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Post by dweeeeb on Jul 10, 2010 6:27:11 GMT -5
Firstly, I havnt read all the post for a couple of months, I hope Im not repeating anything. A quick check didnt reveal any obvious repeats, so...
It took a couple of games of onslaught to realise this - I hope not onslaught specific. When firing, the gun recoils and the moves up the screen. This appears to be variable between guns (amplitude). I have noticed though that if you ignore the animation (not what i normally do) and remain focussed on where the cross hair would be, it is a very good indication of where the bullet is actually going. To simplyfy - animation miss leading, "actual recoil, and spread" not repreasented by animation. I have found on multiple+++ occations that an accurate shot can still be made whilst the animation is pointing the gun to the sky.
Den is this consistant with your findings?
I guess the main point here is that bursting frequency should not be based on screen animation - I hope this makes sense. Thanks, once again....
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Post by Protolisk on Jul 10, 2010 6:52:50 GMT -5
yeah try putting some mark on the centre of your screen like glue tak and experiment. To me it seems like the bullets always go towards the centre and not where the sights are pointing.
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Post by ven on Jul 18, 2010 13:22:54 GMT -5
That would explain why I was having much better accuracy with red dot than with 4x zoom - it bounces less.
I don't think it would be easy to find exact accuracy formula - weapon params aren't that bad. There IS recoil, there IS spread, but they aren't exactly represented by weapon kick animation.
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Post by infininja on Jul 18, 2010 15:09:25 GMT -5
When using the M60 the sight tends to bounce down for me (in 1 or 2 round bursts) but I always keep the damage hit marker over the enemy and get kills that way.
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Post by dweeeeb on Aug 26, 2010 12:16:04 GMT -5
Den, am I right in saying that what i mentioned here is true? just checked your board and noticed the "new" recoil defenition - sounds consistant. Looks like the texta on the screen may be beneficial? may have to try it. Ive noticed that if i can ignore the animation i get much quicker kills (need to get the "feel" for each gun)
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Post by klokateer on Oct 19, 2010 15:26:47 GMT -5
I have found this is also the case for me during ground rocking explosions.
Even if the ground is shaking and your soldier's line of sight and gun are bucking and weaving, you can shoot very straight and accurate so long as you don't reflexively try to correct your aim for the ground roll.
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asasa
True Bro
fuck
Posts: 4,255
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Post by asasa on Dec 23, 2010 0:58:07 GMT -5
Yep, I noticed this a while back.
Seems the first shot of a burst pushes the sights up a great deal, although the bullets always go in the center of your screen.
Full auto shooting, the sights seem okay, but then you have to deal with spread.
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Post by zany on Dec 23, 2010 15:25:50 GMT -5
Firstly, I havnt read all the post for a couple of months, I hope Im not repeating anything. A quick check didnt reveal any obvious repeats, so... It took a couple of games of onslaught to realise this - I hope not onslaught specific. When firing, the gun recoils and the moves up the screen. This appears to be variable between guns (amplitude). I have noticed though that if you ignore the animation (not what i normally do) and remain focussed on where the cross hair would be, it is a very good indication of where the bullet is actually going. To simplyfy - animation miss leading, "actual recoil, and spread" not repreasented by animation. I have found on multiple+++ occations that an accurate shot can still be made whilst the animation is pointing the gun to the sky. Den is this consistant with your findings? I guess the main point here is that bursting frequency should not be based on screen animation - I hope this makes sense. Thanks, once again.... this is a very interesting find, Den can you confirm it? basically it means that there is no actual recoil, the bullets will go where your crosshair was in the first place, as long as you ignore the recoil/kick animation. am i correct?
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asasa
True Bro
fuck
Posts: 4,255
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Post by asasa on Dec 24, 2010 2:05:53 GMT -5
Firstly, I havnt read all the post for a couple of months, I hope Im not repeating anything. A quick check didnt reveal any obvious repeats, so... It took a couple of games of onslaught to realise this - I hope not onslaught specific. When firing, the gun recoils and the moves up the screen. This appears to be variable between guns (amplitude). I have noticed though that if you ignore the animation (not what i normally do) and remain focussed on where the cross hair would be, it is a very good indication of where the bullet is actually going. To simplyfy - animation miss leading, "actual recoil, and spread" not repreasented by animation. I have found on multiple+++ occations that an accurate shot can still be made whilst the animation is pointing the gun to the sky. Den is this consistant with your findings? I guess the main point here is that bursting frequency should not be based on screen animation - I hope this makes sense. Thanks, once again.... this is a very interesting find, Den can you confirm it? basically it means that there is no actual recoil, the bullets will go where your crosshair was in the first place, as long as you ignore the recoil/kick animation. am i correct? There is recoil, but the majority is in the first shot. I cant quite explain it. Its as if there is a value for every shot, say for example adding 10 on the first shot, and every shot afterwards only adds 1, somewhere on its new location. Perhaps thats what Amp/Kick really are? I could upload something to youtube with a no spread macro if you want proof.
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Post by megika on Dec 31, 2010 20:10:39 GMT -5
What I've observed is that when you stop firing an automatic, it kicks upward. It's been a long time since I played, but I'm fairly sure it's present across everything automatic.
It seems that this kick works in the same way as explosions throwing off your aim does - the bullet still goes through the centre of the screen, offset by spread.
I suspect the kick is in place to punish repeatedly tapping to minimize spread, but it's still really really easy to do.
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Post by zany on Jan 1, 2011 10:58:19 GMT -5
the kick is in place to punish repeatedly tapping to minimize spread, but it's still really really easy to do. what do you mean?
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