Well Beer, here our definitions and applications therof differ.
In INF there is hardly any cover and on top of that people rarely miss. Now the last part is exeptionally important in this case:
Since people hardly miss the only defense is speed (speed which you won't have anymore) and the ability to fire back accurately (which is also gone).
From this follows whoever is not moving at the time of engagement will win. Unless ofcourse this other person is an increddibly poor shot or has 4 digit ping.
In INF there is hardly any cover and on top of that people rarely miss. Now the last part is exeptionally important in this case:
Since people hardly miss the only defense is speed (speed which you won't have anymore) and the ability to fire back accurately (which is also gone).
From this follows whoever is not moving at the time of engagement will win. Unless ofcourse this other person is an increddibly poor shot or has 4 digit ping.
Quite simply put if somebody is shooting at you on the move you have nothing to fear really and you can pick him off at your leisure. There is a reason that firing on the move is only done with any effect in extreme CQB (IE 20m and less).Hmmm reflexes and reaction timing is a great part of anything, I mean hell if you have SLOW reflexes and SLOW reactions how the hell is your position going to help you when someone shoots at you before you even decide to shoot back eh? *shrugs* I don't see how that can be "hardly" part of anything, imo its very important.
Yes, it only has any result if whoever is shooting either sucks or their connection sucks.So what you're saying is that reaction time doesn't matter, as you can simply lie in wait pointing in the direction the enemy is coming from?
This is true for extreme CQB, for the rest however the more range you get the more important your location becomes.Here are a few counter points to whether reaction time is important in combat and in INF:
1. As the game stands now, you can do just that. If your reaction times on the trigger and aiming are not up to scratch, it won't work. Just like real life.
If the sniper pickwed off your buddy and you didn't notice you are most likely dead anyway since you'll probably be gunned down from behind. If they attack from the front you still have the advantage of being immobile and thus not suffering any accuracy penalties which means your reaction time becomes less important simply because they cannot hit you untill they have come to a halt.2. You are assuming that you always know where an ambush will come from. Granted to you can position yourself to limit access, but the enemy is cunning. What if you're set up covering one access to your hole, and your buddy is covering a second access? An enemy sniper picks off your buddy and a two man CQB pops up to take you out. Your reactions will determin if you can acquire your targets from under you cover and take them out before they're on top of you. That applies RL and INF.
For the attacker attacking head on will simply be suicide as before. IRL the most important thing is figuring out a way to either flank them or pop up from behind which once again renders reaction less important because the enemy will not expect it.3. What if you are the attacker? Are you going to just lie in wait and hope the enemy gives up it's great positions to come get you? No you're squad must advance on positions. Here team movement and knowledge of your friendly positions is crucial, but not worth squat if you don't have the skill and reactions to quickly acquire targets and take them out. This also applied to RL and INF.
They are indeed not unimportant, but not nearly as important as planning and strategy. you can have uber soldiers but if you decide to take fortified positions head on you will suffer heavy casualties simply because that is where the firepower is pointed at.Fat to chew on, my friends. If physical ability is so unimportant, then why does the military take such extensive steps to improve the physical condition of new recruits?
I'm not completely disagreeing with anyone on the importance of the tactics of position, but they are only part of the puzzle. If you want to engineer a game that negates the other pieces, then it is unrealistic.