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Old 2012-07-02, 12:21 PM   [Ignore Me] #16
Littleman
First Lieutenant
 
Re: Random Deviation


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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Old 2012-07-02, 12:21 PM   [Ignore Me] #17
super pretendo
First Sergeant
 
Re: Random Deviation


there is nothing wrong with randomness as long as players are given the tools to deal with it. Dealing with uncertainty is an aspect of skill
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Old 2012-07-02, 12:25 PM   [Ignore Me] #18
kadrin
Sergeant
 
Re: Random Deviation


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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Old 2012-07-02, 12:30 PM   [Ignore Me] #19
Gandhi
First Lieutenant
 
Re: Random Deviation


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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Old 2012-07-02, 12:35 PM   [Ignore Me] #20
gufftroad
Corporal
 
Re: Random Deviation


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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Old 2012-07-02, 12:46 PM   [Ignore Me] #21
Russ
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Re: Random Deviation


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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Old 2012-07-02, 01:20 PM   [Ignore Me] #22
Pancake
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Re: Random Deviation


I think this is how random deviation works. There is a cone. The bullet will fall within this cone. The cone gets bigger as you shoot.

I doubt the bullet will fly 90 degrees perpendicular due to "random" deviation.
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Old 2012-07-02, 06:53 PM   [Ignore Me] #23
SKYeXile
Major General
 
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Re: Random Deviation


Its called a COF!...yeash.
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Old 2012-07-02, 07:04 PM   [Ignore Me] #24
Neksar
Corporal
 
Re: Random Deviation


I've played games where ADS just tightened the constantly-visible CoF. As long as I am made aware of how ADS affects me aim, I don't care.
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Old 2012-07-02, 07:08 PM   [Ignore Me] #25
infected
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Re: Random Deviation


they should just flat out copy bf3 weapon mechanics as it is quite well done.

clearly ps2 has the opportunity to be more than just a clone of modern fps, but they definitely need to clone some crucial aspects.
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Old 2012-07-02, 07:12 PM   [Ignore Me] #26
Gonefshn
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Re: Random Deviation


I like deviation when it kicks in from full auto.

You should be able to achieve pretty accurate fire as long as you control your shots.
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Old 2012-07-02, 08:06 PM   [Ignore Me] #27
Bags
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Re: Random Deviation


I am against all RNG coded into a game.
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Old 2012-07-02, 08:10 PM   [Ignore Me] #28
super pretendo
First Sergeant
 
Re: Random Deviation


Originally Posted by Bags View Post
I am against all RNG coded into a game.
Dealing with randomness is an aspect of skill, as long as you have the tools do deal with it
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Old 2012-07-02, 08:12 PM   [Ignore Me] #29
noxious
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Re: Random Deviation


Originally Posted by gufftroad View Post
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
This isn't true. Even high-level Counter-Strike players still need to use bursts at range.

Originally Posted by elfailo View Post
Originally Posted by wasdie
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.
CS was never built like that at all. It was simply a mod where accidentally these mechanics became popular, and then later refined. It wasn't built specifically for highly skilled players. You're confusing cause and effect.

You're not explaining why in Planetside a similar method of recoil and spread control wouldn't work either, you're just dumping it in there as a fact. Please explain it because I don't understand it. All I imagine you're saying is that the guns need more randomization so that bad players have a better chance. If this is what you are saying, then it's a terrible idea.

What does the fact that a CS game lasts 2 minutes have to do with gun mechanics? I could see something like that working easily. Just not with the same TTK, but again, that has nothing to do with gun mechanics. There's nothing truly special about the guns in CS anymore. They just feel very responsive and give you the kind of feedback that helps you understand what's going on. Recoil with predictable feedback, COF spread, all of that is in tons of other games and they're not nearly all like CS. Even COD has both - a game that everyone calls dumbed down for all the wrong reasons.
I was going to quote this post for the same reason. There isn't a coherent argument against CS-style recoil in that post.
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Old 2012-07-02, 08:20 PM   [Ignore Me] #30
The Kush
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Re: Random Deviation


Originally Posted by Whip Nailed it View Post
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
God no..

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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