.shhfiftyfive- wrote: »
my time in the army was always dead hold. my memory of aao/aa2 is irons all used dead hold as well.
my guess is this game has more weapon shake than aao/aa2. i remember the first handful of bullets from the saw/rpk with iron sights was group pretty great if you timed it between breathing cycle...
but this game lacks a breathing cycle so devs just increases overall weapon kick to try to compensate. as a result, far less "depth" than aao/aa2... now the kick from the first few rounds makes you lose target. that's why you see everyone using zoom optics on those guns... and no surprise irons are not used.
imo, bring back the breathing cycle that affects accuracy. that's how we are trained to operate the weapon in the army (and anywhere irl really). that's one big reason why the original game was so unique and attractive. not just for realism players. it was a smart way to balance the weapons instead of just increasing or reducing recoil to the point breathing had no part in how your weapon performed...
SOPMOD wrote: »
Shooting was harder in AA2 for a variety of reasons. FOV was significantly reduced when ADS, CEM changes when injured, breathing cycle in a randomized pattern which increased in speed and randomness with the CEM meter and different stances...
The point where shooting at a distance became somewhat easier was when they introduced the ACOG. Before that, shooting from medium to far range with those bulky iron sights was pretty hard.
I honestly don't know why hold breath is still in the game it doesn't feel like it belongs in AA. Timing the breathing cycle to accurately land shots at the top or bottom of the cycle was a great way to make a game harder without it feeling like an artificial difficulty, like suppression effects.
But like i said, i don't think this is going to happen for AAPG. I'll just leave this here for the next AA.
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