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Nableton

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About Nableton

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  1. I just wanted to make clear that twitchy movement is fine, just not all the time. At some point game developers are going to have to tackle how to allow CQB type movement in CQB situations, but somehow restrict it to keep the game looking/playing like it does. I mean, in theory someone could do a turn to contact drill with an LMG and do it reasonably fast. That doesn't mean there should be players in fields with 360 instant MG coverage. The reason is, as someone else mentioned, you'd fall or work yourself into an equipment malfunction. A balance mechanic would be nice. How about turning raises a variable which accumulates easy? So one turn can be quick and precise, but three turns in a row gets you sloppy mouse action for about 3 seconds...
  2. I guess you didn't get my point that that kind of motion, while possible if your life depended on it, is not the kind of motion you would expect to see a person wearing gear make every time they reorient their body. Again I'll say that anyone who has worn gear for a while knows that standing up and turning around is a very deliberate action. The fact that nobody even accounted for the fact that he has to stand up before doing that 180-turn tells me that most people in here don't know about the problems with wearing gear, but have no problem sharing their opinion anyway.
  3. As someone pointed out early on, Dyslexci wasn't turning to contact, he was simply turning around after searching the body. I think that should be the main point of contention here, the idea that a soldier would make that kind of snappy movement for no reason except to reorient. It's an issue of physics, sure, but it's an endurance issue as well. As prior service, I know how deliberate of an action standing up and turning around is while wearing gear. Some people seem to be avoiding the reality that 100% of the time in that situation, the guy kneeling and facing away would get killed, training or not. The only reason that didn't happen here is because of unrealistic video game mechanics.
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