im not too sure about breath control. what are it’s exact implications?
i know it reduces recoil and sway on the sniper rifle. but does it also mean that a covie can stay longer underwater? that would also make sense, because in some levels there are dark patches of water, like in katastrophie where theres a raised pool, where one could effectively hide.
im asking because im making a map, and it would be cool to take advantage of this, if not i’ll just script it
covert ops breath control
this is one of those aspects of warfare that doesn’t really port well into multiplayer games.
I think the most you can have is scope “bob” dependant on your current stance (prone, crouched, standing) and then recoil on firing.
To a large extent its mouse control that is the biggest factor
Please tell me Quake Wars doesn’t have breath control…
The only reason that pos Battlefield has that is to cover up the ridiculous bullet spread - ie it’s a reason to say a sniper missed his shot.
IRL, it is an important thing with any weapon, but in a game it’s just plain annoying. Give me a slightly swaying crosshair in the zoom anyday over trying to implement breath control.
I don’t even see bob, if you mean the zoomed sniper scope to be moving, as an good option. It’s bullshit from my eyes. The best competitive games don’t have such shit. Also it make repetitive strain injury bad.
Day of Defeat uses recoil and scope bobbing (er sway) and I think its a great system, and its a fairly highly regarded game in competitive gaming. You hit where you aim but you have to compensate.
Anyway, once you get used to it (takes like 10 minutes) you dont even realize you are compensating for recoil or sniper sway, its just natural.
I’m playing such things, your hand realizes it with pain believe me (i don’t say everybody but if you already have problems it won’t make them better :x )!
If u wan’t to talk about games, CS is more played and provides better prize money, but don’t have it.
But don’t let us start about that :roll: (i also see games like quake and ut as better games and not this sway shit).
there should be a breath and pulse controle for covert ops. when you are disguised, your breath and pulse is checked (physicaly). if you get to nervous behind enemy lines, you get detected :evil:
Yay!
For those ultra-realistic slow moving games, breat control is fine. ET:QW does not want to be super slow moving. +1!
Tbh i really think QW should have a “wipe hands” command. I just know this is the reason my aim be all over the place in ET. Greasy hands! :evil:
Grease is one word for it :roll:
Its good that breath control won’t be there, a skilled sniper can work around the bobbing the strike the headshots. Breath control would make it too easy me thinks.
What bobbing, i hope there is no bobbing in ETQW?
You guys were in army? If you can shoot good, then there is no bobbing…
Actually, there is controlled bobbing. It normally goes into a figure ‘8’. When the crosshairs intersect the target, then you fire. It’s not ‘lock on’ in real life.
I’m not from england so i don’t know what lockon is. But i was a soldier and talented shooter and the figure 8 is person dependent, you can make 8ts but you don’t need to, i didn’t ever do 8ts, and was best of my year (i was job soldier or how it is called profesional for time).
This bobing makes my hand painful. And is a user friendly thing for me. SD will do what they wan’t whatever i say, but i don’t know why they are using bob for snipers.
I didnt say it was the most popular - I doubt anyone will argue that CS isnt the most popular competitive game out there. I was only referring to your comment about
The best competitive games don’t have such shit. Also it make repetitive strain injury bad.
when you say “games” you make it sound like there are no highly regarded games that use weapon sway or recoil.
Also, I have been playing DOD since it came out about 5-6 years ago and I do not suffer from any kind of injury for moving the mouse down a tad when firing. I don’t see why that would be anymore strenuous than moving your mouse to aim!
The reason sway and recoil are better systems is that when you miss, you know why you missed and where your shot landed. with skill and training you can learn to control the recoil as well as sway to hit where you intended. its not instantaneous like a quake rail gun, but when you predict the sway you take action to minimize it and the recoil (prone, crouch, staying still, etc.) you can hit the target. I really hate games where you aim your crosshair but you still only have a “chance” to hit it. A good recoil system makes it so that its still hard to hit your target constantly but when you do miss, you know why and can adjust for the next shot.
recoil > cones!
sway and bobbing > imaginary “calming”/“settling” (ie when you have a crosshair on the enemy but you have to count to 3 standing still in order to hit. show this calming period with bobbing or sway and the player receives a better visual representation of when its ok to fire.)
This i was writing before Rahabib’s post:
I hit as good and fast in cs as in bf2142(witch i tried) or even quake railgun, so i will still kill people fast whit the sniper (with or without 8-bobing) and they will still whine that the snipers kill them, oh and i sure won’t camp when i’m killing them with this guns.
Still it is posible to kill snipers if they have or not have bobing. Its all skill i think.
Now the first time i get the feeling i will be disapointed on ETQW .
Everybody can have his own opinion, i don’t have problems with that.
After Rahabib’s:
Yeah i see your point of view, mine is totaly diferent, we come frome diferent backgrounds (games). Maibe thats why.
oh I am not saying do this to “gimp” the sniper. In fact, I say do this to “help” the sniper. If I miss I want to know why and where it went and what I can do to fix it. If I just have a random area to hit, that doesnt really assist the sniper at all and instead just encourages them to just keep shooting till they hit something.