<!--quoteo(post=1928442:date=Apr 22 2012, 07:13 AM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ Apr 22 2012, 07:13 AM) <a href="index.php?act=findpost&pid=1928442"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This assumes you have a fully functioning game engine with optimized netcode - which NS2 doesnt have at the moment. Hitting flying characters in Q3 is (imho) quite easier than hitting a Lerk at the current state of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
So does that mean we should raise the amount of bullet spread? What are you driving at?
<!--quoteo(post=1928424:date=Apr 22 2012, 05:28 AM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Apr 22 2012, 05:28 AM) <a href="index.php?act=findpost&pid=1928424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->if there's bullet spread, there needs to be recoil aswell, which I can't see ever happening<!--QuoteEnd--></div><!--QuoteEEnd-->
why does there need to be recoil with bullet spread?
Can you guys explain to me how requiring <a href="http://www.youtube.com/watch?v=aN8D0-f1VqY" target="_blank">precise aim</a> on <a href="http://www.youtube.com/watch?v=K0RwTcWA8aw" target="_blank">a gun in a game</a> is a bad thing? I'm not seeing it.
The better you get, the more random bullet spread takes away from what you're trying to achieve. I guess if you're horrible and actively prevent yourself improving, you're better off with random spread to help you hit 5% of your shots or whatever, but that's about as far as you'll get when this game develops.<!--QuoteEnd--></div><!--QuoteEEnd--> actually, machine guns are better if they have a certain amount of spread to them One of the reasons the MG42 was so effective was not just because it fired fast, but because it had enough deviation in bullet spread to create a cone of fire over an area at long ranges. British soldiers, in contrast, complained that the bren gun was too accurate even for a light MG.
<!--quoteo(post=1928496:date=Apr 22 2012, 08:06 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Apr 22 2012, 08:06 AM) <a href="index.php?act=findpost&pid=1928496"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So does that mean we should raise the amount of bullet spread? What are you driving at?
why does there need to be recoil with bullet spread?<!--QuoteEnd--></div><!--QuoteEEnd-->
because if the gun isn't moving why do you expect there to be any bullet spread? if you have a cone-of-fire bullet spread with the assault rifle and no recoil, what you have then is like an automatic shotgun with continuous bullet fire...
<!--quoteo(post=1928711:date=Apr 22 2012, 11:16 PM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Apr 22 2012, 11:16 PM) <a href="index.php?act=findpost&pid=1928711"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->because if the gun isn't moving why do you expect there to be any bullet spread? if you have a cone-of-fire bullet spread with the assault rifle and no recoil, what you have then is like an automatic shotgun with continuous bullet fire...<!--QuoteEnd--></div><!--QuoteEEnd-->
Hehe; for some reason after reading that, it revoked a memory of a very amusing post some person made very early during the NS2 alpha when the rifle had some ridiculously high bullet spread, encompassing half the screen, that the rifle was like a shotgun, except it only fired one pellet at a time.
Comments
Hitting flying characters in Q3 is (imho) quite easier than hitting a Lerk at the current state of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
So does that mean we should raise the amount of bullet spread? What are you driving at?
<!--quoteo(post=1928424:date=Apr 22 2012, 05:28 AM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Apr 22 2012, 05:28 AM) <a href="index.php?act=findpost&pid=1928424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->if there's bullet spread, there needs to be recoil aswell, which I can't see ever happening<!--QuoteEnd--></div><!--QuoteEEnd-->
why does there need to be recoil with bullet spread?
Can you guys explain to me how requiring <a href="http://www.youtube.com/watch?v=aN8D0-f1VqY" target="_blank">precise aim</a> on <a href="http://www.youtube.com/watch?v=K0RwTcWA8aw" target="_blank">a gun in a game</a> is a bad thing? I'm not seeing it.
The better you get, the more random bullet spread takes away from what you're trying to achieve. I guess if you're horrible and actively prevent yourself improving, you're better off with random spread to help you hit 5% of your shots or whatever, but that's about as far as you'll get when this game develops.<!--QuoteEnd--></div><!--QuoteEEnd-->
actually, machine guns are better if they have a certain amount of spread to them
One of the reasons the MG42 was so effective was not just because it fired fast, but because it had enough deviation in bullet spread to create a cone of fire over an area at long ranges.
British soldiers, in contrast, complained that the bren gun was too accurate even for a light MG.
why does there need to be recoil with bullet spread?<!--QuoteEnd--></div><!--QuoteEEnd-->
because if the gun isn't moving why do you expect there to be any bullet spread? if you have a cone-of-fire bullet spread with the assault rifle and no recoil, what you have then is like an automatic shotgun with continuous bullet fire...
Hehe; for some reason after reading that, it revoked a memory of a very amusing post some person made very early during the NS2 alpha when the rifle had some ridiculously high bullet spread, encompassing half the screen, that the rifle was like a shotgun, except it only fired one pellet at a time.