Battlefield V Details
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fantaskarsef
cryohellinc
Fox2232
Octopuss
It gets better every week.
fantaskarsef
XP-200
Not to worry, one week after launch the hackers will sort out any issues with aiming. lol
Backstabak
How can there be a focus on immersion if literally everything about that time is wrong ? I mean sure, grass moving and dirt splashes are neat (if you notice them in the action), but having wrong uniforms, wrong weapons and amputees serving on the front lines as regulars has significantly higher impact on immersion than anything they can do with a few effects.
That aiming is just another thing, I hope that they mean that a weapon will have spread pattern based on the things you do, like running or using bipod, and that iron-sights will always point to where you will shoot.
Fox2232
fantaskarsef
EdKiefer
What they should do is for each weapon, have a "minute of angle" bullet spread modeled per bullet. This would be a closest realistic way and of course if your running, or standing or prone, each has its amount of steadiness built in (scope/iron sights).
I don't know exactly how BF1 is coded but it feels like its more calculated large area random spread, which is different than what I am saying as it feels/seems not per bullet but overall random fire spread. I have fired many rounds sometimes and they just don't get hit, but its hard to say if MP issues are involved there.
So what minute of angle spread would mean, is it takes into consideration distance once each weapon has a value.
You could have these to give an example (just rough numbers here).
Handgun =(5"@25yrds)= 20" value (all values @100yrd).
SMG= 6"@25yrs, 24"@100yrd
Bolt action rifle = 4"@100
Simi action (M! type) = 5"@100
So those are just examples but you can see how that would work. A handgun at 100+ yrs would have a wider spread than a human, but a bolt or semi-auto could still have all shots at targets of 300 yards.
I just hope they improve gun handling and not nerf it.
AcidSnow
Oh damn, this is why I love the CoD series: "We’re also bringing back bullet penetration in a big way." Shooting noobs through walls is 90% of why I play CoD; so if BF is allowing us to shoot through walls to get kills, then I can admit that my interest is peaked!
ubercake
"...Disregarding bullet drop over longer distances, the bullet will go where you have your sights...."
No bullet drop?
Bullet drop is one of those realistic features that differentiates the Battlefield series from others. If they get rid of this, we may as well be holding laser guns on the WWII battleground (see [the crap that is] the SW Battlefront series).
I like bullet penetration. That makes sense and adds to the realism.
Serotonin
I just want BF: 1942 remade with today's graphics.
JamesSneed
JamesSneed
__hollywood|meo
i cant imagine that they would introduce recoil patterns into the series after all this time..? i dont like excessive utilization of randomized spread, surely, but something must be done to mimic the physical impossibility of controlling the entirety of a weapons recoil in high rate of fire scenarios.
i very much like the MOA suggestion detailed earlier - its actually perfect from a technical standpoint. i doubt that DICE is implementing such a feature, however, & we will have to wait to see wat the actual effect they reference even is, since they want to use oversimplified laymans terms
ubercake
0blivious
I'm mildly more interested than I was initially. I'm still prepared for a total letdown but it's possible I may buy this.
+1 on the BF1942 remake idea over BFV
fry178
lol about games being accurate on weapon spread.
first, no professional will ever shoot in (full) auto, maybe on the rare event of suppressive fire,
where no one cares about (actually) hitting something, which makes (correct) recoil less of an issue.
Dont mind if recoil is present in games (after shooting more than 4-5 bullets),
just so sprayNpray shooters stand less of a chance to survive..
what i hate is random spread, as (most) guns will have a fixed offset when using sights, that you can train on (e.g. pistol shoots to one side, so you start pointing a bit more to the opposite side).
same for bullet drop, as thats really only relevant for stuff that can go past 2-300y (and not many guns that size would actually be carried by a the whole squad/platoon, vs just 1 with a LMG),
mainly sniper guns/rifles, then again you would need to introduce ppl how to "adjust" for real-world changes (temp/humidity/wind/earth rotation) and not just distance.
(@EdKiefer most handguns wont hit crap past 50y maybe 100y, and most would rather throw the gun..)
you can do that in a sniper game, and account for that by having more time (to take a shot), doubt introducing this in FPS stuff like COD or BF would be a good idea.
Corrupt^