Should the sway be like this?

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Should the sway be like this?

  • Yes

    Votes: 36 24.3%
  • Yes w/ No Stanima or when Suppressed

    Votes: 43 29.1%
  • Yes with changes

    Votes: 19 12.8%
  • No

    Votes: 37 25.0%
  • Other

    Votes: 5 3.4%
  • Cake and Potatos

    Votes: 27 18.2%

  • Total voters
    148

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,996
775
113
Ro1 had 'Jack in a box' Riflemen, RO2 has traded them out for lean out riflemen, and just general snap shot riflemen.


I was playing on sunday night with hockey warrior, with myself behind cover and he was positioned ~80 M away on a higher position with a DP aimed right on my position. I was able to quick lean out and pop him in under .5 of a second, which I did feel really cheap on my part as thats almost exploiting.



For weapon sway to be added to the game *properly* the game needs one final bar counter added to the game. Heart beat rate. Getting shot at increases your heart rate, running & general quick movement increases your heart rate. The heart rate is always slowly declining back to its stock point (SLOWLY).

The advantage of a higher heart rate is perhaps slightly better stamina or movement / stamina regeneration.

The con of higher heart rate is that your sway is increased.

On the very low end ( full stamina, resting heart beat ) a player would have slightly more sway then what is ingame now. On the other end ( low stamina, adrenaline pumping heartbeat ) the sway should be close or a little bit less than what we see in the OP video.

There is also one 'Turbo' feature of this counter, adrenaline. If the player has a *lot* of bullets going by them, or gets grazed by a bullet, or has close explosions. Then adrenaline kicks in which increases the players minimum movement speed. ( Allowing you to get to cover even if fatigued ).
 

Tweek

FNG / Fresh Meat
Jun 10, 2006
84
14
0
Mausers and Mosins are about accuracy wise. Even after 60yrs and 1 ww my friends mosin he just bought a couple of months ago can put bullets on top of each other at 100yrds using a bench and bags i.e. no shooter error. @ 200yrds we got bullets within 1-2" groups.
That would be a very unusually good example if true. Sub-MOA accuracy is very rare from an unmodified Mosin. Average accuracy is in the 4-5 MOA range.

As for ADS on the Mosin it is a PAIN in the ***. People don't realize how short and stubby that stock is. ALSO the recoil with it's wood stock and metal buttplate is equivalent to a 12gauge. GOODLUCK putting your sights anywhere close to what you were aiming at in the first place, not to mention the fact with the crappy hex bolts and the UBER pin spring on it you have to litter slap the **** out of the handle upwards than ram it back and foward to load a new round. I will challenge anyone to shoot a target @ 100yrds with a mosin ram in a new round and hit the same target in the time it takes in this game. we are talking GODLIKE. reaquiring the target is a pain the *** with the mosin.
Although the character does bolt too easily, if you have to "slap the **** out the handle", there is something wrong with the rifle. Typically, it's due to insufficient cleaning of the cosmoline used after the war.
 

Josef Nader

FNG / Fresh Meat
Aug 31, 2011
1,713
1,165
0
No, weapon sway shouldn't neccesary be like in RO1 - at least not if we're talking about realism. One thing I do know - the current weaponhandling in RO2 is rubbish and should be changed completely. Right now here is no real learningcurve for the weapons at all. Everyone can shoot them without spending hours upon hours practising.

But you -shouldn't- have to spend hours upon hours practicing just to be able to get kills in-game. All you do by adding that kind of learning curve is alienate new players. I'm under the impression that RO2 is about teamwork and tactics, not wrestling with your rifle. The mechanics in-place test teamwork and tactics. Lone wolves get picked off with ease, and every player represents a serious threat to your well being. It takes hours and hours of practice to be able to survive in an environment where mistakes are quickly punished by a bullet to the face. Frankly, I'd take this style of learning curve over the frustration of wrestling with my gun any day. At least I can learn from my mistakes with what we have now. I can figure out where I went wrong and avoid situations like that in the future. With weapon sway, there is no learning from mistakes. You just need to play more and develop your muscle memory. Speaking from experience, this sucks *** for new players.


I understand what you're saying, Grobut, I really do, but the simple fact of the matter is that I -don't- see people making 100m+ snap shots with any sort of regularity. I can count the number of times I've seen it happen since the beta went live on one hand. 99% of the kills I've seen over 100m were done from prone, braced, or in-cover. Bluntly put, combat is too damn lethal for people to get away with standing to make their shots, or running in clear view of the enemy to try and get an angle. If you're getting killed by people doing this, you need to work on your aim. Same goes for anyone you kill doing this.

There's no accounting for player skill, and handicapping everyone is only going to shift the skill focus back on to trying to correct that handicap.
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,438
538
0
The sway in RO2 is too little. The sway in RO1 is too much. I really had to fight with the mouse when I took that video. :p

I voted No/Other. Increase the sway in RO2 but not as much as RO1.
 
Last edited:

DiedTrying

FNG / Fresh Meat
Jan 17, 2011
1,433
843
0
USA Prime Credit
I don't have a problem with the sway.

What I do have a problem with, is when you hold breath/zoom you get absolutely no sway for a period of time (ranging from 1-3 seconds depending on your avatars skill level).

I also have a problem with weapon bracing. It's entirely too fast. You can sprint up to a table and take a reduced sway (almost no sway) shot in a second. In real life, it would take a few seconds at least to adjust your body and weapon into a comfortable shooting position.

Also, holding your arm out and pointing or using a broom is not an accurate depiction of holding a rifle. And holding up a rifle is more difficult than holding out your arm. Not even sure how some of you came to those conclusions.
 

SnowyOak

FNG / Fresh Meat
Jun 17, 2011
444
145
0
Chicago, USA
That sway doesn't look substantially more then the RO2 type sway, maybe I'm nuts? Could we get a video without the player correcting for a better demonstration?
 

Beamerina

FNG / Fresh Meat
Jul 30, 2011
41
2
0
I find the sway adequate. In reading this thread it made me realize that often times, especially on ranged shots, I have to wait for the sway to align with my target while I'm trying to draw a bead on him in order to land a precise shot, making for a satisfying hit when I do.

The sway may be subtle at first glance, but I think there's a lot more to it than most say. However my mouse may or may not play some part in that.
 

Reise

FNG / Fresh Meat
Feb 1, 2006
2,687
851
0
Maine, US
The only time you should have severe sway is when being fired at (suppression) or if you've been wounded or sprinting for a long time.

It's not difficult to aim a goddamn rifle and keep it centered with the same steadyness as in RO2.

The problem RO2 has is that the act of aiming is too fast and precise. ALL weapons aside from maybe the pistols need to be slowed down a tad when going from ready to ADS. There also needs to be a moment of sight alignment before the sequence is finished and when leaning.

That would sufficiently slow down the pacing of the game and make things a lot less arcadey.
 
Last edited:

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,438
538
0
That sway doesn't look substantially more then the RO2 type sway, maybe I'm nuts? Could we get a video without the player correcting for a better demonstration?

I really had to fight with the mouse to keep it that study (in the video). Typically it moves around much more for me. There is far more weapon sway in RO1. To the point where it is over done. RO2 on the other hand has too little. Something in between would be the best for realism/gameplay.

The map is Coretraining 6 by the way.
 
Last edited:

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
1,667
0
Canadian in Australia
I really had to fight with the mouse to keep it that study (in the video). Typically it moves around much more for me. There is far more weapon sway in RO1. To the point where it is over done. RO2 on the other hand has too little. Something in between would be the best for realism/gameplay.

The map is Coretraining 6 by the way.

I'd agree with that statement.... I could see in the video that the mouse was moving around a lot in order to try and steady the aim, which is indeed very excessive.

I've stated in the past that I'm personally happy with the sway in RO2, but I am also willing to see it increased a bit, especially in standing positions or if wounded.... even as another just mentioned about leaning around corners...... but certainly not at the level that existed in RO1.

Somewhere in the middle should be satisfactory for the majority on both sides of the argument.

Being shot in the arms somewhere would be enough justification for aiming while standing to be exactly like RO1's standing aim..... but not for any other normal situation in RO2, with full health and full stanima.
 
Last edited:

Paas

FNG / Fresh Meat
Aug 30, 2011
149
55
0
El Campo, TX
The only time you should have severe sway is when being fired at (suppression) or if you've been wounded or sprinting for a long time.

It's not difficult to aim a goddamn rifle and keep it centered with the same steadyness as in RO2.

The problem RO2 has is that the act of aiming is too fast and precise. ALL weapons aside from maybe the pistols need to be slowed down a tad when going from ready to ADS. There also needs to be a moment of sight alignment before the sequence is finished and when leaning.

That would sufficiently slow down the pacing of the game and make things a lot less arcadey.

I'm 100% game for this if they allow you to shoulder your weapon and look over the rear sights for room clearing. I don't need to align my sights to hit someone from 20ft away, and I damn sure don't want to try and do it from the hip.

I can't see adding more than half of a second to the sighting time though. It's not that hard to get sight alignment with your weapon properly shouldered.

-Paas
 
Last edited:

Reise

FNG / Fresh Meat
Feb 1, 2006
2,687
851
0
Maine, US
I'm 100% game for this if they allow you to shoulder your weapon and look over the rear sights for room clearing. I don't need to align my sights to hit someone from 20ft away, and I damn sure don't want to try and do it from the hip.

I can't see adding more than half of a second to the sighting time though. It's not that hard to get sight alignment with your weapon properly shouldered.

-Paas

It would be automatic like it is when you shift around quickly while you're aiming. Basically it shouldn't just start perfectly centered, you should have to wait a half second or so while the gunsight is lined up.
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
1,667
0
Canadian in Australia
It would be automatic like it is when you shift around quickly while you're aiming. Basically it shouldn't just start perfectly centered, you should have to wait a half second or so while the gunsight is lined up.

Agreed, and I could live with that. It does take a short moment to get the sights aligned in real life and if this is added into RO2, then it'd be yet one more feather in RO's cap that other FPS's out there don't have.... well, the ones that count :cool:
 

Paas

FNG / Fresh Meat
Aug 30, 2011
149
55
0
El Campo, TX
It would be automatic like it is when you shift around quickly while you're aiming. Basically it shouldn't just start perfectly centered, you should have to wait a half second or so while the gunsight is lined up.

I see what you did there!

...but really, I like it. It makes perfect sense. Also allows you to keep sighting to one button.

-Paas
 

Eisprinzessin

FNG / Fresh Meat
Oct 10, 2011
363
31
0
49
The sway in RO2 is too little.

thats right. If i stand with my MN in real, i have double, maybe tripple sway. With my Tokarev its the same.

But the first thing, which has to do with weappons is to fix this fuc**** MP40 sniper ability.