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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
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#22 |
Join Date: Apr 2007
Posts: 3,420
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Location: Cambridge
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We already have that don't we, it's called the M-16.
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#23 | |
Join Date: Nov 2006
Posts: 4,876
Location: Inside the "Search Function".
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IRL, people don't spam you with hundreds of grenades then rush onto you like they didn't give a **** and then spray you with full auto. OR..... IRL peoplez don't haX!! | |
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#24 | |
Registered User
Join Date: Mar 2007
Posts: 1,056
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#25 | |
Retired PR Developer
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And whoever said, that vBF2 accuracy caused more firefights, is wrong or has forgot, how vBF2 plays ![]() In vBF2, everyone nade spammed and used snipers at targets further than 50 m, because you couldnt kill shit with the normal rifles, plus supresion didnt work. IN PR, you see a M249 beign fired at you - you crap yourself and take cover. In vBF2, you just looked at the guy, thought "nice barrel effects" and shot him in the face, because the shity MGs didnt scare anyone... | |
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#26 |
Join Date: May 2007
Posts: 20
Location: IL
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I think lack of suppression and fear in any game is part of the accuracy issue. In real life, I'd be a bit nervous taking aim on advancing enemy. If the enemy was firing on me, I would fear for my life and my accuracy would suffer. I think if the only thing I had to fear in real life were a short respawn time, my aim would be very steady.
PR has suppression blur when rounds hit next to you and extended spawn times. Perhaps one day technology will allow electrodes to deliver a shock or cause a pain sensation when you die and generate genuine fear. I'm sure someone has suggested this, but perhaps a certain percentage of time increased suppression blur could happen with near misses over your head or to the side to simulate the stress of being a target. |
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#27 | |
Join Date: Nov 2006
Posts: 229
Location: Leeds
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They fire thousands and thousands of rounds in various training simulations. They only get scared if they start to loose. UKARMYCADET P.s keep the scopes. IRL we have them for a reason. If they didn't work squad wise we wouldn't use them. | |
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#28 | |
Retired Moderator
Join Date: Nov 2006
Posts: 7,849
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Location: In an OP overlooking your house
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I see the points here. Either way, there is something unrealistic. My suggestions are:
- Decrease accuracy big time when moving. This can be done; look at the crosshairs in vBF2; they move out from the center of the screen when moving. - Decrease accuracy quite a bit when standing up. Pretty sure this can be done. - Decrease accuracy a bit less than when standing up when crouched. - Keep prone accuracy at the current level. Quote:
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#29 | |
Join Date: May 2007
Posts: 20
Location: IL
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#30 | |
Retired PR Developer
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Difference between 0.5 and 0.6 is, that everyone uses the semi auto. In 0.5, everyone used auto/burst, so that might give the impression, that there was more fire fights, but thats because everyone kept shooting like crazy. I like the deviation on M16 bursts, in 0.5 it was horrible, because you could control them with some practise. I even managed to send a burst shot in a line..sort of like 3-in-1 bullet ![]() | |
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Tags |
accuracy, lower |
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