2022-02-01, 12:09 | #61 | |
Join Date: Apr 2020
Posts: 344
United States of America
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Re: Recoil has destroyed gunplay
Man, this freaking guy...
There is nothing wrong with deviation, testing it last night for my own sanity after reading this thread... With the AK-47 on Al Basrah....Running and jumping to totally exhaust myself then take a shot with absolutely no settle time at all... ... then shooting at bots at 50 meters +.... I was regularly killing bots within just 2 and 3 shots... ... which is less than 1 second per shot. I don't have a timer, but I'm pretty sure you can make at least 2 shots in 1 second. I did this several times testing it for myself. It is very repeatable, and anyone on here can go test it for themselves. Quote:
How can you be so owned just by the recoil of a rifle in PR? I didn't even notice a significant difference, and I still don't. | |
2022-02-01, 17:52 | #62 | |
Join Date: Jan 2011
Posts: 526
United States of America
Location: Portland, OR
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Re: Recoil has destroyed gunplay
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It's not a flaw - it's a feature specifically designed and intentionally implemented. That's like saying the thing that makes lemon poppyseed muffins great is their deliciousness, in spite of the flaws of including lemons. It's an essential ingredient that is a core component of what make the thing what it is. PR is what it is, feedback is awesome and helpful, but when it comes from a base of assumptions or (unintentional) ignorance, it can detract from the discussions that are more to the point of how things actually work and how they may be improved. I'm certain that all the R-DEV's and R-CON's here appreciate criticism if it has a constructive purpose and intent, but angrily complaining about a failed engagement based on incorrect assumptions about the game mechanics and how they played into that engagement come across as whiney, and I doubt that is your intent. It's just a game - keep it constructive and try to assume that not everyone who disagrees with you is your enemy out to get you. Deviation was not even the point of this thread, but recoil - OP noted the G3.... this went off the rails. So, PR? Because last I checked, people are getting kills left and right, working around and with the deviation mechanics to achieve success - including longer range aimed shots. It is those who are unable to work around it or with it in order to succeed that seem to complain most that "it is impossible to work around it". | |
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Last edited by SemlerPDX; 2022-02-01 at 17:59..
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2022-02-02, 03:32 | #63 |
Join Date: Jun 2015
Posts: 11
Canada
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Re: Recoil has destroyed gunplay
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Last edited by Nate.; 2022-02-02 at 08:43..
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2022-02-09, 00:59 | #64 | |
Join Date: Mar 2021
Posts: 350
United States of America
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Re: Recoil has destroyed gunplay
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There is no way to accurately work within the deviation system to achieve success. It feels much too random and too unfair. Within the last few updates the gun play has become really bad. I do not believe it is solely because of the deviation system. Some value, somewhere, must have been tweaked, either intentionally or unintentionally. However the outcome is the same; as it manifests most visibly within the deviation system. The deviation is so bad as of time of writing that you are able to; 'make an outline of bullets around an enemy and not him even once.' The new meta has become to 'Take a Knee.' Just recently on Musa Qala, I with an enfield wiped out half a british squad from 10m away because I was crouched. They all had fully automatic rifles and could not kill me, Because they were strafing from side to side. Not even the automatic rifleman was able to wound me. Every single one of them sprayed and prayed. I felt dirty and apologized for said kills as they were awarded to me unfairly. I should not have won that gun fight. Some people may say 'Well of course you played within the system.' Well in this case; the system is wrong. But I believe the biggest flaw with the deviation system is that vehicles do not experience it the same way that infantry does. Vehicles are not penalized as drastically with deviation. It is not unheard of for a vehicle gunner to turn 180° and kill a target with perfect accuracy from extended ranges almost instantaneously. Sure vehicles experience over heating and some bullet spread. But that is an insignificant cost for perfect accuracy. Apologies for the belated reply. It seems that some people do not like the truth be getting told, and look for any opportunity to remove 'dissidents.' | |
2022-02-09, 05:45 | #65 |
PR:BF2 Contributor
Join Date: Oct 2012
Posts: 1,874
Germany
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Re: Recoil has destroyed gunplay
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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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2022-02-09, 06:12 | #66 |
Join Date: Mar 2021
Posts: 350
United States of America
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Re: Recoil has destroyed gunplay
That's the thing. They knew exactly where I was. Came right at me too.
If I recall correctly. The fob was in the foxtrot 8 kp1 compound. I did not have clear line of sight to the fob. I saw a guy leave the gate and took a knee on the road. I shot him first. He returned fire but missed. Killed him. Went to investigate inside. Noticed the fob. Was about to plant a watercan. Second guy spawned in and I panicked. I fled back to my spot. I was watching the gate. Guy 2 tried peeking the corner. Shot him once in the arm. He returned fire. Suddenly behind him I see guy 3 begin firing and strafing to his right, map north. Shot him twice. Guys 2 and 4 come out right behind guy 3, together strafing and firing. I popped the machine gunner first. Then turned my attention to the last guy. Who I assume was guy 2. He was in the middle of reloading. Shot him twice. All shots of theirs missed. Now tell me how that aint some bullshit right there? I appreciate a good gunfight as much as the next guy. But that felt dirty. Like I had cheated somewhat. |
2022-02-09, 09:55 | #67 | |
Join Date: Nov 2008
Posts: 407
United States of America
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Re: Recoil has destroyed gunplay
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Seriously, you may be misrepresenting something. That, or they were completely panicing and actually just missing you the entire time. The ranges you are saying that these engagements are, deviation isn't really at play here. In fact, the only time I have crazy bloom is trying to fire with hip fire coming from a dead sprint. Have a video of a quick test: https://www.twitch.tv/videos/1292241139 | |
Last edited by Killer2354; 2022-02-09 at 10:10..
Reason: adding a quick video
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2022-02-09, 18:30 | #68 | |||
Join Date: Jan 2011
Posts: 526
United States of America
Location: Portland, OR
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Re: Recoil has destroyed gunplay
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Also, the deviation system is exactly the same in COOP and Deployment. There is no difference, they are the same in that regard. Quote:
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Once again, this thread is about recoil, specifically the OP noted the G3 | |||
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2022-02-09, 18:31 | #69 |
PR:BF2 Contributor
Join Date: Oct 2012
Posts: 1,874
Germany
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Re: Recoil has destroyed gunplay
"It's bullshit having somebody kill you after running while you had the upper hand!" - dcm
"It's bullshit I didn't die when people came at me running!" - same dude, different day I'm not sure what kind of answer you're trying to get out of me, I'm just saying that you're trying to prove the point you're articulating with two instances that are literally the opposite of each other. Which is horseshit. I'm also saying that your first telling of the story made it sound as though you were being engaged 1v4 and ended up winning "because deviation bad", in reality however you basically fought 4 separate 1v1s with a bunch of dudes a.) who either didn't or can't aim for shit or didn't have time to shoot(#4), b.) who came from the same doorway(which means they always came into view while they had to turn some 90 degrees to see you) and c.) who likely didn't communicate with each other seeing the round finished about 15 seconds later and Brits were low on tickets anyways, "GG, let's just spawn in and go next quick". The actual events, just like last time on Kozelsk, ended up being a wee bit different than what you made them out to be, and while I agree that the bolt actions are bad to have in a CQB fight in PR, I will also say that it's not like you didn't have some semblance of an advantage either. In contrast to you my argument doesn't change however. Deviation punishes those who play incorrectly - and missing definately qualifies for that. |
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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2022-02-09, 19:30 | #70 |
Join Date: Nov 2008
Posts: 407
United States of America
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Re: Recoil has destroyed gunplay
The only thing I will say regarding recoil is that firing the G3 in full auto with an optic is really punishing/hard to control. It's like this with any gun with an optic, but the G3 a bit more so. Irons or a dot is easier, but the horizontal recoil means you're more likely to miss than you would with a smaller projectile if you do decide to use full auto.
I'm not sure what to think. I run out of mouse space going down about twice as fast with the G3 as I do the M16A4 using optics. Irons/dots is the same, but I can just about squeeze out a full mag with the G3 without needing to reposition my mouse whereas I'm never worried about this with other weapons. This is probably the area that I can agree with - with where I normally keep my mouse, I can fire about ~6 rounds at range against the same target with a G3 w/optic before I have to reposition my mouse to keep firing. The M16A4 can do ~12 rounds before I would need to move my mouse. I still don't think this is overall bad, but I can understand why people believe the G3 is not a good gun. |
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