random pants wrote:I can shoulder my .223 ar-15 and accurately engage targets at 250 meters in under 3 seconds easily....think about it....(quickly shoulders rifle)...ONE.........TWO.......TH-BANG!!!! not that hard, really...
I'm assuming since you're so confident about that, that you've put multiple rounds down range with an AR-15. So you'll know that the the BF2 engine doesn't simulate weapon handling and ballistics in a way that's close to real life. You say you miss when the person "with the best shot" won. You
must mean when the person with the fastest twitch reflexes that put his mouse on a soldiers head won?
You need to realise just how stupid it is to try put absolute realism into an engine that was made for arcade gameplay. Tell me, since when did the BF2 engine have...
1. A sway system designed around each and every stance.
2. A sighting system that doesn't mechanically attach your rifle to your cheek and perfectly stabilize itself while allowing you to rotate 180-360 degrees in a matter of milliseconds. Even while you're prone! Segue to point 3...
3. 1st person movement animations for
all stances.
4. A stamina system that effects accuracy.
5. A realistic ballistics model where the travel path of a rifle round is not a straight line.
6. A system where a soldiers weapon isn't always in the hip/ready position.
random pants wrote:Are we playing as trained soldiers anymore?
You're playing as a
soldier. Setting deviation like this means you train
yourself how to use it. I've never put rounds down range with a 4x optical sight before, but I've had a 101st airborne Designated Marksman* tell me it would take him about eight seconds to hit a head sized target 300m away using an ACOG. If you downscale that to the BF2 engine and make things relatively realistic without ruining teamwork, then you'll end up with the deviation system this thread is all about.
*Don't get the idea I only consulted one soldier. I've consulted several, let alone the several others that Wolfe spoke to while coding the 0.8 deviation.