- Suppression should affect weapon sway more. Right now it barely affects it at all, aside from a little jump if a bullet lands right next to you. Making suppression more effective is good for everyone. It means covering fire from rifles and MGs is no longer just a big shoot-me beacon.
- Weapon sway during movement should be increased a bit. It's a little too easy to strafe-shoot a guy from a window at 80m.
- Stamina should affect sway. Can't believe this isn't in the game already. As you approach exhaustion, your weapon should be hard to keep on point at all stances. Even when prone, it's not gonna be easy to aim precisely while you're gasping for air.
- Have a short period of inaccuracy while getting a sight picture. I'm thinking the sights should not be quite aligned, maybe for half a second or three-quarters of a second for a complete newbie soldier. It shouldn't interfere with short-range snapshooting, but it should be good for making instant 80-100m snapshots from cover a bit more difficult. As the soldier levels up with the weapon, the delay naturally drops.
I agree with you to 100%. Very good post.
However, with the short period of accuracy, IMO the time for that shouldn't be decreased to minimum, but rather to normal, since it would be quite unfair if some players must aim for about 3 seconds and some can simply get a good sight in one. Here is basicly what we're talking about. In overall, what really is positive is that all those things probably can be added to the game, and it will improve A LOT of the gameplay.
Virtual Battlespace 2 - Technical Features Trailer (VBS2)[/COLOR][/U][/URL]
Timeline: 10:34
A great demostration on how it can look while you're aiming down the sight while walking forward. Note how it looks like you're actually [/i]walking[/i] than just floating over the ground. You will also have to move your mouse accordingly to the increased sway.
Timeline:
13:06
Here's the float zone talk about. Notice how the aiming becomes more true to life and less robotic. It feels smooth and looks very natural and removes the robotic-like way you aim. It also makes your arms feel like they're makes of bones, flesh and muscles - since you can aim with your gun WITHOUT having to turn around your whole body. If floatzone was used in MODERATION I think it would be awesome.
Timeline: 11:15
Notice how the gun he's aiming with the gun. It looks quite smooth, not very robotic.
Timeline: 11:24
Exactly what you said; weapon sway based on health and stamina
1. Fine the way it is.
2. Fine the way it is.
3. God no, this game has enough campers.
4. Agree with this one.
For most people it isn't fine at all. And it doesn't increase your chance of getting killed by a ''camper''. It decreases the chance and it will make force the players to be a lot more carefull, and these quickaim headshots will be history if it's done properly. As it is now, the weapons are unbalanced compared to the overall hardcore gameplay. Easy weapon handling doesn't go along with easy deaths. It makes it unbalanced; if the weapon handling is easy, you must be able to take more damange. If the weapon handling is harder you must be able to take less damage. Balance. It isn't just about making it hard, but making it more natural and making it fit better into the whole idea of red orchestra which is based in realism rather than arcade.
I don't know what history you have with RO but when it comes to campers it's a part of the game, as with any other game that focus on strategy and realism, simply because those games are more or less not designed for run and gun.