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#21 |
Join Date: Jul 2017
Posts: 476
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Location: Grenada (Another Island)
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I think Smek forgot guns like MG3 deploy on thin air and this kinds of acts for a nerf. I shouldn't be one tapped because someone decided to prone behind a hill and deploy bipod and magically stand up with that bipod deployed in thin air and spray me accurately from over 300m. There's no tactical shooters, where you can accurately shoot an ar over 300m, there is no game this is possible in, not Squad, Insurgency, Arma 3 or any other game.
I think Smek just needs to play ALL the AR/MG kits in the game to understand that some weapons such as RPK actually benefit from this (Reduce deviation time but wider spread after few shots) in my opinion especially in a close range (50-150m) insurgency setting where you'd be on a roof shooting down at people (Potentially a full squad) trying to run up to the cache. |
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#22 | |||||
PR:BF2 Contributor
Join Date: Oct 2012
Posts: 1,874
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I'm going to be as cordial as I can given the passive-aggressive tone of your reply, Bastian.
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1. worse than before(however small) 2. the very same as before 3. better than before Quote:
Why are you putting words in my/our mouth? Quote:
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And, as a fair bit of advice, let me just say that making passive-aggressive remarks and lying usually has the opposite effect of what you're trying to accomplish. You want something changed or altered? By all means, go ahead, convince me. But if you can't or won't do that, why not leave the discussion to others who are capable in doing so? Quote:
Even considering you're being wildly exaggerating with this claim then, this wouldn't be an issue with the added firing deviation but bullet travel speed which has remained unchanged for (I'd wager) a decade? - if not more. Complete bogus claim, stop wasting my time. I'm not going to debate IRL specs with someone who's never held a firearm before. Last time you were claiming machine gunners wouldn't ever stop firing because you somehow thought this would prove your argument - as if I needed more indications that your understanding of combat as a whole and firearms specifically is miniscule. | |||||
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them ]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy Just_Dave: i have a list about PR players, and they r categorized by their skill Para: You sir are an arse and not what the game or our community needs. AlonTavor: Is that a German trying to make me concentrate? Heavy Death: join PRTA instead - Teamwork is a must there.
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#23 | ||
![]() ![]() Join Date: Jul 2012
Posts: 568
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Location: Beozonti du pao di queiju
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If i bring a video from someone firing ar with bipod and being reasonable accurate, would you revert deviation changes?!?! -- Edit: And you DEV/MODDER need to understand that players do not care and/or understand about numbers of settings, they just care about the final result ingame... | ||
I only know that I know nothing. Só sei que nada sei. Sólo sé que no sé nada. So solo di non sapere nulla. Tantum scio me nihil scire. Je sais seulement que je ne sais rien. Tiedän vain, etten tiedä mitään. Ich weiss nur dass ich nichts weiss. Ek weet net dat ek niks weet nie. Wiem tylko, ?e nic nie wiem. Heoi ko ahau anake e mohio ana kahore au e mohio. Ngiyazi kuphela ukuthi angazi lutho.
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Last edited by Danesh_italiano; 2021-03-23 at 23:14..
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#24 | |||
PR:BF2 Contributor
Join Date: Oct 2012
Posts: 1,874
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Meaning you can follow the target without incurring massive deviation penalties since the effects of the TurnDeviation subsetting was highly decreased for deployed weapons. In addition, it decays after one second flat even if you reach the cap for the setting - which can only happen when having to shift your aim around completely or you aim wildly(and I mean WILDLY) through the air for a good second or two. In other words, one of your two issues with the new deviation system is something you literally conjured out of nothing(or was actually made more favourable for the gunner, pick your poison), am I seeing that right? And you want me to take your feedback into consideration? I'm supposed to take you serious? Quote:
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-Point of Aim for each shot -Point of Impact of each shot to be able to see how the recoil shifts Point of Impact to Point of Aim -Suifficient target distance(300-400m) -Long, continued firing then that'd make it possible to calculate standard deviation, deviation increase per shot and finally the deviation cap. I doubt this exists though since would be beyond tedious to do(especially point of aim to point of impact comparisons), but if you can find it - PMs are always open. I'm playing the game too, you know? And I'm actually quite happy with the way it works right now. | |||
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them ]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy Just_Dave: i have a list about PR players, and they r categorized by their skill Para: You sir are an arse and not what the game or our community needs. AlonTavor: Is that a German trying to make me concentrate? Heavy Death: join PRTA instead - Teamwork is a must there.
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#25 | |
Join Date: Apr 2020
Posts: 344
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Does that video show the range and the size of the target? Does that video show how many rounds actually landed on a target? Does the video show the maintenance history of the firearm being shot? Does the video show the ballistics information of the round it fires? Does the video show the training and experience of the shooter? Does that video show if the target is moving, or is it stationary? Does that video show the level of stress in the shooters head? Does that video show the shooter in an awkward position he has to fire in? Does that video show the target shooting back? I believe Frontliner is trying to represent all of these things in the things he modifies, not just if any random noob can pick up the kit and instakill anyone around like an MGsniper. Experience matters. Please don't quote wikipiedia and videos as replacing real experience. You don't know what you are talking about if you have never shot under stress. The stress changes everything. | |
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#26 | ||
Join Date: Sep 2008
Posts: 1,008
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Location: Stockholm
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About shooting 3-5 sec infront of the enemy is standard with the latest changes due to the fact that you cant hit a moving target you need to prefire into where he is moving and let him "walk into the fire" rather than tracing him. If you try to move the mouse with the target it just gets super inaccurate. Also, claiming that you made something "better" while easily dismissing our opinion and concern is kind of a dick move. | ||
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Last edited by UncleSmek; 2021-03-25 at 13:48..
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#27 | |
Guest
Posts: n/a
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Seems like you do not know what you are talking about. | |
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#28 |
Banned
Join Date: Feb 2019
Posts: 109
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I think that the ar is still too op.
Make it less accurate and give more surpression effect. Maybe add some imersion sounds |
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#29 |
Join Date: Apr 2020
Posts: 344
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![]() So, out of curiosity I just tested the AR kit on Muttrah... I was killing guys at 300m with one shot/burst. While standing. Even guys swimming in the water with just their heads at 250m... So, WTF are you talking about? You spliced two separate posts together? Anyway, you're attempt at being cleaver and play "gotcha" actually proved what I was saying. The rifle was that inaccurate from the prone position on a bipod at 25yards, just shooting at paper, with no stress at all... ...no other factors that I mentioned in my second post. So, yes, the MG would defiantly be harder to shoot well with all the factors in my 2nd post at play, and those are what should be represented. Thank you for helping prove my point about lack of first hand experience. |
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Last edited by WingWalker; 2021-03-26 at 00:13..
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#30 |
Retired PR Developer
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Weird how this change has a few PR players concerned about realism in a video game again, but it's fine. I haven't played this live yet. But after some testing offline, this feels like a step in the right direction as far as realism is concerned.
Can you be more accurate than in game under ideal conditions? Sure. But 90% of the time you fire an AR in PR, you would not be under ideal IRL conditions. That would be prone with the bipod rammed into the dirt, sandbags on the bipod legs, on a downslope so you can really lean into the gun, and firing in very short bursts. I can say an M249 bounces around a fair bit IRL when you can't lock it down, and I'm sure it's even worse with lighter ARs. IMO the level of AR accuracy we had before might even have been optimistic for ideal IRL conditions, and you could get that kind of accuracy while standing up firing off hand in game. The overall level of accuracy now is a way better representation of what I would expect under real combat conditions. |
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