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Search the Community: Showing results for tags 'accuracy'.
Found 6 results
LaughingJack posted a topic in ModdingHi All, Having Troubles with dynamic lighting: Before peeps suggest or link to tutes or docs - i have watched and read extensively (like, most of last weekend) as much as i could find related to this. One thing i did discover form my trawling is that UE's Dynamic Lighting is pretty rough and not very accurate (read: Crappy) I also bcame quite confused after being informed that Squad's lighting is fully dynamic, yet most (non-Squad)"fixes" advise adding in Static lighting elements as well as other Lighting "Helpers" - turning "Easy" Dynamic Lighting into a brain-melt. extra info for the above link: my buildings using Corrugated-Iron-over-Frame for roofs and walls have a 5mm gap between the Frame and the Iron. i have also asked in the Gen Disc thread about the possibility of the VXGI thing happening - looks lightyears ahead of UE's homebrand lighting. one last thing: is it possible for the Dev(s) to post about their default setup and settings? i have tried to copy the Jensens lighting but i must be missing something still. Cheers! .LJ
Arduras posted a topic in General DiscussionSo inevitable playing Militia and Insurgents they'll be strong (having scopes) but the guns have less recoil and are far more accurate, in addition to that the CROW decimates infantry and vehicles (including the BTR) without any problems from hidden positions. M249s that are laser guns while prone and having objectively the best gun in the game for every other member of your squad. In game there is a lot of bitching from Militias getting pushed to main pretty much every other map they play on (at least on pubs) What can be done to close the gap a bit? The militia can't get within 3 grids of the CROW without dying, the infantry have the best weapons and push even further. Right now, the militia don't have the capacity to deal with a well played US team.Militia can play well (even following the shitty meta right now that is to rush the enemy's second cap) and still get utterly destroyed. Once bipods are in I think it might even out a bit, even if it's only non-US factions that need them.
Not in this game, at least. I'm a former Marine (pog) and a firearm lover. I'm proud of my marksmanship. This is why I'm sad to see bad iron sights in a game about realism. What do I mean? I'll show you. Here are two rounds I fired: the first from 1 meter and the second from 20 meters. I have a tight shot group, right? The problem is that I aimed exactly dead center, yet I could only hit the red ring. That is a failing of the iron sights. *THIS* is what should happen when you aim correctly at a target. But! I propose a solution. Two solutions, in fact. #1 Simply correct it so the round travels to where it should -- where the player aims their sights. (But what about bulletdrop for long distance shots?) I'm glad you asked. #2 Make it so we can *adjust* our sights, like in real life. At the beginning of a match, players can do a quick tweaking to make sure their sights are accurate at 10-20 meters (where most fighting takes place) and simply adjust them as needed for those long range engagements. Solution 1 is probably easiest and most player-friendly, but solution 2 is more awesome in my opinion. Considering much of us use the iron sights, I beg you devs, fix the sights! Thanks for reading. *edited to please the marksmanship snobs. just give us weapons that fire where they are aimed*
Thread merged: http://forums.joinsquad.com/topic/158-enhancing-infantry-gameplay/ - Replies included. I'm making this thread for the discussion of anything to do with small arms accuracy in general and what pertinent systems could be implemented to make it more authentic. I've played Project Reality since 0.7, and thoroughly enjoyed it up to 1.0. A lot of the changes brought about by 1.0 put myself and a lot of other regular players off the game, in my case one of the main concerns being the changes to deviation. From what I understand, deviation was the emulation of the effects things such as fatigue, stance and suppression have on accuracy. In 1.0 deviation was a lot more forgiving, favouring personal skill over squad-level tactics and also leading to much shorter firefights. An additional consequence was upsetting the balance between weapons. First of all, a straight up imitation of the deviation system is out of the question - With UE4 I imagine it wouldn't even be necessary. My suggestion would be to get it closer to ArmA than PR in this respect - Your bullets go where the gun is pointing, but where the gun's pointing is influenced by your stance, how fast and for how long you've been running or staying still, your injuries and whether you're being suppressed. The problems that ArmA, and as another example, Red Orchestra 2 have in this respect is the fact that the sights will always stay aligned, allowing you to score a hit so long as your front sight's on the target when you fire. It is important that this is not the case when, say, an explosion happens next to you, or you change stance* or anything else that could influence the angle the gun is at relative to your view. The recovery in any case should be somewhat quick, but still influenced by what you were doing before you took aim; If we were to compare it to PR's deviation, somewhere in the middle ground between .98 and 1.0 *One of Battlefield's, and by extension, PR's main flaws was the fact that changing between crouching and standing had no effect on deviation, allowing players to pop up, instantaneously get an accurate shot off and return to crouch before the enemy has a chance to return fire This one may be controversial - Pulling the trigger could have some effect on where your weapon's pointing, a miniscule effect - Maybe when in semi-auto, if you were to hold the fire button down for a split-second rather than just tap it, this would be negated to a degree. The point of these suggestions is placing the emphasis back on good positioning, tactics and patience and bringing the longevity back to firefights.
Other than weapon sway all guns in real life has a degree of inherent inaccuracy, some a lot more than others. Even if you clamp the gun down solid on some kind of vise it's never 100% accurate due to factors like ballistics, environment, receiver flex, barrel harmonics, cycling mechanism etc. Will this be represented in the game or will I be able to snipe someone from across the map with my AK47 as long as I have my sights/scope adjusted to that range and held it square on the target?
May I suggest having a small fixed aiming deadzone, about the same size or slightly smaller than Insurgency's. And on aiming downsight, the weapon would be randomly lined anywhere within the deadzone. This is to prolong target acquisition, especially for high powered scopes, since the game wont have bullet deviation, and sway may not be powerful enough to hinder fast acquisition.