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+1
But it doesn't, it simply frustrates the majority and puts them off playing. I do in the game what I did a lot of in RL and crawl long distances in what *should* be very good cover. I still get shot at and popped from long ranges (mud-spurts but no gun-shot sounds). My games last no longer than 20 minutes, the entire experience becomes tedious and unenjoyable. Skill-stealing mechanics have killed this game.
I think that's been fixed, though it's not the point here. Being spotted is one thing, being hit from long range while prone (even smaller target) is the other. I've popped moving heads (targets in trenches) from stupidly long ranges.
These kinds of threads are a regular feature, just like they were on the Post Scriptum forums. Nothing was ever done to address the issues outlined, both games are dead/dying. "We're listening". Sure, but doing nothing. The inability to learn is quite a thing with the devs of all these games.
But yeah, the devs are making changes to the bullet flight times so hopefully that would help.
This should encourage players to focus on what really matters in the game, which is tactics and teamwork.
Sure, both teams experience the same skill-stealing tedium. Does that mean it's not an issue? It's an issue if players decide it spoils the experience overall and walk.
Tactics and teamwork, pointless if the RL tactics don't work due to an arcade mechanic that subverts them, as it does with this issue (among plenty of others).
This makes the whole comment futile to begin with. Since you either dont know the state of the game or dont know what hit scan means. Bullet drop and bullet speed have both been added to the game allready.
But still: A cone of fire is a very bad way to handle gunplay, as it deprieves the gunplay of skill. Theres no way to "learn and adjust" to randomn cones of fire.
We allready had the discussion. For the ranges we fight over in game, the WW II rifles were pretty much spot on.
Heres a link to the real life measurements.
That said I do agree that the current gun play is WAY to easy. This is especially obvious for the sniper class. The way to go however is to add tasking weapon sway and gun wobble. THIS is both masterable (good gamedesign as it lets you strive to improve your skill) and decreasing the effectiveness of rifles over long ranges.
I know for sure that I would drop this game the very second we move to randomn weapon cones.
Oh and since you mention the mgs of the tanks: Jeah they are a big problem in my eyes as they are way to inaccurate. Its cartonish even.
https://youtu.be/e4Q-lUX4QNg?list=FLy4G43yf1YBbDzIWPtFxtuA&t=53
This is how accurate tank mgs should be approximately.
Right now they seem to be even less accurate than infantry based mgs.
And if nobody ever says anything, what will be given attention? Maybe we'll all be issued with cameras instead of weapons untied from the avatar view (for example).
That's the problem, it's not realistic.