Small-arms accuracy -1 reply

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raslin

I live on Gaming Forums

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9th February 2003

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#1 13 years ago

Hey all. Been a while since I came on these forums, I should hope I'm fairly remembered.

Anyways, this is one of the few complaints I shall give about forgotten hope. I've always put up with it in other games, as they weren't meant to be realistic. Eod was pretty good in this respect, but it was good in a bad sense.

Bullets come out of a barrel very straight. Firing continuously does not make them go out at a 20 degree barrel. There are factors. Barrels overheating, and weapon sway are the main factors. Lets look at them.

Barrel overheat wont drastically change direction, and would only be a difference at long range. Weapon sway is a big factor, but if your standing still, this isnt a factor.

Crosshairs shouldn't widen almost at all when standing still. Muzzle climb is represented in the game already. Recoil contributes a bit to inaccuracy, but not as much as is in the game. Even with the reduced ranges in Bf1942, an STG44 at 60m should have no big problems with accuracy. The bullets should be going in a straight line for the most part.

A gun crosshair should not widen when firing, except for sub machineguns, and even then not much. Rifles, carbines, and assault rifles should have none, with 50% accuracy(effective range) at 300m or more.

Some people may believe this will make infantry to infantry killing to easy. First off, this would effect all guns pretty much, and would make smg's and pistols just a bit less as good. Second, this could be supplemented by bullet drop, though thats FH's discretion.

Will post more later.




McGibs

FHdev

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3rd October 2003

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#2 13 years ago

We played around with a view bob (so the screen bobs when you run) but opted not to include it, because after 10 minuets of running, you really start to get motion sick (seriously)

the rest im really not sure what youre trying to say. Maybe I'm just tired or something...




[SYN] hydraSlav

SYNERGY Member

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2nd October 2003

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#3 13 years ago

I always said to substitute the crosshair expansion for the sway-n-swing




schoolkid

your mother is a beaver

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3rd June 2004

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#4 13 years ago

Could you include the bobbing while crouch-walking? Because realistically, the gun would bounce up and down when you're waddling all over the place, making it very difficult to aim while moving in the crouching position. I suggest either doing the bobbing thing, or simply have the crosshairs spread out widely with each step, but have them recover quickly when the player stops moving. Also, could you have the crosshairs jump out whenever you change positions, such as from prone to crouching, standing to prone, etc? It's rather ridiculous when the enemy does a sort of dolphin jump, lands on his belly, and starts firing off (accurate) shots. It should at least take a bit of time to aim.




Dime_a_Dozen

FH Dev Team Member

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1st January 2003

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#5 13 years ago

The "view bob", from the first version of BF1942, could be annoying, as McGibs pointed out. I didn't think it was all that bad, it just took some getting re-used to. If you ever need to reinstall BF, stop after the initial first install (version 1) and try a coop game. However, DICE did take it out later for some reason or another. This specific type of bobbing was a global effect applied to all movement I believe, so I don't think it would work only while crouching...

However, we CAN introduce the 'crosshair sway' of sniper rifles and rifle grenades to running, walking, crouching, strafing separately. We can also add sway to stance transitions. If you are running with a BAR and dive to the ground, we can add sway (once prone) that will go away after awhile to similate setting yourself up. This won't prevent you from firing, or drastically reduce accuracy, but depending on how 'much' it is, it could give your target the extra split second or two to get an equal shot at you. The sway can be used similarly as the crosshair expansion, but like McGibs said, the motion may be a bit disorientating. I should say though if this was implemented based on the weight or length of a weapon, it might harm rifles more than the pray-and-sprayers.




Solo4114

Scoundrel Extraordinaire

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16th September 2002

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#6 13 years ago

I've been arguing for that for AGES. Recoil is already modeled. Barrel climb is already modeled. Crosshair spread is a goofy holdover from Vanilla, and barrel sway would be a much better way of handling this. Of course, if you start messing with this, it'll take some getting used to, as well as some balancing of the relative performance of weapons (See the latest SMG vs. Rifles post for more on this), but I still think it'd be worth adding. It'd definitely be more realistic.

Another problem with crosshair spread. As the crosshair spreads, the bullets fly in a straight line from random points WITHIN the crosshair spread. If you remember the BAR in 0.61, you know what I'm talking about. If you ran while jumping and fired, the tracers would actually start at points like the upper right hand corner of the spread, rather than at the center of the barrel angling out.




Big {Daddy}

Get in!

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2nd October 2003

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#7 13 years ago
McGibsWe played around with a view bob (so the screen bobs when you run) but opted not to include it, because after 10 minuets of running, you really start to get motion sick (seriously)

This is why BFV, even with the previously supurb (on a BF1942 platform) EoD mod, held my interest for about an hour.

You guys made the right choice to show BFV the door.




[SYN] hydraSlav

SYNERGY Member

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2nd October 2003

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#8 13 years ago
"Dime a Dozen"The "view bob", from the first version of BF1942, could be annoying, as McGibs pointed out. I didn't think it was all that bad, it just took some getting re-used to. If you ever need to reinstall BF, stop after the initial first install (version 1) and try a coop game. However, DICE did take it out later for some reason or another.

No need to wait till reinstall. Type "soldier.CameraShakeFactor 1" in console to enable it right now. However that "shake" doesn't really effect your aim. It just makes the movement look much more realistic. I always set it on while playing I for once agree with Solo. The gun in RL fires where the barrel points, not randomly (not taking into account the slight deviation of the barrel overheating). When you run, the gun's accuracy doesn't magically change, but rather the gun sways, so the shooter's accuracy changes. The crosshair's sway-n-swing should provide the inaccuracy Code in the swing-n-sway for all weapons. Piat has a great swing-n-sway which could be used for rifles. The crosshairs themselves should not expand, but rather be at a static expantion, representing the gun's actual accuracy. That is: rifle's crosshairs should be almost completely closed, where as an SMG's crosshairs, should be slightly open.




Count Nosferatu

The Count Stalks...

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22nd February 2004

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#9 13 years ago

Offtopic: Can you guys implement a feature where we can get rid of crosshairs in BF1942? I actually aim better when using not crosshairs...




Exel

The stubborn Finn

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26th March 2004

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#10 13 years ago

I would prefer a system where the artificial crosshair spread would be entirely replaced by actual recoil and sway of the weapon.




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