAW fires the same bullet that the standard assault rifle does. So a burst from a SAW wouldn't be totally uncontrollable in close combat. So really the volume of fire should be the only variable in the equation, and a SAW wins that. All my opinion of course.
No, the other variables in the equation are the length of the gun, the weight of the gun (if you've ever tried to actually hold a machine gun at the shoulder, steady, and sighted and walking, you'd know it's next to impossible) and perhaps most importantly the ergonomics of the gun (the M249 is a terrible weapon for instinctive fire compared to an assault rifle designed to be fired accurately without sighting in for CQC). This is why carbines are prefered to full length assault rifles or lo and behold battle rifles for CQC.

PR doesn't model any of this well, and it's very disappointing.
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Old 2009-10-18, 05:45   #5
Chuc
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Default Re: Close Combat Accuracy

Not yet that is. The deviation and recoil model at the moment is quite general and was developed to get a good benchmark for working later on a weapon by weapon basis.


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Old 2009-10-18, 06:00   #6
Jaymz
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Default Re: Close Combat Accuracy

Quote:
Originally Posted by Truism View Post
(the M249 is a terrible weapon for instinctive fire compared to an assault rifle designed to be fired accurately without sighting in for CQC).
M249 PARA

Quote:
The M249 PARA is designed specifically for airborne, armored infantry and close quarters combat (CQC) operations with a shorter barrel and collapsible buttstock to reduce the weapon’s overall length by more than 10" from the M249 SAW standard model.
Note that in PR, we don't have the standard model.

Quote:
Originally Posted by Truism View Post
This is why carbines are prefered to full length assault rifles or lo and behold battle rifles for CQC.

PR doesn't model any of this well, and it's very disappointing.
The primary reason is length, which we can't model in BF2 because there is no collision detection between hand held weapons and the environment.

As Chuc said though, we will be improving on this as much as we can.

"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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Old 2009-10-18, 09:45   #7
master of the templars

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Default Re: Close Combat Accuracy

Quote:
Originally Posted by [R-DEV]Jaymz View Post


The primary reason is length, which we can't model in BF2 because there is no collision detection between hand held weapons and the environment.
I heard, correct me if i'm wrong, that you can actually add collision meshes to weapons but it is just basically useless because you then cant do much in buildings because you cant lower/raise your weapon?

just out of curiosity
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Old 2009-10-18, 12:30   #8
arjan

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Default Re: Close Combat Accuracy

Make weapons more accurate and you get people to fear them more and take more cover and youre done.
but no, everything has to be done with verry wide cones where as youre standing right on someone bodie and shoot youre rifle you still miss..

Just add a visual weapon sway, wich yes dont work realisticly due to the bf2 engine but it will make you guess more before firing, thus probally missing some too, just like fh2, anyone tried shooting in fh2 with a sniper rifle while standing? you miss some and you hit some its nice and balanced.
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Old 2009-10-18, 14:49   #9
Masterbake
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Default Re: Close Combat Accuracy

Quote:
Originally Posted by [R-DEV]Chuc View Post
Not yet that is. The deviation and recoil model at the moment is quite general and was developed to get a good benchmark for working later on a weapon by weapon basis.
Sweating.
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Old 2009-10-18, 14:58   #10
Thermis
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Default Re: Close Combat Accuracy

Quote:
Originally Posted by Truism View Post
No, the other variables in the equation are the length of the gun, the weight of the gun (if you've ever tried to actually hold a machine gun at the shoulder, steady, and sighted and walking, you'd know it's next to impossible) and perhaps most importantly the ergonomics of the gun (the M249 is a terrible weapon for instinctive fire compared to an assault rifle designed to be fired accurately without sighting in for CQC). This is why carbines are prefered to full length assault rifles or lo and behold battle rifles for CQC.

PR doesn't model any of this well, and it's very disappointing.
I have fired most of the weapons systems in PR with a few exceptions.
I'm talking about squad automatic weapons. IE a weapon that fires a smaller caliber round and is lighter than a general purpose machine gun. The para varient of the M249 isn't that much more difficult to wield in a FISH situation than an M16 is, and with the close proximity you don't need to look down your sites you can pretty much point shoot.
Now I do understand that a GPMG like a PKM or M240 would be absolutely horrible in close up situations. I have fired a M240 standing and unsupported, and that wasn't fun, so I can only imagine what a PKM would be like.
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