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Spraying is now pointless because of this. How power is reduced by INSANE levels, 50% for 1 screen and 100% for 2 screens and over. This degrades lots of CTF weapons, like snipers, miniguns, the m79, and automatic weapons that were MENT for long distance shooting (AK-74, AUG).
Spraying is now pointless because of this.
The system is brilliant.
In this game if you can't see them on screen then you shouldn't shoot them (unless you just saw them run off screen, say).Now, for all those talking about R/S game modes being affected: Realistic now has it's own weapons.ini so if you want the auto's to be better, edit it.
the AK still has longer range, more power and accuracy than, say, the MP5.
F3nyx-this is an artificial system where bullet trajectory/speed is not changed, just the damage. If the enemy is over a screen, damage is halved.
(About Keron's post:)IMO, stuff like this REALLY needs to be server side. In plenty of realistic, especially Trenchwar, spraying is a perfectly viable tactic. It's a real military tactic too. Spray. In a study done by the US Army in Vietnam in the 60's, sheer number of rounds fired was the only thing that noticeably raised enemy casualties. And so the order was: "Spray." Spray your goddamn ass of if it helps your team. If you're an injured flagger who gets sprayed down, that's part of the game. The other team gotcha. Why would you pass up an opportunity to kill an escaping flagger when you can spray him anyways?I don't get it. Spray is part of the game, always has, both in our games and our real life conflicts. I have no clue where you're coming from with that statement.
If this could be reduced, like 50% for 2 screens and over, and maybe 25% for 1 screen, would help alot of the gameplay.This sounds MUCH more reasonable.Personally though, I think that the main factor should be bullet speed. Air resistance slows bullets, as does gravity inevitably pulling the bullet towards the earth. It should depend on how fast the bullet is going; how much air the bullet has passed through, and thus how far away the enemy is from the gun being fired.
Quote from: fishfood on April 29, 2007, 10:59:35 pm(About Keron's post:)IMO, stuff like this REALLY needs to be server side. In plenty of realistic, especially Trenchwar, spraying is a perfectly viable tactic. It's a real military tactic too. Spray. In a study done by the US Army in Vietnam in the 60's, sheer number of rounds fired was the only thing that noticeably raised enemy casualties. And so the order was: "Spray." Spray your goddamn ass of if it helps your team. If you're an injured flagger who gets sprayed down, that's part of the game. The other team gotcha. Why would you pass up an opportunity to kill an escaping flagger when you can spray him anyways?I don't get it. Spray is part of the game, always has, both in our games and our real life conflicts. I have no clue where you're coming from with that statement.I second that.Quote from: fishfood on April 29, 2007, 10:59:35 pmIf this could be reduced, like 50% for 2 screens and over, and maybe 25% for 1 screen, would help alot of the gameplay.This sounds MUCH more reasonable.Personally though, I think that the main factor should be bullet speed. Air resistance slows bullets, as does gravity inevitably pulling the bullet towards the earth. It should depend on how fast the bullet is going; how much air the bullet has passed through, and thus how far away the enemy is from the gun being fired.I second that. Also, remember about mods.Could it be turned into a speed degradation system that could be regulated from weapons.ini?Basically, there would be a slow-down setting - one could make differen't settings for different ammo types.