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void_false

Idea of inaccurate fire.

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I think this is a problem of realism VS gameplay. One of the things that most people hate about Brothers in Arms is the aiming system. You can have your sight perfectly on a target, shoot, and miss. Again, perfect, shoot, miss. This becomes extremely frustrating to the player and makes aiming more of a random event. So shooting becomes more luck than skill. I have to admit after shooting with sights on target 3 times at no more than 20 feet from an enemy and missing. I stopped using the iron sight all together. The crosshair (even without the crosshair and just pointing barrel of the gun at them) was far more effective than aiming with the sight.

The first shot is usually always the most accurate. So even at long range if you have time to settle your aim you will be deadly accurate on the first shot. The problem in OFP is not the first shot is the 3rd 4th and 5th shot follow ups. I think if you randomize the recoil this would be best. This will allow the first shot to still be accurate while limiting the rapid follow up shots

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hum.. i just tought.. maybe recoil and inaccurate fire could be selected by player in options like we can select the sensitive of mouse or brightness..

if this was added in options all could select what he/she want.. rock.gif

..so all would live happily ever after wink_o.gif

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hum.. i just tought.. maybe recoil and inaccurate fire could be selected by player in options like we can select the sensitive of mouse or brightness..

if this was added in options all could select what he/she want.. rock.gif

..so all would live happily ever after wink_o.gif

LOL. Playing MP:

Player1 was nailed by player2.

Player1: "WTF U Fu**ing cheater?!?! How could you kill me?? I was 200m away from u!!!111"

Player2: "Relax m8... I just have recoil and inaccurate fire disabled in my options."

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yeah.. its funny indeed biggrin_o.gif lol

tough i liked your point of view.. didnt tought about that possibility wow_o.gif

edit: Rule should be: if someone criticize an idea then he/she should put/post another idea do replace old wink_o.gif

GO TEAM! biggrin_o.gif

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I think this is a problem of realism VS gameplay. One of the things that most people hate about Brothers in Arms is the aiming system. You can have your sight perfectly on a target, shoot, and miss. Again, perfect, shoot, miss. This becomes extremely frustrating to the player and makes aiming more of a random event. So shooting becomes more luck than skill. I have to admit after shooting with sights on target 3 times at no more than 20 feet from an enemy and missing. I stopped using the iron sight all together. The crosshair (even without the crosshair and just pointing barrel of the gun at them) was far more effective than aiming with the sight.

The first shot is usually always the most accurate. So even at long range if you have time to settle your aim you will be deadly accurate on the first shot. The problem in OFP is not the first shot is the 3rd 4th and 5th shot follow ups. I think if you randomize the recoil this would be best. This will allow the first shot to still be accurate while limiting the rapid follow up shots

yes that what i really want, in fact i kind of like how american's army handle it, those guns will jumps a bit when firing, but not that much

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Quote[/b] ]this is a good point, the aiming system in OFP now we have is not really realistic

YET, i still thinks thats a balance between realistic and gameplay, as for the fact that, with the AI improvement which will made in OFP2, i wondered if every single human player still alive at the first 5 mins in a firefight(the AIs now we have is already hard to due with).

Edited by 4 IN 1 on May 23 2005,04:26

The closer the ballistics and weapon-handling in OFP 2 is to handling a weapon in real life. The better. For me that is the ultimate goal. That -is- what I find enjoyable. I find realism increases the intensity of a firefight by many orders of magnitude simply because you know so much hangs in the balance. If I wanted to play Unreal or Quake, I can already.

I don't want to be able to make 200m shots off the hip.

OFP's ballistics/weapon handling may not be realistic, but consider how old the game is and consider what was available, (and still is) for other games.

The framework is there, it just needs to be improved.

Furthermore, the AI needs to be tweaked so it can't cheat. Honestly. Sure making the AI smarter would help too, but that goes hand in hand with not allowing it to shoot you through an opaque sprite that you can't see through but they can. That just drives me nuts in OFP.

Quote[/b] ]Again, perfect, shoot, miss. This becomes extremely frustrating to the player and makes aiming more of a random event. So shooting becomes more luck than skill. I have to admit after shooting with sights on target 3 times at no more than 20 feet from an enemy and missing. I stopped using the iron sight all together. The crosshair (even without the crosshair and just pointing barrel of the gun at them) was far more effective than aiming with the sight.

Try using a pistol at anything more than 25 yards. Even at that. It's just ridiculous how hard it is to hit things.

Furthermore you have to consider the ballistics and weapon handling system. Skill with guns I'd say is knowing how your particular gun fires, and estimating windage. Lining up your sights properly so -you- know generally where the bullet is going to go. THAT'S what I want in the game.

I'm going to assume that in brothers in arms they used a shitty expanding ring system or just some system in which the weapon had a high dispersion just to simulate both the accuracy of the gun and the average success a person has handling it. Which is dumb. That results in a large cone of fire in which a random vector is chosen. It's stupid.

Which is why I want realistic handling simulated. By doing that the actual accuracy of the gun can be preserved and it's up to -you- to make the bullets go where you want them to by operating your weapon properly.

Quote[/b] ]Again, perfect, shoot, miss.

This happens a lot with real guns depending on the circumstances. I can't tell you how many times I've lined up a shot with a 9mm or a .45 and I know where I want it to go and when I fire, the bullet just fucks off, I know it's because I personally suck at firing pistols, and sorry to let you in on a little secret, so do many people. They're shit-hard things to fire. Even with my .22 with a heavy match barrel and a 9x scope. It still fucks off sometimes and it's so heavy there is no recoil at all. Simply because the bullet is so light and even the slightest movement can deviate a bullet, even the force of an undisciplined trigger-pull. That's pretty realistic. But it's all in how it's simulated. There's a good way, and a lazy way.

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hum.........seems to me that we are running around the topic on "realistic gameplay vs. realistic firearms", not a good way for duscussion, well hell, why dont make it simple with all the guns attaching a eotech sights? aim where shot where crazy_o.gif

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Your post makes no sense. And there's a perfect correlation between, realistic gameplay and firearms, being as the gameplay in OFP precludes the use of supposedly realistic firearms.

Secondly. Your optics don't mean anything if they aren't zeroed properly. Iron sights would be better than a scope if it wasn't calibrated. That's an absurd argument.

Furthermore, America's army doesn't do firing a 5.56mm round any justice. I've shot an SL-8 and I can tell you. Even though the gun is ridiculously accurate in controlled conditions, trying to keep your eye perfectly level with the optics when you fire it is damned hard. I personally couldn't do it.

I had to shoot, reposition sight, aim, shoot. The recoil isn't bad but it still makes precise shots impossible unless you took your time. That's what I want in OFP. Not flying over your target's head off the hip. Like... 25 yard possible effectiveness from off the hip. And anything else pretty much luck or requiring careful aim.

Supressing fire in OFP should mean exactly what it does in combat, insofar as a spontaneous eruption of gunfire, it serves to force your opponent to take cover out of fear of getting hit, since if you could hit them so easily right off the bat. They'd be dead already.

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Your post makes no sense. And there's a perfect correlation between, realistic gameplay and firearms, being as the gameplay in OFP precludes the use of supposedly realistic firearms.

Secondly. Your optics don't mean anything if they aren't zeroed properly. Iron sights would be better than a scope if it wasn't calibrated. That's an absurd argument.

Furthermore, America's army doesn't do firing a 5.56mm round any justice. I've shot an SL-8 and I can tell you. Even though the gun is ridiculously accurate in controlled conditions, trying to keep your eye perfectly level with the optics when you fire it is damned hard. I personally couldn't do it.

I had to shoot, reposition sight, aim, shoot. The recoil isn't bad but it still makes precise shots impossible unless you took your time. That's what I want in OFP. Not flying over your target's head off the hip. Like... 25 yard possible effectiveness from off the hip. And anything else pretty much luck or requiring careful aim.

Supressing fire in OFP should mean exactly what it does in combat, insofar as a spontaneous eruption of gunfire, it serves to force your opponent to take cover out of fear of getting hit, since if you could hit them so easily right off the bat. They'd be dead already.

........seems you didnt understand my humor, oops tounge_o.gif

anyway what i actural mean is not to over done of firearm part within gameplay

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I think it should be possible to aim way more accuratly while walking. In OFP if you walked to the side or backward the aim point would be all over the place. The iron sites should definatley be 3D.

Would be nice if sniper scopes where 3D too like Red Orcastra.

i.e http://www.redorchestra.clanservers.com/screenshots/3_1/pic16.jpg

Also i had some ideas for the m4. If a vertical fore grip is added full auto recoil is reduce and so is accuracy, if removed its the opposite. more recoil and more accuracy.

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