The FOV change is a nice tool to have true to life visus, but it is not implemented in a user friendly way so it is a real immersion breaker.
Either fix the FOV like in WW2O (which has combat on longer distances than RO2 and more realistic fire fights without a zoom)
or make it continuous like in ArmA/OFP, so you can change the FOV to your needs and not a on/off toggle with another key for finger acrobats.
I hate to hold a key to see normal or shoot with "proper" FOV. In ArmA you could set your FOV to min, max or something inbetween (with proper configured keys) or "zoom" in or out without holding down a key, that will also make us run if moving sideways with sights. I know there is a console command to bind a different key, but I'd like to have that option in the GUI.
But all this "realistic" combat distance mumbo jumbo is completely out of question if you barely see beyond what? 250m and the FOG strikes back?
If this whole discussion is about realism and authenticity, why do you guys want a proper FOV if the proper view distance is cut at around 300m by either fog (fallen fighters) or rubble (red october)?
Hitting someone on 300m is, even with the narrow FOV, difficult, but it should not be. Hitting a target on 300m is easy, as stated in my previous comment. And I was talking about a 30mm mouche/bull's eye. A human silhouette, or the head as part of the vital zone, is a bigger target, so considering the good shooting drills and accuracy of the WW2 veterans (not to be confused with the piss poor aim of the 'Nam generation, sorry if I offend vets, but fact was, a grunt was unable to hit a target beyond 25 yard with consistency, not to speak of targets beyond 100 yards, which was a seldom distance in the jungle, but did not help in a low roudnds per kill ratio)
Beyond 300m the environmental influences will play a bigger and bigger role, talking wind- and spin drift, temperature, humidity, altitude, dew point, powder temperature,...heck even coriolis for the tankers or the cracks that fire their MN/K98k on extended ranges)
But let's just assume we play on a calm (wind-wise) day and shoot perfectly east-west and vice versa with a constant weather conditions, the range is still limited to claustophobic ranges.
I'd like to see Ivan in the distance, not able to shoot back, calling out for arty or fire support, moving into position to engage when the targets are in range.
Where is the thrill in fighting the enemy the moment I spot him, because he also knows I am there, reducing the whole battle to the boring see first, score first shooter mechanics.
No tactics required in positioning yourself at a choke point/objective building and being the fastest gun on the Eastern Front.
Let us plan our atttack or defence when we see the enemy approaching (they have enough options to conceal and cover, even if it is a smoke grenade) as long as they did not spot us.
Where is the joy in just another fast paced shooter, regardless of the setting? It all comes down to reflexes not wits and intelligence, the recon plane is a useless tool, too much "kill streak"-esque for my taste and I doubt there were recon planes flying (for long) low over Stalingrad able to spot targets. This is not Bird Dog from the 'Nam...
I guess the recon was implemented to satisfy the casual gamers of a well known make and model, but were also added to have some sort of long range visibility. But again, a plane can not spot targets in buildings nor concealed targets and won't put experience into the detection methods (a change in the landscape, a walking bush...) as the human could.
We have a somehow broken tool, the realistic eye sight, but not the possibility to put them to good use. I can see a target at 250m better with low FOV, but I won't see anything beyond that range...how so? Well, it's not the eyes that make the FOV thingy useless...it is the limited view distance.
So do we need a FOV feature, if we just see better on 250-300m?
Is it really necessary to have realistic eye simulations in a game that is too fast paced to scan the horizon, plan the path of advance, the defensive choke points and whatnot, by guessing where the enemy could appear? I say it is a good feature for a game like OFP/ArmA, where you can see targets on ranges past 1klick, and if you keep a low profile, you can plan ahead, stage an ambush, retreat, reroute...you name it.
I won't be able to end this discussion, but I can try to influence people. I doubt the DEVs will change this in the near future, maybe never, but they might think about the view distance and key binding on/off toggle issue mentioned somewhere in this wall of text. That would make larger missions possible without being unplayable. Granted, the deadly accurate shooting skills under all combat conditions would make it a laser tag game, but I have hopes for a properly implemented suppression and sway system.
Enough for now. Thanks for reading up to this point. And I hope the critique is not just a one liner, I put some brain cells into this reply (again) and like to hear what others think of it (not just a short "you have a different opionon" reply)
Predator OUT