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Realism of accuracy?

Discussion in 'General Infiltration Discussion' started by DaRealFunkyShyte, Jul 18, 2004.

  1. DaRealFunkyShyte

    DaRealFunkyShyte New Member

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    Can someone with real armed forces experience tell me if it is realisitc that someone walking, looking right through the sights of an assault rifle, can reliably turn 90 degrees or more and accurately hit at a small target within half a second?

    Thanks.
     
  2. geogob

    geogob Koohii o nomimasu ka?

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    asking the question is answering it.
     
  3. DaRealFunkyShyte

    DaRealFunkyShyte New Member

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    Welcome to Infiltration Instagib
     
  4. spm1138

    spm1138 Irony Is

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    Know the feeling :|

    RaV2 with weapon disalignment helped a bit.
     
  5. DaRealFunkyShyte

    DaRealFunkyShyte New Member

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    A lot, even
     
  6. yurch

    yurch Swinging the clue-by-four

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    Just about ALL of my projects involve ease of lethality at the moment. I consider it a primary concern.
     
  7. NTKB

    NTKB Banned

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    Yeah slowly but surely yurch is giving the options to admins of turning INF into "As balanced as it gets" to "As real as it gets." Just be patient know that INF will always be a long way behind other mods cause theres no mula backing it up.
     
  8. DaRealFunkyShyte

    DaRealFunkyShyte New Member

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    I have full faith in him :p
     
  9. geogob

    geogob Koohii o nomimasu ka?

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    Just know, with his new it system, it getting harder harder to do headshots "a la Counter Strike"... Aiming to kill becomes a real complex task. With vital organ hit detection, being a sniper will need skills closer to RL, including knowledge of the anatomy and its weaknesses. No more one-shot-one-kill-in-the-left-big-tow situations.
     
  10. (SDS)benmcl

    (SDS)benmcl Why not visit us here in the real world.

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    So no more savaging UN17 with my 5-7? Damn.
     
  11. DaRealFunkyShyte

    DaRealFunkyShyte New Member

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    I dont' know, but Pistols are quick to aim. This is borderline - there might be some Billy the Kid out there who simply has the reflexes. With a rifle, it's more a matter of accellerating masses and re-aligning the (inevitably lost) sights, then taking aim. The timeframe needed for this is a lot more deterministic.

    Also, if i remember right, UT is unable to handle a maximum Turn speed. (This had been discussed a while back). So i assume what you are doing currently with the Minimi et al is reducing the input scaling.

    I ask thee tho *g* why not simply have Mr. Infguy incur a penalty for turning to fast? Certainly the turn speed can be determined? Or would this be to CPU-hoggy. The gun could "lag behind".
     
  12. Cleeus[JgKdo]

    Cleeus[JgKdo] because respawns suck

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    Haha, we actually have that feature in INF. Try a M249 and turn as fast as you can (in crouch). You'll see that there is a max turning speed.
     
  13. NTKB

    NTKB Banned

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    That was actually a feature in RAv2. If you turned fast your gun misaligned alot more and took longer to realign.
     
  14. DaRealFunkyShyte

    DaRealFunkyShyte New Member

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    Yes, but is it a real limitation or do you just scale the mouse input down?
     
  15. Cleeus[JgKdo]

    Cleeus[JgKdo] because respawns suck

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    Its a limit afaik
     
  16. yurch

    yurch Swinging the clue-by-four

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    I don't see how limiting turn speeds really will help. And humans CAN turn around fairly fast.
     
  17. ravens_hawk

    ravens_hawk New Member

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    Yes humans can turn around really fast, but with a meter long object extended in their arms weighing upwards of 10Kg? Perhaps we could give the weapons some momentum (ie they will continue to travel after turning, at least within the freeaim zone) and thus force the player to either go slightly slower or decelerate it at the end of the turn. Of course if one did this I would recommend making it such that the momentum is based on the object's horizontal level, so one that is aimed lower and thus closer to the body will have less momentum (angular momentum that is.)
     
  18. NTKB

    NTKB Banned

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    erm yes tehy can raven, especially when they know there lives depend on it. Yurch has alot of real armed forces personel in his clan so I would trust his judgment. Besides its not the turning speed that should be altered but the aim "throw off" that should be adjusted. You can spin around and still be perfectly aimed which should not be the case. I like RAv2s aiming system cause of that.
     
  19. yurch

    yurch Swinging the clue-by-four

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    I don't think the idea of 'momentum' can really be implemented in a game where we use use a mouse. Joysticks, maybe, but a mouse isn't really a constant input device. Momentum systems always seem to unrealistically favor pistols to an extreme degree as well. Weapon misalignments or other interesting penalties* are fine with me, but not with continued velocity in the same direction. I've never seen a form of this that I like.
    Most weapons don't weigh over 10kgs, and they are usually balanced well enough that turning around isn't like swinging a bat.

    Remember that limiting the player's rotation you also limit his ability to simply look around himself as well.


    * insert maniacally evil laughter here
     
  20. Midwinter

    Midwinter sneaky bastard

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    Now that you are at it, maybe you could add that nifty inertia you had in RAv2 :p
     

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