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PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification. |
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2009-10-18, 15:16 | #11 |
Banned
Join Date: Jul 2008
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Slovenia
Location: Cerkno
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Re: Close Combat Accuracy
Best thing to do with this deviation is that the starting deviation should be lower (not very much though) and cone doesn't shirnks linear, but it decelerates. So this would make CQC accuracy good, but you will still have to wait for longer targets.
Somtheing like this (Accuracy -Time graph) |
Last edited by Arnoldio; 2009-10-18 at 15:23..
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2009-10-18, 21:52 | #12 |
Join Date: Apr 2009
Posts: 1,565
United States of America
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Re: Close Combat Accuracy
Best thing to do in my opinion is to just reduce deviation to the point where they both have the same chance of hitting something.
But on a more serious note, just making the GPMGs have a cone of fire that covers the entire FOV when not raised or deployed would be the proper fix, since firing a GPMG from the hip is an act of desperation. The 5.56 caliber MGs should stay the same, it's fine if they're far more effective at CQC then rifles. |
2009-10-18, 22:00 | #13 | |
Join Date: Mar 2009
Posts: 475
Sweden
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Re: Close Combat Accuracy
Quote:
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2009-10-18, 22:08 | #14 |
Join Date: Jan 2008
Posts: 3,128
Afghanistan
Location: Sangin
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Re: Close Combat Accuracy
Its not always the case, Its who's fingers hits the fire button quicker, ive won a AR plenty of times when not expected him etc
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2009-10-18, 23:39 | #15 |
Banned
Join Date: Oct 2008
Posts: 148
Sweden
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Re: Close Combat Accuracy
What needs to be done is to make the rifle more effective at close range (all ranges)!
Well last reply for me tonight. Later aligators! |
2009-10-19, 00:11 | #16 |
Join Date: Apr 2009
Posts: 1,565
United States of America
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Re: Close Combat Accuracy
What really and truly needs to be done is to just take everything from CA's infantry mechanics.
There, problem solved. |
2009-10-19, 01:37 | #17 | |
Join Date: Aug 2008
Posts: 3,506
Canada
Location: St. Catharines, ON
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Re: Close Combat Accuracy
Quote:
I trully believe, however, that they are on the right track. If proper animations were in place of the clunky code back up sight/single zoom, and CQC with the weapon shouldered can be done without having to do away with the print (though it would be changed), then I'm sure it would be the best. Infantry mechanics aren't completely fubar with CA, but things like the momentum and single zoom through the optics need to be taken out. But about CQC, I personally believe that it should be possible to have a lower maximum deviation while walking, since that's what you'll be doing in room-to-room clearing. THAT is a mechanic that can be taken from CA, but not the rest if they aren't animated properly. | |
2009-10-19, 07:55 | #18 |
Join Date: Jul 2008
Posts: 1,181
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Re: Close Combat Accuracy
All shooters in video games are always able to aim for the center of mass.
All bullets that "hit" in video games are effective. Therefore, a cone of deviation should be tailored so that if a player aims perfectly at the center of mass he will hit and damage the same proportion of the time as a real shooter would at the same range, moving the same way against the same target. Right? |
2009-10-19, 11:33 | #20 | ||
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Slovenia
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Re: Close Combat Accuracy
Quote:
Quote:
t(ime)1 - 5(amount of deviation) t2 - 4 t3 - 3 etc, then it could be done..it wouldnt be the pefect parabola, but better than linear. In theory, they could do parabolic trajectory, consisting of large amount of points...so every 0.01second there is a different deviation. t1 - 5 t2 - 3 t3 - 2.5 | ||
Tags |
accuracy, close, combat, deviation |
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