[Gameplay] Deviation modifications

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Jaymz
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Re: [Gameplay] Deviation modifications

Post by Jaymz »

DavidP wrote:For Arguements sake can you please post the .75 and .8 deviation?
Just for you Dave....this is for standard rifles only

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



*Rationale behind that is that if the target is only half that distance away, you'll only half to wait half the time. Believe me when I say 90% of standard PR engagements are under 250m.


EDIT : I added this to the opening post.
Last edited by Jaymz on 2008-10-06 18:20, edited 2 times in total.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
badmojo420
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Re: [Gameplay] Deviation modifications

Post by badmojo420 »

What is considered settle? If i'm standing there looking around with mouse not moving, and a target runs out, can i engage if i've been there over 6 seconds? Or is it time you've been scoped in. Also what about crouching, does that reset the timer?
Jaymz
Retired PR Developer
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Re: [Gameplay] Deviation modifications

Post by Jaymz »

badmojo420 wrote:What is considered settle? If i'm standing there looking around with mouse not moving, and a target runs out, can i engage if i've been there over 6 seconds?
Yes, you'll sight in with max accuracy I believe.
badmojo420 wrote: Also what about crouching, does that reset the timer?
Won't reset it.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
hiberNative
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Re: [Gameplay] Deviation modifications

Post by hiberNative »

i can only approve of this if the deviation doesn't go back to zero after each shot if you're still static.
i do not want to wait 6 seconds for a perfect shot, then wait 6 seconds more to get a similar shot down range.
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badmojo420
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Re: [Gameplay] Deviation modifications

Post by badmojo420 »

hiberNative wrote:i can only approve of this if the deviation doesn't go back to zero after each shot if you're still static.
i do not want to wait 6 seconds for a perfect shot, then wait 6 seconds more to get a similar shot down range.
It pays to read the whole post before complaining.
2. Increased settle time required after each shot from 1 second to 2.5 seconds
hiberNative
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Re: [Gameplay] Deviation modifications

Post by hiberNative »

badmojo420 wrote:It pays to read the whole post before complaining.
that sounds fine, then.
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Celestial1
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Re: [Gameplay] Deviation modifications

Post by Celestial1 »

Seriously, read the post. LEARN THE DEVIATION FOR JEEB'S SAKE. IT HAS IT'S KINKS, BUT IT'S NOT HARD TO LEARN AND NOT IMPOSSIBLE TO HIT SOMEONE, YOU JUST NEED A BASIC UNDERSTANDING OF HOW TO JUDGE YOUR ACCURACY. THIS WILL MAKE YOU MORE ACCURATE, BUT WITH A LONGER WAIT BEFORE YOU REACH THIS ACCURACY

(Should be added at the top of the original post in BIG RED LETTERS.)

This will make everything more interesting. I'm loving the same concept of v0.8 refining and this further-enhanced version. Hope this will work out the kinks of judging your aim within the short-range engagements.
Zegel
Posts: 95
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Re: [Gameplay] Deviation modifications

Post by Zegel »

Brilliant. My opinion goes along with Okita's - Way to stay strong, Devs, with a working stratagem but also to listening to the audience.

One thing I'm still struggling with (that will only become more exaggerated with the increased wait times) is notification of just how steadied you are. Four seconds was sometimes difficult to judge and time. Six seconds will be moreso.
Chuc
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Re: [Gameplay] Deviation modifications

Post by Chuc »

On the topic of shotguns, we are looking very closely at its role as a breaching device and its ultimate fate.
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DarthDisco
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Re: [Gameplay] Deviation modifications

Post by DarthDisco »

While I personally disagree with such long settle times, I will knuckle under and let the changes play out before judging them. I do however have a pressing question to ask regarding the changes proposed.

Namely, with these new settle times, how will deviation be affected by adjusting aim while not moving (i.e. tracking a target on screen while remaining standing, crouched, prone.) Will every minuscule movement cause a reset or partial reset in deviation? Ideally, one would hope to be able to track a man moving laterally across your viewpoint at a distance of 50m at full run and still be able to maintain full or almost full accuracy.
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Jaymz
Retired PR Developer
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Re: [Gameplay] Deviation modifications

Post by Jaymz »

DarthDisco wrote:Ideally, one would hope to be able to track a man moving laterally across your viewpoint at a distance of 50m at full run and still be able to maintain full or almost full accuracy.
Be not worried my friend. The 6 second settle time only applies to w,a,s,d movement. Even then, you only need to wait the full six seconds for shooting at a target 200m and above.

In terms of deviation added from mouse movement, don't worry. You'll easily track a moving target at 50m. It will only completely mess up your accuracy when there's a very harsh movement made, or a 180 spin.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Teek
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Re: [Gameplay] Deviation modifications

Post by Teek »

so, to make clear, it takes 3.3 seconds for a perfect hit at 125m, with one shot every 1.25 seconds. Sounds great.
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hiberNative
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Re: [Gameplay] Deviation modifications

Post by hiberNative »

Teek wrote:so, to make clear, it takes 3.3 seconds for a perfect hit at 125m, with one shot every 1.25 seconds. Sounds great.
yeah i think people are blinded by the numbers. how often do you engage infantry at 250m anyway? depends on your playing style, but not all the time anyway :}
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DavidP
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Re: [Gameplay] Deviation modifications

Post by DavidP »

[R-DEV]Jaymz wrote:Just for you Dave....this is for standard rifles only
Awwwwwww I love you too Jaymz.
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cyberzomby
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Re: [Gameplay] Deviation modifications

Post by cyberzomby »

So can I get an answer from you Jaymz. Arent you worried that the lower numbers will revert PR back to the old style of point and click but with the added waiting time?
scandhi
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Re: [Gameplay] Deviation modifications

Post by scandhi »

Keep the cool folks. Seems like we have not much to worry 'bout. Now sit down and have a pint! :p
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Drude
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Re: [Gameplay] Deviation modifications

Post by Drude »

evya wrote:NOoooooo :(
Even if the cone[or whatever thats mean, no power to translate] will be fixed you will take years just to wait to shot, 6 seconds for only 250m distance while you still be able to miss is just to much :( and also destroy most of distance flanks as you could still miss and till you shot again he allrdy spot you+under cover... but loved the sniper changes :) and for LMG, well 6 seconds is to much but because other units of the squad will get 6 seconds too it won't change a lot.
Best use of LMG is to provide covering fire, supress the enemy. Other can take out the enemy when they don't see a thing.
Pariel
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Re: [Gameplay] Deviation modifications

Post by Pariel »

cyberzomby wrote:So can I get an answer from you Jaymz. Arent you worried that the lower numbers will revert PR back to the old style of point and click but with the added waiting time?
The point is that it will still take more rounds than vBF2 to take down a target. From my (somewhat limited) understanding, the heavy increase in deviation in .8 was done to portray the far higher number of rounds used in a real firefight than in a BF2 firefight.

Also, these numbers are lower, they're not low. If you played .6, you'll understand what I mean.
Durandal wrote:I am most worried about close-range deviation (i.e. turning a corner, blasting a full clip at an enemy combatant 5m away and not hitting him once), and also very worried about sniper rifle deviation. A properly zeroed rifle in RL will have virtually no deviation whatsoever at 200-300m.
This is what's known as "user error". If you can't hit someone sights-down with a whole clip, you need to learn to control your fire.

Also, the rifle may not have deviation, but the human does. If we all clamped our guns down to a bench rest before engaging a target, I would agree, it should be perfectly accurate.
Alex6714
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Re: [Gameplay] Deviation modifications

Post by Alex6714 »

Pariel wrote:The point is that it will still take more rounds than vBF2 to take down a target. From my (somewhat limited) understanding, the heavy increase in deviation in .8 was done to portray the far higher number of rounds used in a real firefight than in a BF2 firefight.

Also, these numbers are lower, they're not low. If you played .6, you'll understand what I mean.



I loved 0.6 and I am not a run and gun BF2 headshot junky. :)

In real life lots of bullets are fired and miss because people are afraid of getting shot, taking cover, shaky etc ... In game this can´t properly be done, however in my opinion forcing it by other means doesn´t quite work either, players will play how they play anyway.

This is what's known as "user error". If you can't hit someone sights-down with a whole clip, you need to learn to control your fire.
I am no where near a good infantry player, but what I can do is point my sight onto an enemy within beyonet distance. ;) Always blaming it on user error is just denying things.

Anyway, as said it is different, and once played out would be the best time to comment on it.
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