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Aiming

Posted: 2017-03-03 22:31
by mebel
Just a noob question:
AFAIK there is a difference between actual hits and what we see on the screen. That's ok, but i still cant figure how to aim at moving targets in close range. Sometimes i spray a full clip at enemy nearby, but I can't get a kill. Usually enemy turns back, returns fire and so im dead. How this is even possible with pings around ~40ms? Yep, I was also still for some seconds, so it is not a matter of deviation, just a matter of maybe a lag compensation or server doesn't register my hits. So my question is: where to aim, and where to aim when target is moving in close range? Shouldn't I aim directly at the model or should I aim in fornt of him a bit?

I'd like also ask about accuracy indicator seen at compas - can we use it as a reference, so it shows excactly what our accuracy is now, or it's not directly related to how accurate we are?

Re: Aiming

Posted: 2017-03-04 10:04
by QuickLoad
When you say close range it is tough to say what you mean, however usually close range is 50 meters or less. In most cases if you have a weapon that can spray(and the enemy is facing you/can see you through peripheral vision) you will want to aim for center mass(or spray and move up to center mass). If the target is stationary you can engage head/center without lead, if they are moving left then you will want to lead left.

I haven't seen any desync for PR, seems overall really solid(just like BF2's system). What is annoying is Rainbow Six: Siege for example, where someone who leans left and peeks will see you 0.6s before you can see them... and its a 6v6 not a 50v50...

The only hit kind of problem i've seen, is when blood spurts out and you aren't hit / they aren't hit. Or it's just a graze at times(when it really should've been a kill).

Not sure what causes it, but that's the only problem.
It will be annoying when you are a sniper i'd imagine, but otherwise you can put more than a few shots on target(rounds are cheap compared to your life) so a single round being neglected shouldn't affect you too much. The glitch is rare enough where it's not a problem at all, really.(and can help you when a tank is lighting you up with coaxil and doesn't register a hit :P )

In my opinion, it might be you are spraying but missing shots, i've seen this happen plenty of times VS me. When 'spraying' lots of gas explosions whatever the **** comes out of the barrel and the screen shakes, it is hard to adjust. If you're at close range 9.9/10 times you will kill your target should you be the first to engage. If it's not working, try going another route where you can have eyes on your target clearly and be the first to land a good burst on target, giving him/her 0 chance to react. Panic firing(sprint and then suddenly spray) is iffy on any range more than 20 or so meters, so just be careful. A good way to pace yourself is playing as USMC/USA and perhaps some other countries. M4 Carbines and M16A4's fire selectors are stuck on semi/burst, and burst is literally a piece of ****, haven't used it for shooting in many years, only to **** around with.

The accuracy indicator(seen as the dots on your compass) simulate your breathing/weapon shouldering. When they're next to each other, the shot you fire will be 99% YOUR shot. What this means is that whether you hit or not was your fault, after 1 shot your weapon will recoil and the indicators will begin to space out(although not completely). If the indicators are NOT together, the game will pick a couple rounds and toss them a random % to another direction, simulating exhaustion/recoil.

Anti-Tank kits which fire missiles also have this indicator, however it is shown on the optic and requires you to be completely still.