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Showing results for tags 'skill'.
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TLDR: Go to heading d and read from there. This topic has been discussed many a time in various different threads and on the discord, but as of yet no complete guide has been made. INTRO The core of the issue: "accuracy" in games is apparently a difficult thing to do right. Case A) BF2/PR: Random cone of spread. Universally hated because it makes no sense and leaves no room for skill of the shooter. Case B) Arma: Horrendous weapon sway, akin to everyone having Parkinson's. Achieved the intended result, but was badly immersion breaking. Case C) Squad: A realistic amount of sway, but with no other method of reigning in very high standards of accuracy. "Rifles are lazerbeams" The point of this thread is to outline a way in which the problem of weapon accuracy should be put to bed, once and for all. The fact of the matter is that being a good shot in real life is genuinely difficult -- the is a reason that sharpshooters/snipers are respected in the military. That being said, the skills are easy to learn, just difficult to master. Players of Squad are used to a highly unrealistic standard of accuracy and effect on target. I will take you through the principles of marksmanship, and show how they may be easily coded into Squad to achieve what no other game has bothered to do to date. TWO things to remember: The weapon will not always fire at the Point Of Aim (POA); and the POA will not always be where the foresight is. I will address the last principle first as it is the most important. a. The shot must be released and followed through without undue disturbance to the position Weapons do not release rounds instantaneously. There is a brief moment where the round is still travelling down the barrel, and where any movement or adjustment will shift the Point Of Impact (POI). This has knock-on effects for principles b and c. Now the interesting bit -- effects on gameplay: 1) The movement of a rifle, scanning left to right very quickly, to release a shot will carry the bullet farther to the right than the POA suggested, even if the sight alignment is correct. 2) "Snatching the trigger" is when the shot is released and the trigger finger either moved the POA before firing, or is immediately pulled off the trigger as the round is still leaving the barrel. This causes micro-disturbances in the hold of the rifle, leading to a larger spread as the POA changes as round is fired. This can easily be worked into the game -- if on semi automatic, a press and hold of the LMB will carry the shot more true to the POA. This has the effect of slowing down the ROF and making marksmanship less "spammy" and more deliberate. Another possibility is an entirely different mechanic: The releasing of LMB causes the POA of the rifle to quickly pull to one side very slightly. While this is not true to the disruption of the first round as in real life, it would still cause a slowdown in the accurate ROF for following rounds. b. The Position and hold must be firm enough to support the weapon. This one is a doozy. Self explanatory -- hold the weapon tight into the shoulder, no jankily resting on a vest or webbing where it may slip. The right hand does all the work in securing the weapon. Effects on gameplay: 1) When snapshooting (weapon at the rest, then immediately brought up and fired) -- the movement of sights and their alignment due to recoil will be greater than normal as the weapon has not been perfectly shouldered. Appears as "greater recoil" to the shooter, although the force of recoil impulse is the same as always. 2) When firing above a rapid rate of fire (faster than 1 round every 2 seconds) greater movement of the sight alignment (as above) as the weapon moves with less control in the shoulder. 3) With the advent of v10, weapons will be brought to rest when not actively used in the last few seconds. Great. Muscle fatigue is a genuine aspect of shooting, and good groupings (particularly in a standing or unsupported position) require most shooters to lower the weapon to rest after each shot (usually in non combat situations of course). The greater the time the rifle has been spent at the ready and raised, the more recoil impulse will be felt as the hold is under less control. (for all of the above, the same concept as in principle a applies: here, shots will not be going on target, and most likely will be randomly dispersed around the POA.) c. The weapon must point naturally at the target without any undue physical effort. Again, simple. If your body position is not naturally pointing at the target (you are tensing up on one side in order to bring the rifle on) then there will be two major effects: 1) As you breathe, you will see the POA shift in diagonals because your chest is expanding and contracting in the X and Y axis at the same time. Good positioning will yield breathing effects that are entirely vertical only (especially in the prone). In this respect, more "random walk" POA shifts are only seen when standing unsupported or in wind, and accuracy actually gets a little easier than now where we have more random and unnatural movements in the POA in more positions. 2) If the position is twisted or the body tense on one side, the recoil impulse will be asymmetrical and the grouping will be consistently off to one side, as in principle a. The interesting thing with this is that the animation leeks for v10 show a twisting of the torso and a delayed following of the legs for more natural behaviour. When holding a twisted position for more than a brief moment, the legs realign... but during that brief moment, the above effect would be felt. This can be seen in the fist seconds of this video. d. Sight alignment and the sight picture must be correct. Ok. Get it out of your heads that the foresight is where the bullet lands. Your weapon is not a one dimensional object -- it has length. A twisting of the weapon in relation to the eye will yield an incorrect sight picture. This is equally true for optics as well as iron sights, though the effect is less awkward to correct with the former. This is probably the single most important thing to correct. Irl, this needs to be watched like a hawk, corrected for after every round and checked before every shot. It takes time to acquire the correct sight picture every time you shoulder the weapon and aim, even just a brief moment. In automatic, weapons are not usually as uncontrollable and wildly jumping as games usually make them out to be, but THIS is the problem. This is why accuracy is much worse in automatic or rapid fire more than any other reason. Keeping a sight picture and maintaining your correct sight alignment is key -- a single mm off and the round can land multiple feet to either side. Effects on the game: 1) If you move the weapon to the right or left, you will typically lead with the barrel, then need to bring the rear aperture back into alignment and visa versa. Same for Up and down. The shouldering of a weapon will very rarely instantly yield the correct sight alignment, and it will take a very quick moment to correct, and will do so automatically. Firing then becomes a case of controlled shots, with time in between to ensure correct alignment. Otherwise, shots will be slightly off from the POA, in any axis. This is NOT the same as "random deviation", because the weapon still shoots where you tell it to, but you can see that where you are telling it to fire is not correct. It is also more consistent than weapon sway, because your arms and head are locked into the weapon tight -- it is more of a random "constant" than random "variable", only changing from shot to shot or from aiming to aiming. 2) Another reason that this is not the same as random deviation is because you can quickly check sight alignment and adjust the POA accordingly, especially when at mid/close range and getting shots off as quickly as possible. Look at the above pictures -- none would interfere with a close range hit, and at medium range they can be judged whether to be "close enough", adjusted for quickly, or deemed "too far off" and waited for to be corrected. Before you rip me apart: 1) "bla bla gameplay > realism har har"... I'm not talking about realism, I'm talking about good gameplay. Rifles are too accurate, and unless you want Arma or BF2 style systems, which are crap, this is simply another way of doing it. This is just a system that rewards skill; just a suggestion: take it as you will. 2) "its too complicated" / "squad is more casual than this milsim-y system" -- these effects are incredibly, if not imperceptibly, minor. In almost ALL cases I have mentioned above, simply taking your time before and between shots will automatically solve all accuracy concerns as your player model is self correcting, as you would be in real life. The above system would stop repeated rounds fired, with no breaks, going exactly on target with no spread. That is all it does -- it just does it without any infringement of player input/skill or weapons that have laughable spread for no apparent reason. 3) "Too difficult to code" / "too many variables" -- ok, forget 9/10 of the above, all you really need is (the) d. (Sight alignment and the sight picture must be correct). That alone would create something very equivalent to an authentic and balanced behaviour of rifles. It leaves room for skill and patience with marksmanship, while penalising trigger spammers or quickscopers or people that think that they can effectively 1 shot an enemy instantly by popping in and out of cover. I understand this will probably never be taken seriously, but I needed to point out that it is possible to do right. Especially because we all know the rifles are too accurate, yet the most common defence of them is "HAH, what, you want PR-style cone spread then?!? HA!" and it was really getting on my tits. Sorry for the essay; cheers if you bothered to read. I hope some of you are at least nerdy enough to find it interesting, if not feasible.
Hey guys, if you are interested in Squad gameplays and tactics focused on individual- and team performance, feel free to check out my Youtube channel. No theories. No basics. No bullshit. I will just show how to play and set up the game in it's most effective way: https://www.youtube.com/channel/ENDGAME4K I'm currently working on 4K videos regarding: effective settings guideline (which will be re-done with every sq. version update) advanced tactics to improve your individual gameplay advanced tactics to improve your teams gameplay as squad leader I will also constantly upload POV's of full public and competitive rounds. Best, ENDGAME