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2012-07-02, 11:52 AM | [Ignore Me] #1 | ||
Private
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what's your take on it?
i hate it with a passion as it turns some gunfights into luck based instead of skill i'm sure on a couple vids i noticed that random deviation was present edit: this is how i would like it to work bad company 2 had a good system where your first 2-3 shots were spot on and then the cone got bigger the longer you held the trigger, this encouraged burst firing i hope this system is used and not straight up random deviation from the very first shot Last edited by Whip Nailed it; 2012-07-02 at 12:24 PM. |
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2012-07-02, 12:00 PM | [Ignore Me] #3 | ||
Second Lieutenant
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You're never going to get around bullet deviation with these kind of games. They use it to supplement recoil. Increasing recoil alone can have a lot of negative effects on how the game controls. This way guns still feel like it has a lot of power, it doesn't stay steady while you fire, but it doesn't go all over the place and make you lose track of your target if you sit and hold the trigger. It rewards careful bursts, positioning on your enemy, and teamwork over individual skill and 1v1 encounters.
It's a necessary evil. In Counterstrike the recoil was built to be the same every single time so that you could master it. However that's how Counterstrike was built, to be a very skill based FPS focusing on very small amounts of highly skilled players. Games like Battlefield and Planetside have to use different mechanics that fit the more diverse gameplay and open environments. Matches aren't meant to be 2 minutes and 30 seconds long and consist of 5 people on each side. Using the gameplay that fits that model would not fit a game meant for 32+ people on each side fighting a match that takes 20+ minutes to complete. It seems to me that a lot of gamers don't understand that gameplay mechanics are not easily translated from one game to another. They want all games to play like a very small subset of games they are use to. Last edited by wasdie; 2012-07-02 at 12:01 PM. |
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2012-07-02, 12:02 PM | [Ignore Me] #5 | ||
First Lieutenant
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Depends... random deviation from shoulder-fire is okay in my book. It's when I'm ADS and my bullets go way off mark that I find it frustrating and defeating the purpose of ADS.
I mean, random deviation during ADS basically turns ADS into a CoF/spread tightener, not an actual precision aiming mechanic. |
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2012-07-02, 12:04 PM | [Ignore Me] #6 | |||
Private
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great input |
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2012-07-02, 12:08 PM | [Ignore Me] #7 | ||
Second Lieutenant
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What do you want me to say? Every single shooter has a different kind of gunplay.. some are similar but you still have to adapt. If the deviation is so big it's game breaking, they'll fix it... otherwise, deal with it and adapt.
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2012-07-02, 12:09 PM | [Ignore Me] #8 | |||
Second Lieutenant
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ArmA 2 does that. Trying ADS while holding the trigger of a M249 while at a crouched position. It goes straight up. Yes it's realistic, but it's very clumsy when the action is trying to be very arcady. |
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2012-07-02, 12:10 PM | [Ignore Me] #9 | |||
First Sergeant
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I don't care about the zoom in, slower movement, or gun taking up the screen. I can't stand the removal of indication of what my CoF is! |
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2012-07-02, 12:11 PM | [Ignore Me] #10 | ||
Staff Sergeant
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I don't really think it's a huge problem. How else would you implement something like gun inaccuracy when going full auto?
I did like the approach used in Day of Defeat. They had "physical" recoil where the crosshair actually moved with the shots, instead of the bullet simply landing away from the crosshair. This allowed you to correct the aim by moving your mouse, which made it possible to control recoil if you were good at it. Also, the more powerful automatics had massive recoil. For example with the BAR, you would need to be pretty good to control the recoil, while with the MG42 (from the hip) it was nigh impossible - but possible to a degree. This in turn made it so that automatics couldn't be crazily accurate at longer ranges. It was mostly somewhat predictable vertical recoil, meaning you could pull the mouse down to control it, but also some random horizontal recoil to not make it too easy. Last edited by zomg; 2012-07-02 at 12:14 PM. |
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2012-07-02, 12:15 PM | [Ignore Me] #11 | |||
Second Lieutenant
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That's what the deviation is for with ADS. It allows you to better control the weapon while simulating the unpredictable recoil and inaccuracy you get from firing full auto. |
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2012-07-02, 12:16 PM | [Ignore Me] #12 | ||
I like it when a game features bullet physics. I don't particularly like hitscan weapons.
Obviously it depends on just how random it is. If it happens to be anything like being suppressed in BF3 pre-patch then it needs to be lowered. But just wait for beta.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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2012-07-02, 12:17 PM | [Ignore Me] #13 | ||
Second Lieutenant
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If you aim at the center of the head with a gun at ideal range, the deviation should leave every bullet landing somewhere on the head.
If you aim at the center of the torso at maximum range, the deviation should leave every bullet landing somewhere on the torso. ^ That is how I expect it to work. Randomness becomes secondary to skill. |
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2012-07-02, 12:18 PM | [Ignore Me] #14 | ||
Sergeant
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Sadly in games like bf and ps you just need some random deviation to make the close quaters,mid range and long range weapon fit their rolles more properly.
However random deviation SHOULD BE NOTING LIKE IN BATTLEFIELD 3 where luck is more important than skill. I can be ok with bad company 2's random deviation. |
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2012-07-02, 12:19 PM | [Ignore Me] #15 | ||
Private
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bad company 2 had a good system where your first 2-3 shoths were spot on and then the cone got bigger the longer you held the trigger, this encouraged burst firing
i hope this system is used and not straight up random deviation from the very first shot |
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