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PR:BF2 Feedback Post your feedback on the current Project Reality release (including SinglePlayer). |
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2011-05-05, 18:57 | #11 |
Join Date: Mar 2007
Posts: 172
Location: Grand Caymans
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Re: Accuracy and Deviation Training
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. |
2011-05-05, 19:46 | #12 |
Join Date: Jan 2008
Posts: 4,372
Ireland
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Re: Accuracy and Deviation Training
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 ass. |
2011-05-06, 05:14 | #13 | |
Join Date: Aug 2007
Posts: 18
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Re: Accuracy and Deviation Training
Quote:
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. | |
2011-05-06, 18:07 | #14 |
Join Date: Mar 2007
Posts: 172
Location: Grand Caymans
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Re: Accuracy and Deviation Training
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. |
2011-05-07, 05:26 | #15 | |
Join Date: Aug 2007
Posts: 18
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Re: Accuracy and Deviation Training
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2011-05-08, 15:03 | #16 |
Join Date: May 2010
Posts: 3
Australia
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Re: Accuracy and Deviation Training
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! |
2011-05-08, 18:36 | #17 |
Join Date: Feb 2008
Posts: 1,021
Germany
Location: Saarland
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Re: Accuracy and Deviation Training
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 |
2011-05-08, 21:37 | #18 |
Join Date: May 2009
Posts: 37
Finland
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Re: Accuracy and Deviation Training
Use aimpoint/irons and just spray and pray, forget the deviation. Thats how i usually do it.
https://www.realitymod.com/forum/f11...-v0-957-a.html Watch and learn. Cant find gazz's guide about how to use cover. Anyone? |
2011-05-16, 02:15 | #19 |
Join Date: May 2011
Posts: 3
United States of America
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Re: Accuracy and Deviation Training
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.
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2011-05-22, 19:33 | #20 |
Join Date: May 2011
Posts: 35
Spain
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Re: Accuracy and Deviation Training
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. |
Tags |
accuracy, deviation, training |
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