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[Poll] Bullet Drop

Got a great new idea for the game?

Would you like to see bullet drop implemented?

Yes
126
55%
No
79
34%
I'm not sure.
26
11%
 
Total votes : 231

Re: [Poll] Bullet Drop

Postby Tek2 » Thu Mar 29, 2012 5:34 pm

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.
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Re: [Poll] Bullet Drop

Postby TheOperator » Thu Mar 29, 2012 11:00 pm

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.

*than
*the
*than
*It's


gimme a break, I was posting this at 6am after being up all night.
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Re: [Poll] Bullet Drop

Postby Putin » Thu Mar 29, 2012 11:37 pm

YES YES YES! I want this so badly :D !
Would make the game a pro* game not like now : Aim at huge head , press LMB , kill .
I'm fully supporting this but I knew this will be very hard to implant but I'm optimistic and say Ben will make it :D
AoS The worst game with the greatest potential .
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Re: [Poll] Bullet Drop

Postby Fluttershy » Fri Mar 30, 2012 3:19 am

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.

I call for impeachment. Oh, and long distances really dont exist in AoS...Unless you make the bullet arc laughably short.
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Re: [Poll] Bullet Drop

Postby MegaDeuce » Fri Mar 30, 2012 3:37 am

I'm 100% for bullet physics if it doesn't cause lag.
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Re: [Poll] Bullet Drop

Postby Bandage » Fri Mar 30, 2012 9:11 am

Let me quote a some random post:

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).


So we would need to implement projectile bullets first, don't we? Just a probability, nothing else.
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Re: [Poll] Bullet Drop

Postby mikuli » Fri Mar 30, 2012 11:19 am

^ 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.
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Re: [Poll] Bullet Drop

Postby Frostified » Fri Mar 30, 2012 12:30 pm

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?
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Re: [Poll] Bullet Drop

Postby mikuli » Fri Mar 30, 2012 1:05 pm

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?


What? No. I mean sights that can be adjusted on-the-fly for a given range to compensate for the bullet trajectory.
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Re: [Poll] Bullet Drop

Postby Defaulter » Fri Mar 30, 2012 2:26 pm

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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Re: [Poll] Bullet Drop

Postby Space101 » Fri Mar 30, 2012 5:18 pm

^ Range finders would be useful.
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Re: [Poll] Bullet Drop

Postby PXYC » Fri Mar 30, 2012 6:22 pm

I really don't like this idea. To me, Ace of Spades is a simple game with no complicated mechanics like this. It would ruin the feel of the rifle for me, I don't know about you guys.
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Re: [Poll] Bullet Drop

Postby DarkDXZ » Fri Mar 30, 2012 8:08 pm

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


We would need some numbers, to give a GENERAL idea of a distance (since you dont have a ruler in your eyes, for the most part) that a notch corresponds to - not much, but 100m (small font ofc), would be enough.
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Re: [Poll] Bullet Drop

Postby Priok » Fri Mar 30, 2012 8:37 pm

I don't know, it wouldn't be that hard to get people I think. I remember the GOL sniper rifle in BFBC2 didn't have any notches on the scope, and it was still pretty easy to headshot people with the bullet drop in that game.

the scope was like this:
http://i.imgur.com/Sfqco.jpg (not my screenshot)
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Re: [Poll] Bullet Drop

Postby mikuli » Sat Mar 31, 2012 12:01 am

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


Well in the case of those dots, they're Minutes of Angle dots or milliradian dots rather than a direct rangefinding utility even though that's their function. Using the information from the mil-dots allows the shooter to calculate the distance to the target, given that he knows the size of the target.

The PSO-1 is an optic with a direct indicators of trajectory end points over 50 or 100 meter intervals, complete with a rangefinder image for a 170cm tall target (iirc, grain of salt). Commonly found on SVD's as the standard issue optic, aka "dragunov scope".
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