2008-10-05, 23:29 | #31 |
Join Date: May 2008
Posts: 2,020
United States of America
Location: Asad Khal
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Re: [Gameplay] Deviation modifications
Snipers are still getting shafted, after the full wait time they should get 0 deviation, a human body in BF2 may be .4 meters wide, but the head sure as heck ain't.
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2008-10-05, 23:38 | #32 | |
Join Date: Jan 2007
Posts: 967
Location: Quebec, Canada
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Re: [Gameplay] Deviation modifications
Quote:
Look at firefights in liveleak or youtube. When they fire, they fire a LOT. | |
2008-10-06, 00:04 | #33 | |
Join Date: Jan 2008
Posts: 49
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Re: [Gameplay] Deviation modifications
Quote:
Adding the scoping in time was a great idea, and one I've always had even before 0.8 was released, however I thought it was impossible due to engine constraints. Adding even MORE deviation in addition to scoping in time was a step backwards IMO. It would have been nice to see how a minimal deviation system with the added scope time would play out in game. Also, is it possible to make it so that once a person takes a hit, their deviation dramatically increases? Say to simulate being hit in the arms or legs? That way I'm not getting the first hit on an enemy and he just spins around and somehow deals a deathblow even though I'm patiently firing away two shot bursts at him. | |
2008-10-06, 01:47 | #34 |
Join Date: Jul 2007
Posts: 278
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Re: [Gameplay] Deviation modifications
Sorry for getting a bit off topic, but what is the target audience of PR at this point? Are you looking to have a few hundred "hardcore" players or are you trying to develop something that could be viewed as commercially viable?
Beyond that, I can give your info to a friend of mine that trains Navy Seals and tactical snipers to see what he thinks of it if you like. |
2008-10-06, 02:48 | #35 |
Retired PR Developer
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Re: [Gameplay] Deviation modifications
Some brilliant shit-taking going on in here...
Deleted posts from donDoom, Noobofthenight, Emnyron and foxxravin. All of you assumed the deviation was being increased and obviously didn't read a word of the first post. Let me put it like this, Maximum accuracy of a standard rifle @ 250m in 0.8 0.74m away from where you aim. Maximum accuracy of a standard rifle @ 250m with the changes posted 0.43m away from where you aim. What's that? Almost twice as accurate? With the changes mentioned, a sniper round will deviate 17cm @ 1000m. It's basically nothing. Couple that with the new crouch deviation for snipers i'd say you're definitely not getting "shafted". |
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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Last edited by Jaymz; 2008-10-06 at 03:09..
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2008-10-06, 02:53 | #36 |
Join Date: Aug 2008
Posts: 335
United States of America
Location: West Chester, PA
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Re: [Gameplay] Deviation modifications
I'll see how this works, but it sounds good, especially the marksman rifles. I used the M14 yesterday and it was really off @.@.
I like the current deviation for everything but the marksman rifle, but this sounds like it might knock it down enough so it's not better twitch wins, but more accurate then it is now. |
2008-10-06, 03:08 | #37 | |
Retired PR Developer
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Re: [Gameplay] Deviation modifications
Quote:
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"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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2008-10-06, 03:13 | #38 | |
Join Date: Jun 2007
Posts: 205
Australia
Location: Bat Country
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Re: [Gameplay] Deviation modifications
Quote:
And the proposed above changes are they in effect designed to 'tone down' or 'tone up' the deviation? I understand your trying to achieve balance between realism and game play but what is meant by that? | |
There he goes. One of God's own prototypes.
A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die. |
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2008-10-06, 03:18 | #39 |
Join Date: Sep 2008
Posts: 111
United States of America
Location: Muttrah City
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Re: [Gameplay] Deviation modifications
I am most worried about close-range deviation (i.e. turning a corner, blasting a full clip at an enemy combatant 5m away and not hitting him once), and also very worried about sniper rifle deviation. A properly zeroed rifle in RL will have virtually no deviation whatsoever at 200-300m.
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2008-10-06, 03:19 | #40 |
Join Date: May 2005
Posts: 180
Location: Brisbane, Australia
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Re: [Gameplay] Deviation modifications
It's hard to correlate the theory and the practice just by looking at the numbers.
I read the long-winded theory behind deviation for 0.8 and we all know how well that turned out. Any chance of dumbing it down or adding pretty pictures or video? |
Tags |
deviation, gameplay, modifications |
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