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2012-07-02, 12:21 PM | [Ignore Me] #16 | ||
First Lieutenant
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Well when I think of firing while aiming down the sights, I'm very much okay with my aim being jolted around and lifting with each shot. It encourages burst firing still, but I know my bullets will go where my sights are set and doesn't make the whole mechanic seem like a necessary key press before actually shooting my weapon.
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2012-07-02, 12:25 PM | [Ignore Me] #18 | ||
Sergeant
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Not really a fan of random deviation, I personally prefer bullets to fly straight at where you're pointing but having recoil modeled well so where you're pointing shifts.
Battlefield 3s recoil is alright, where when you finish firing your gun resets to your original aim point, but I prefer more Day of Defeats style where your aim point physically moves and you must move your mouse around to keep it centered. Though in both Day of Defeats and Battlefield 3 almost all recoil is vertical and they use random deviation to represent side to side, I would much rather the gun jitter around in your arms physically shifting your aim side to side, and up as you fire and have the bullets come out for the most part perfectly accurate to where you're currently pointing. Anyone who's fired a gun full auto knows that they don't just go straight up, but bounce around quite a bit, even when deployed on bipods. |
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2012-07-02, 12:30 PM | [Ignore Me] #19 | ||
First Lieutenant
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Random deviation only makes the difference if both people involved are equally skilled, then it can be luck as to who wins. But that's no different than one guy winning because he happened to see the other guy a fraction of a second sooner, most of the time that's just a lucky circumstance. This time I saw you first and won, next time you might see me first and win.
If you have one skilled person fighting one who isn't then random deviation isn't going to influence the outcome of that fight very much, unless the TTK is ridiculously low, in which case there's not much skill involved to begin with. So as long as we're not talking about crazy high deviation it's fine with me. It'll vary from gun to gun obviously, and that's a really useful property to work with when you're trying to balance everything. |
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2012-07-02, 12:35 PM | [Ignore Me] #20 | ||
Corporal
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id take random deviation over the whole you gun moves up but shoots straight otherwise approach reason being if your gun just moves up people will just get used to it and move the gun down to compensate making the recoil a non factor in fights basically turning the gun into a super accurate laser gun
but i'm not a huge fan of deviation either it just happens to be the lesser of two evils here. the best way to simulate recoil would be to have the whole gun move around when you shoot it. recoil isn't straight up in real life your gun moves around quite a bit to the left and right as well as up and some down if you are over compensating for it or under for that matter. the problem with doing that is you end up with games that move too slowly |
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2012-07-02, 12:46 PM | [Ignore Me] #21 | ||
Corporal
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I prefer high recoil, no deviation. The longer you fire the more erratic the recoil becomes, it is not predictable and becomes unweilding. I like to see why my gun is not being accurate, not have some mystical force that makes my bullets fan out.
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2012-07-02, 08:12 PM | [Ignore Me] #29 | |||||
Second Lieutenant
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__________________
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2012-07-02, 08:20 PM | [Ignore Me] #30 | |||
Captain
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That is awful. I hate games that do that. You should have the sake accuracy no matter how long you shoot your weapon for. This is an arcade game and it's the future and guns don't lose their accuracy the more you shoot. |
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