[Gameplay] Deviation modifications
-
- Retired PR Developer
- Posts: 9138
- Joined: 2006-04-29 10:03
[Gameplay] Deviation modifications
The following values are what will go into 0.85 testing. So bare in mind that this is not final. This journal post is just so everyone knows that the deviation system is still being refined.
What you see below is the result of myself and others assessing how the changes made for 0.8 impacted gameplay, as well as what changes needed to be made in order to keep all the benefits of the 0.8 deviation while addressing the problems.
Ironsight/Scoped rifle*
Changes
1. Hit Capability and its relativity to settle time after moving (WASD). Basically, this is how far your bullet will deviate from exactly where you aim while sighted in.
Standing @ 250m
0 Seconds : 7m
1 Seconds : 5.9m
2 Seconds : 4.8m
3 Seconds : 3.8m
4 Seconds : 2.7m
5 Seconds : 1.7m
6 Seconds : 0.7m
Crouching @ 250m
0 Seconds : 5.2m
1 Seconds : 4.4m
2 Seconds : 3.6m
3 Seconds : 2.8m
4 Seconds : 2.0m
5 Seconds : 1.3m
6 Seconds : 0.5m
Prone @ 250m
0 Seconds : 4.3m
1 Seconds : 3.7m
2 Seconds : 3.0m
3 Seconds : 2.4m
4 Seconds : 1.7m
5 Seconds : 1.0m
6 Seconds : 0.4m
Take into account that a soldier in the BF2 engine is roughly 0.4 meters wide. So if you're prone, have settled for six seconds and are pacing your shots well you'll hit a target 250m away 10/10.
Here's a comparison between this and the last two version of PR,
0.8 deviation reaches its minimum after 2.5 seconds of settle time. Your maximum accuracy @ 250m would be,
Stand = 0.9m
Crouch = 0.7m
Prone = 0.7m
0.75 deviation reached its minimum after 1.3 seconds of settle time. Your maximum accuracy @ 250m would be,
Stand = 0.6m
Crouch = 0.5m
Prone = 0.4m
The changes posted reach minimum after 6.6 seconds of settle time. Your maximum accuracy @ 250m would be,
Stand = 0.7m
Crouch = 0.5m
Prone = 0.4m
2. Increased settle time required after each shot from 1 second to 2.5 seconds
3. Decreased maximum cone of fire
4. Increased non-sighted accuracy for CQB purposes
DMR
Changes
1. Significantly improved accuracy allowing for DM rifles to engage targets up to and including 600m.
2. Increased settle time required (for maximum accuracy) after each shot from 1 second to 4.5 seconds
3. Increased settle time required (for maximum accuracy) after moving from 2.5 seconds to 5 seconds
4. Increased maximum cone of fire from moving
Sniper
Changes
1. Increased crouch accuracy (accurate out to 600m)
2. Increased prone accuracy (accurate out to any viewable distance)
SMG
Changes
1. Numerous changes to make them more "personal defence" orientated.
Pistol
Changes
1. Doubled settle time after moving
2. Increased deviation added after each shot
LMG
Changes
1. Lowered deviation of both deployed and undeployed states
2. Doubled the settle time required after moving from 3 seconds to 6 seconds for deployed state only (this is to discourage what happens now where players just run around with it constantly deployed and insta-prone upon engagement)
Conclusion
As always, this is not about injecting absolute realism into an engine that doesn't support it. It's about finding a balance between relative realism and gameplay that works within the confines of the BF2 engine and promotes teamwork.
Special thanks to [R-CON]Wolfe for putting deviation on the right path in 0.8 and laying the foundation for the changes you see listed above (which were heavily advised by him during several teamspeak meetings).
What you see below is the result of myself and others assessing how the changes made for 0.8 impacted gameplay, as well as what changes needed to be made in order to keep all the benefits of the 0.8 deviation while addressing the problems.
Ironsight/Scoped rifle*
Changes
1. Hit Capability and its relativity to settle time after moving (WASD). Basically, this is how far your bullet will deviate from exactly where you aim while sighted in.
Standing @ 250m
0 Seconds : 7m
1 Seconds : 5.9m
2 Seconds : 4.8m
3 Seconds : 3.8m
4 Seconds : 2.7m
5 Seconds : 1.7m
6 Seconds : 0.7m
Crouching @ 250m
0 Seconds : 5.2m
1 Seconds : 4.4m
2 Seconds : 3.6m
3 Seconds : 2.8m
4 Seconds : 2.0m
5 Seconds : 1.3m
6 Seconds : 0.5m
Prone @ 250m
0 Seconds : 4.3m
1 Seconds : 3.7m
2 Seconds : 3.0m
3 Seconds : 2.4m
4 Seconds : 1.7m
5 Seconds : 1.0m
6 Seconds : 0.4m
Take into account that a soldier in the BF2 engine is roughly 0.4 meters wide. So if you're prone, have settled for six seconds and are pacing your shots well you'll hit a target 250m away 10/10.
Here's a comparison between this and the last two version of PR,
0.8 deviation reaches its minimum after 2.5 seconds of settle time. Your maximum accuracy @ 250m would be,
Stand = 0.9m
Crouch = 0.7m
Prone = 0.7m
0.75 deviation reached its minimum after 1.3 seconds of settle time. Your maximum accuracy @ 250m would be,
Stand = 0.6m
Crouch = 0.5m
Prone = 0.4m
The changes posted reach minimum after 6.6 seconds of settle time. Your maximum accuracy @ 250m would be,
Stand = 0.7m
Crouch = 0.5m
Prone = 0.4m
2. Increased settle time required after each shot from 1 second to 2.5 seconds
3. Decreased maximum cone of fire
4. Increased non-sighted accuracy for CQB purposes
DMR
Changes
1. Significantly improved accuracy allowing for DM rifles to engage targets up to and including 600m.
2. Increased settle time required (for maximum accuracy) after each shot from 1 second to 4.5 seconds
3. Increased settle time required (for maximum accuracy) after moving from 2.5 seconds to 5 seconds
4. Increased maximum cone of fire from moving
Sniper
Changes
1. Increased crouch accuracy (accurate out to 600m)
2. Increased prone accuracy (accurate out to any viewable distance)
SMG
Changes
1. Numerous changes to make them more "personal defence" orientated.
Pistol
Changes
1. Doubled settle time after moving
2. Increased deviation added after each shot
LMG
Changes
1. Lowered deviation of both deployed and undeployed states
2. Doubled the settle time required after moving from 3 seconds to 6 seconds for deployed state only (this is to discourage what happens now where players just run around with it constantly deployed and insta-prone upon engagement)
Conclusion
As always, this is not about injecting absolute realism into an engine that doesn't support it. It's about finding a balance between relative realism and gameplay that works within the confines of the BF2 engine and promotes teamwork.
Special thanks to [R-CON]Wolfe for putting deviation on the right path in 0.8 and laying the foundation for the changes you see listed above (which were heavily advised by him during several teamspeak meetings).
Last edited by Jaymz on 2008-10-06 18:20, edited 6 times in total.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
-
- Posts: 4765
- Joined: 2006-12-29 14:52
Re: [Gameplay] Deviation modifications
what ? even more dificult to hit than now ?!
lovely !
lovely !
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
-
- Posts: 9270
- Joined: 2008-01-20 19:45
-
- Posts: 2567
- Joined: 2007-01-16 20:05
Re: [Gameplay] Deviation modifications
Sounds great!
-REad
-REad
-
- Posts: 344
- Joined: 2007-06-25 16:37
Re: [Gameplay] Deviation modifications
NICE, get even more deviation! yey for firefight
-
- Posts: 51
- Joined: 2008-01-14 06:38
Re: [Gameplay] Deviation modifications
I would simply like to be able to hit what I'm aiming dead in my sites at, within reason of course. Obviously we shouldn't be able to use an assault rifle as a sniper, but if I'm ~150 meters away from a target, and he's in my view for more than 5 seconds, he should have a 10% chance of living through that. The current deviation is ridiculous and doesn't seem to reward the player who used the better tactics or skills to DESERVE the kill.
-
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: [Gameplay] Deviation modifications
What exaclty does that mean, especialy compared to the pistol?SMG
Changes
1. Numerous changes to make them more "personal defence" orientated.
-
- Retired PR Developer
- Posts: 9138
- Joined: 2006-04-29 10:03
Re: [Gameplay] Deviation modifications
With the values above, if he's 150m away and you're crouched and have settles for 5 seconds that's a definite hit.Mariospeedwagen wrote:if I'm ~150 meters away from a target, and he's in my view for more than 5 seconds, he should have a 10% chance of living through that.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
-
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: [Gameplay] Deviation modifications
Hmm I think 2 or 3 seconds would be better, now everyone's suppressive fire will look like this:2. Increased settle time required (for maximum accuracy) after each shot from 1 second to 4.5 seconds
shot------shot-------shot-----
as opposed to shot---shot---shot now which pretty much scares the **** out of anyone who is smart enough not to stand around when being fired at.
-
- Retired PR Developer
- Posts: 9138
- Joined: 2006-04-29 10:03
Re: [Gameplay] Deviation modifications
That's for Marksmen only. Even then, they have significantly less minimum deviation than regular rifles so the 4.5 seconds wait is only if you're going for extremely accurate shots. Suppressive fire won't require 4.5 seconds per shot from a DMR.Outlawz wrote:Hmm I think 2 or 3 seconds would be better, now everyone's suppressive fire will look like this:
shot------shot-------shot-----
as opposed to shot---shot---shot now which pretty much scares the **** out of anyone who is smart enough not to stand around when being fired at.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
-
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Gameplay] Deviation modifications
add my thanks to Wolfe as well'[R-DEV wrote:Jaymz;818704']LMG
Changes
1. Lowered deviation of both deployed and undeployed states
2. Doubled the settle time required after moving from 3 seconds to 6 seconds for deployed state only (this is to discourage what happens now where players just run around with it constantly deployed and insta-prone upon engagement)
-
- Posts: 2567
- Joined: 2007-01-16 20:05
Re: [Gameplay] Deviation modifications
Those numbers are for maximum accuracy; suppressive fire does not require accuracy.Outlawz wrote:Hmm I think 2 or 3 seconds would be better, now everyone's suppressive fire will look like this:
shot------shot-------shot-----
as opposed to shot---shot---shot now which pretty much scares the **** out of anyone who is smart enough not to stand around when being fired at.
-REad
-
- Posts: 384
- Joined: 2008-08-31 12:06
-
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Gameplay] Deviation modifications
but the cone is being decrease, which will change the dynamic considerablyNoobofthenight wrote:Moar deviation? Nothxkbai.
Seriously, 0.8 is already far too much, any more is just jokes in my opinion...
-
- Posts: 2567
- Joined: 2007-01-16 20:05
Re: [Gameplay] Deviation modifications
Rudd, don't bother reasoning with them, it's clear they didn't read the post.Dr2B Rudd wrote:but the cone is being decrease, which will change the dynamic considerably
-REad
-
- Posts: 3957
- Joined: 2006-06-01 15:57
Re: [Gameplay] Deviation modifications
I will get removed from the test team for saying this but damn I really miss the 0.7 deviation. It feels like im the only one who thougth it was perfect.
-
- Posts: 2933
- Joined: 2007-08-21 12:37
Re: [Gameplay] Deviation modifications
^ nope i'am with you.
-
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: [Gameplay] Deviation modifications
there was deviation in .7 ?
sounds good, cant wait.
3. Decreased maximum cone of fire
4. Increased non-sighted accuracy for CQB purposes
sounds good, cant wait.
-
- Posts: 3957
- Joined: 2006-06-01 15:57
Re: [Gameplay] Deviation modifications
Also as a little note, I really don't think I will get removed from the test team that was just a very bad joke.
-
- Posts: 9270
- Joined: 2008-01-20 19:45
Re: [Gameplay] Deviation modifications
But Don... it's not increasing. Or in places where it is(which isn't many) the maximum cone of fire is decreased, meaning you have a smaller space to shoot at = more accurate.