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PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification. |
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2009-11-18, 02:15 | #11 |
Join Date: Mar 2009
Posts: 209
United Kingdom
Location: Preston
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Re: Reimplement accuracy indication
I'm impressed with this guy's English; it's a lot better than some of the posters who's first language is English.
As for the original post, it goes way over my head, but I get the jist of it. The settle time on the guns is too much long in my opinion. |
2009-11-18, 02:33 | #12 |
Join Date: Mar 2009
Posts: 296
United States of America
Location: california
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Re: Reimplement accuracy indication
i completely agree. 8 seconds is WAY to long. Once I was on Muttrah and I ran into a street and there was an enemy across the road and we both waited 8 secnds to shoot because we knew we would miss. Thats just stupid to wait that long. I think we should reduce it to 5 sec to iron sights and 6 sec to scopes and sniper to 7. that would be better in my opinion
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2009-11-18, 02:41 | #13 |
Join Date: Jan 2007
Posts: 8,000
United Kingdom
Location: norfolk
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Re: Reimplement accuracy indication
seriously, what servers do all these people play on that complain about waiting so long ??!?
you guys know 8 seconds is for long range and across the street shooting can be done with little to no waiting ? iceman, if you wait 8 seconds against me for "across the street" shooting ill nail you and half your squad. |
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2009-11-18, 03:28 | #14 | ||||||||||
Join Date: Aug 2005
Posts: 634
United States of America
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Re: Reimplement accuracy indication
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Most elements of this game are far more complicated than the 5 second rule for shooting. Quote:
1. Stop. 2. Aim. 3. Count to 3. 4. Fire. 5. Count to 2. 6. Fire. 7. Repeat from #5. Get on a training server and practice. It won't take you 3 hours. Pick a target and fire off 5-10 magazines to see what you get. Better yet, jump on with a friend or ask someone in the server to do some firing practice with you (where you shoot and he tries to evade). Quote:
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An indicator is no different than bringing back a crosshair. If you bring up your sights, you now know where the gun is going to shoot. If you have an indicator, it's the same thing as a crosshair showing deviation - thus, it's a crosshair. The only thing people won't be able to do is fire from the hip, which is pretty pointless anyway due to the huge deviation when firing from hip. Quote:
Having an accuracy indicator will only cheat the learning process. Not having one provides a great psychological effect. If you haven't practiced the game and played for a while, your brain won't instinctively react and go through the "aiming process" (read above, counting, adjusting, counting, etc). As you play the game more, this will become a habit and you won't even have to think about it. Until then, just practice the game. It's also presumptuous to assume that all soldiers are capable of judging accuracy during their first few engagements. Maybe the RL soldiers can clarify this, but from what I've hard infantry training drills down the process of shooting the weapon -- not combat effectiveness (which only comes with time and experience). Again, a lot of us believe the learning curve is a great thing. Just the fact there is a process for aiming the weapon before firing is what makes this game more challenging. Quote:
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What makes PR great is that every class, vehicle and asset takes some getting used to. All it takes is jumping into a training server and playing around with it. I'm about done with this discussion. Not to be rude, but I really think this is no big deal at all. Guns are very easy to use. All you have to do is spend 30 minutes on a training server (where kits are unlimited) and give everything a try. That's exactly what I did with the grenadier (arguably one of the hardest weapons to use in the game because judging distance takes a lot of practice). I spent about 20 minutes attempting to hit various targets and eventually got the hang of it. I'm still not dead on everytime (as it should be with an undermount grenade launcher), but I'm pretty accurate when I have to be. | ||||||||||
2009-11-18, 03:29 | #15 |
Join Date: Aug 2005
Posts: 634
United States of America
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Re: Reimplement accuracy indication
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2009-11-18, 03:55 | #16 |
Join Date: Sep 2007
Posts: 120
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Re: Reimplement accuracy indication
I think Artnez is in the wrong here. You shouldn't have to "count". It's neither intuitive (gameplay-wise), nor realistic in any way.
Sure, I read the guide, found out how to play, all that. But memorizing numbers in order to effectively fire your weapon is ridiculous. |
2009-11-18, 03:57 | #17 |
Join Date: May 2008
Posts: 2,020
United States of America
Location: Asad Khal
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Re: Reimplement accuracy indication
As opposed to memorizing the correct way to hold your weapon to ensure highest accuracy in real life?
To OP: Mate, rules are rules, just because you don't agree with them, doesn't mean you can break them. |
2009-11-18, 04:00 | #18 | |
Join Date: Sep 2007
Posts: 120
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Re: Reimplement accuracy indication
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In other words, silly comparison. | |
2009-11-18, 04:00 | #19 |
Join Date: Aug 2009
Posts: 247
New Zealand
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Re: Reimplement accuracy indication
Even though I disagree with your suggestion, I'm glad to see someone who writes well and constructively, though rules are rules. But I'm afraid I wouldn't be able to play this game if it had crosshairs, it would be a little immersion breaking and take the game further away from 'reality'. I think something like the weapon sway suggestion posted a while ago would work a bit better. However, I doubt we will see this kind of thing implemented soon, so I guess we'll have to stick with looking at the enemy for a few seconds before shooting.
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2009-11-18, 04:04 | #20 |
Join Date: May 2008
Posts: 2,020
United States of America
Location: Asad Khal
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Re: Reimplement accuracy indication
Hardly, the time it takes for you to become accurate in game can easily be explained by your digital avatar entering a proper shooting stance and sighting in.
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Tags |
accuracy, indication, reimplement |
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