Andyyypandyyy 76 Posted December 24, 2018 So far away shots 100-whatever meters hit reg for me has been fine but yesterday me and a mate tied up a dude shooting at us, told him not to struggle and he'd live, he didn't listen so I proceeded to lay 16 AK shots in him till he dropped, 2 in the head 14 in the body, whaaaat aha only close range shots bug out for me it seems Share this post Link to post Share on other sites
nikoor 180 Posted December 24, 2018 could it be because the reticle goes way off the closer you are to someone? I assume you were shooting 'over the shoulder' and not through a sight? Share this post Link to post Share on other sites
Andyyypandyyy 76 Posted December 25, 2018 16 hours ago, nikoor said: could it be because the reticle goes way off the closer you are to someone? I assume you were shooting 'over the shoulder' and not through a sight? Nope through a sight both PSO PU and iron sights, absolutely broken close range but long range? Hits dead center Share this post Link to post Share on other sites
nikoor 180 Posted December 25, 2018 strange. now that you meantioned it I recall couple of situation where I've shot a dude close range (3-5m) and wondered myself how is he not dead. bo problems when they're further like you said. here's something intreresting, I ain't picking up ak anymore. the damn thing feels like it's the same as before base building patch: https://xboxdvr.com/gamer/nikooor/video/66109011 Share this post Link to post Share on other sites
Jonas Levin 265 Posted December 25, 2018 (edited) I get that problem too. I fired 20 shots from a skorpion into a semi-geared player (no vest or mil-helmet) and he only got hit once even though he was standing still 4-5 meters from me. I tried to execute a (stupid) prisoner and had to give him 3 (THREE!) headshots (fully aiming from 1,5 meter away) before he went down. Shit like that is really breaking the immersion. Edited December 25, 2018 by Jonas Levin 1 Share this post Link to post Share on other sites
nhow7108 159 Posted December 27, 2018 Yeah sometimes the server thinks that you aren't shooting when on your screen you are. When that happens again, take the mag out of the gun and remove a bullet. You will see that the mags is actually full and you really haven't shot according to the server Share this post Link to post Share on other sites
Andyyypandyyy 76 Posted December 28, 2018 My squad mates had a bug where his guns jammed on his screen but his clicks are gunshot then jams up for us, I try to only fight at long range unless with an M4 then I just dump a clip into whoever for good measure now Share this post Link to post Share on other sites
john garcia 42 Posted December 28, 2018 Are people having this issue when using a pistol? Is it tied to specific weapon or all in general? Share this post Link to post Share on other sites
Andyyypandyyy 76 Posted December 29, 2018 10 hours ago, john garcia said: Are people having this issue when using a pistol? Is it tied to specific weapon or all in general? Pretty sure it's all in general Share this post Link to post Share on other sites
TheYetiBum 790 Posted December 29, 2018 I'm pretty sure that all current recoil patterns for weapons whether randomised or set patterns are basically place holders ATM as weapon balancing is done incrementally and a final pass will most likely be done far of in the future. I could be wrong but from my experience due to this the onscreen recoil whether in hip fire or full ADS isn't aligned 1:1 with the actual recoil the weapon has. You can fire an M4 on full auto at close range into a wall to test ,even in hip fire In FPP & the weapon displays very little muzzle climb but the bullet impacts on the wall paint a very different picture. After as little as 2/3 shots on full auto or rapid firing single shot your shooting meters above the original target but the weapon model remains relatively steady. This leads to a visual disconnect for the player as you have little to no visual information for recoil control. I understand that dialing in gun climb/recoil animations to directly mirror the actual recoil would be pointless until a final balance pass on said weapon is complete as RPM & Recoil could change but until then it leads to janky fights full of awkward mag dumping especially with no hold breathe functionality to atleast give those first few shots some extra stability. I could be totally wrong but after testing every weapon at different ranges on blank walls for recoil patterns versus recoil animations I'd say there not 1:1. Just assume if your in full auto and your guns not in the enemies belly button that any burst over three rounds are basically being fired Into the ceiling or sky whether yur gun looks like it's steady or not. 1 Share this post Link to post Share on other sites