View Full Version : Shooting in Inf too easy?
Nukeproof
7th May 2001, 04:23 AM
As the original post of 'The_Fur' raised a lot of attention I decided to start a poll.
Hope everyone can find himself somewhere...
Nukeproof
7th May 2001, 04:43 AM
Sorry I obviously overlooked the possibility to add this poll to the original thread...
maybe a moderator can do me the favor to 'attach' it :).
The_Fur
7th May 2001, 06:35 AM
I purposefully did NOT attach a poll to it, voting is too simple, i want people to get in there and tell me why or why not they think what they think.
poaw
7th May 2001, 01:24 PM
I think they have it pretty close to real life in some situations, and off the mark in others.
Prone they have it about as close to the real thing they can take it without simulating all the mundane and annoying things that effect a real shooter (Dirt shifting under your arm, accidently knocking up dust into your eye, having your elbow on a sharp rock, etc).
Crouch seems accurate also.
Standing I think needs a little bit more bobbing, but that might just be because of my own experiences.
Crouch-Walking seems fine. Although I still cringe internally when I hear my own foot steps.
Full Upright- Walking a slight to moderate increase in the amount of bobbing would make a big difference in the tactics people use.
Running needs a big increase in the the amount of bobbing. I don't know what kind of training these guys have had, but being able to sprint with their eye in a scope is an amazing ability.
Nukeproof
7th May 2001, 08:06 PM
Inf is trying (pretty well in my eyes) to put you in the position of a special-forces soldier. When everything is taken to the 'maximum difficulty' side, the (slightly below) average player will end up shooting like a blind moron. Anything that requires more than a few days of training to be handled by an 'expierenced shooter player' will contradict the ORIGINAL MAIN (and so pretty important to me) GOALS representing trained soldiers (instead of an unsuspecting civilians).
When you take a look at the less exciting task of reloading a gun:
The ability to reload various firearms safe and quickly incorporates knowledge, prestidigitation and training of course. All this is represented in Inf as a simple keypress that tells the soldier you represent: 'time to reload guy!'
I definitely don't want to learn various keypress/mousemovement combinations to describe more detailed what each hand/finger is doing during reloading procedure. (This one is NOT meant to encourage anyone to suggest this to the team...;))
And I don't want to spend several hours a week on the firing range, just to keep the ability to hit anything beyond 15m.
So if we think about this reasonable: There will always be some 'artificial border' between the player and the soldier you represent in INF. My opinion is that INF should at least keep those things to the control of the 'trained soldier you represent' the occasionally player is not able to accomplish on decent level.
This discussion 'Where to set the border between the player and the soldier?' will surely come back when we get vehicles into Inf. Anticipatory: It's simply impossible to make Inf a 100% realistic soldier-, tank-, jeep- and helicopter simulation at the same time. (at least not until Unreal 7 is out in 2013 :))
I sometimes wonder if you hardcore-freaks would really enjoy your visions of Inf with all these difficulty/realism suggestions implemented, if you end up with too few people to keep the whole thing alive... but I might be wrong.
P.S. Sorry Fur, didn't want to draw attention from your original post...
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