demo123 wrote:Alread sugested.Next time you try to make a suggestion use the magical search button.
An Admin should know this
Now you're just trolling because you don't like the suggestion.
demo123 wrote:Alread sugested.Next time you try to make a suggestion use the magical search button.
An Admin should know this
kmaj wrote:TheOperator wrote:StackOverflow wrote:It adds a whole new dimension of playing. Gameplay is no longer about who sees the other person first and is able to pull the trigger. It instead forces you to think about when/where you're shooting.
The problem is this game is about sneaking and fortifications, not winning gun battles. The bullet drop that happens in BF3 happens over a MUCH greater distance then that of this game. Not to mention a feature like this would be very difficult to program, and cause the game to take up more memory. One of the appeals of this game is that it is SIMPLE to play, but your STRATEGIES can be complex because of the free environment and building tools. This game was NEVER about he gunplay, and if there is gunplay it should be EXTREMELY quick and deadly.
You can avoid detection by carefully planning how you move through the map, and listening for enemy noises. You chose your shots already based on what weapon the other guy is carrying and if it would give away your position.
We don't NEED bullet drop to add any depth to the gunplay, we just need people to realize you can do a LOT more then just move around and shoot. Its also HOW you move around and shoot that makes a difference.
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StackOverflow wrote:Overruled
Good points. As you said, it would only take effect over long distances, so unless you're shooting across the map with the SMG, the only gun that will really be affected is the Semi.
Diggy wrote:lemme explain (with hypothitical theories). so, AoS probably uses something called hitmarkers. this means that instead of firing an interceptable projectile, it puts a damage mark on whatever is in the cross-hair (with some delay over distance).
mikuli wrote:^ Hitscan can be implemented over a curve, too.
As for the actual suggestion, yeah, I'm in favor. But only if we get zeroable sights to go with it. In my opinion it's quite retarded to have a complex mechanic like ballistics but not the simple fix that counters it for a given range.
Also I mad if we don't have to aim under a target to hit the mark within a given range.
Frostified wrote:mikuli wrote:^ Hitscan can be implemented over a curve, too.
As for the actual suggestion, yeah, I'm in favor. But only if we get zeroable sights to go with it. In my opinion it's quite retarded to have a complex mechanic like ballistics but not the simple fix that counters it for a given range.
Also I mad if we don't have to aim under a target to hit the mark within a given range.
Do you mean that the hit-point on a sight is (e.g) 400,300 rather than inbetween 400,300 and 400,399?
DeathEnhanced wrote:OR simply use a scope such as....
With the notches representing distance, and each notch becomes accurate as a cross hair over a certain corresponding distance.
http://www.ptassassinselite.spruz.com/u ... 373542.jpg
DeathEnhanced wrote:OR simply use a scope such as....
With the notches representing distance, and each notch becomes accurate as a cross hair over a certain corresponding distance.
http://www.ptassassinselite.spruz.com/u ... 373542.jpg
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