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@Neovisi0n
I'm not following op so you want guns that have 0.0 spread and no recoil. Is that it? If so, this eliminates skill from the equation entirely. People would just camp and shoot from 200 meters away since guns are now laser accurate. I dont think this gunplay has existed in any fps game ever because it would be an utterly broken miserable failure.
- 4 years ago@BaronVonGoon He wants no deviation/spread from center of reticle at the time of projectile spawn.
Deviation/spread mitigates skill (precision of accuracy).
I agree in this regard. There should be no adjustments made to where the player aimed and fired.- 4 years ago
Other games I play call it "bloom" which increases slightly based on ROF and damage. I've always preferred semi automatic or burst weapons. I put nearly 3000 hours into BFBC2 and used the M1 almost exclusively, so I didn't suffer from the deviation/bloom develors include for balance reasons. I use the M4 in BF4 and will certainly find a burst weapon in 2042 to fit my style. Developers have to compensate for ROF by either reducing damage per round (please, no sweet spot) or increasing the variation in bullet travel or both. I've been on gaming forums for 20 plus years, and watched patches and updates specifically to address the issue of full auto machine guns performing like laser beams at 300 meters with an ACOG.
I naturally burst fire, just from thousands of hours of muscle memory, doesn't matter what FPS I'm playing, if I have a target, I'm constantly feathering the trigger and correcting my aim.
A great example is the F2000, the thing is a literal lead-hose with very little recoil, so DICE had to tweak it a few times by reducing ROF, and increasing recoil deviation. Developers across the spectrum reduce magazine size vs. real world on LMGs to compensate for ROF and damage.
Learn to burst, it reduces the recoil deviation and on secondary weapons, you can lay down a nearly constant, accurate stream of fire without the weapon overheating.
Hope this helps. Cheers.
- 4 years ago@ZombieP1ow Most of that 20 years was playing with hitscan weapons or simple projectiles with zero gravity drop. Much less drag/air friction.
If you do full on physics projectiles all you need is random recoil (H/V) and you're solid. Data driven, not animation based.
I've developed some pretty sweet projectile physics and recoil on unreal engine 4. Definitely have to know how to handle recoil control to consistently hit. And it's not just pull down.
- 4 years ago@Rev0verDrive Then I completely misread the original post.
Rev, nice to see you around.
On topic, since when do bullets not line up with reticle on spawn? I thought spread only takes effect after the shot.- 4 years ago@BaronVonGoon
It's BF bro... I'm always around. 🙂
In BF they spawn at the camera with a slight forward vector addition. Also BF as far as I remember doesn't have a zeroing component. So basically a hitscan setup with projectiles.
More realistic setups like Tarkov, PubG and I think maybe Siege spawn projectiles at the muzzle using the drawn approach I posted. This is also how I do projectiles in UE4 and teach others in the UE4 community to do projectiles.
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