In Fh1 the weapons were sometimes ridiculously innacurate. Why was this? And will it be fixed in Fh2? I sometime fired thomson rounds that had so much spread that they were litrally 8 to six feet from where my gun was pointing. I've wtached quite a few videos of thompsons and other guns fireing, and fired enough guns to know this is ridiculous. Will it be fixed?
You need to wait till the crosshairs close. Weapons in FH are alright for the most part.
don't try leaping and charging while firing in full auto with a .45 caliber machine gun, maybe the spread won't be so large then. I went shooting yesterday with an extended mag .45 Ruger with a 30 rd. mag, and i was firing as fast as i could...it was really hard to keep the shots within a 8-10 feet cluster.
Say what you will about "zomg ur prolly is bad shot, aim more noob before you are shot, anyone who are good can make bullits go more good than this!" I'm just telling you, if it's that difficult to group your shots while standing still with a .45 pistol, imagine how difficult it would be with a full auto .45 machine gun at 800rpm.
Its way easier to aim a Sub-machinegun or a rifle, than it is to aim a pistol. Which is the hardest type gun of all to aim and shoot accurately with. So hes correct about the tommy guns. The problem is, there's a delay for the crosshairs to close after you have been moving. When you allow the crosshairs to close first, and then fire, its properly accurate. So i agree the closing crosshair action of FH1/BF1 is fubar. But it was necessary to keep people from running and gunning while bunny-hopping and other unrealistic type nonsense. So its the lesser of two evils. Its alot better in FH2 with iron sights. :D
Remember the lol-ish mp40 and thompsons in vanilla bf42? you could run + jump and spray full auto and still make headshots on guys 100m away.
From experience, the guns in Fh1 are much more realistically represented, and the acuracy is afected by your movement as in real life, so you have to wait for crossairs to close, and before we see another thread, this goes for bazookas, panzershreks, piats, and the likes, the cross airs are invisible, but they are still there so wait a bit before shooting.
Ive always been critical of the time it takes for crosshairs to fully close on some weapons. This is once you have stopped moving of course. Its only milliseconds in most cases, but thats an eternity in a firefight. The slowness of the closing crosshairs on AT weapons, was done because proper loading animations wasnt possible. IRL you cant run around with a loaded bazooka or panzershreck. Also its was done to represent the heavyness of these weapons, it takes time to hoist these weapons up and aim them, IRL. That was another thing that couldnt be changed or coded realistically. So slow closing crosshairs was the answer. Unfortunately, there's all sorts of lamers who glitch with these weapons. I wonder why these idiots even play FH, they obviously arent interested in realism. I wish servers would just ban them on sight, FH doesnt need players like that.
Don't forget the lovely vanilla DP...nothing makes me ragequit more.
ooh new word for me : "ragequit" -Thanks!
Yeah it took me a bit to figure out that AT kits had super long crosshair closing time. I tended to wait about the time a rifle takes after aiming, then my shot would mysteriously hit the ground 6 feet in front of me. :p
I understand the lameness of pistol glitching, but why would you run around a city with your bazooka out? makes more sense to keep your pistol in hand to deal with close encounters. Bah hopefully FH2 will have a slow enough "prepping" animation for AT.
I understand the lameness of pistol glitching, but why would you run around a city with your bazooka out?
Well because, IRL you cant put your bazooka in your pocket, so really AT should get no other weapon, but the AT weapon itself. This woulda solved the glitching issue aswell.