More sway on the gun is what's needed after jumping lets be honest in real life if you jump your gun is not perfectly level when you land it take a second to aim again after the jump.
But I don't think the dev's will add more sway after jumping
In my opinion there are already enough mechanics in this game that take away from the impact a player's skill and ability to aim may have. We don't need more.
The excessive suppression that rewards players for missing shots as well as the suppression effects through walls and floors, the power of flashbangs that go off behind players, as well as the pure-RNG of the accuracy cone and recoil. Just to name a few so you understand where I'm coming from.
Quoted from hey I have a gun .
The excessive suppression that rewards players for missing shots as well as the suppression effects through walls and floors, the power of flashbangs that go off behind players, as well as the pure-RNG of the accuracy cone and recoil. Just to name a few so you understand where I'm coming from.
Really . If you have ever experienced flash bangs in the real world you would know that only a third of there power and sound / disoriention is in place in this game . So not at all over powering . But we'll effected for gaming use .
Quoted from hey I have a gun .
The excessive suppression that rewards players for missing shots as well as the suppression effects through walls and floors, the power of flashbangs that go off behind players, as well as the pure-RNG of the accuracy cone and recoil. Just to name a few so you understand where I'm coming from.
Really . If you have ever experienced flash bangs in the real world you would know that only a third of there power and sound / disoriention is in place in this game . So not at all over powering . But we'll effected for gaming use .
From a gaming perspective, I still believe they're OP. I'm posting from work right now, so I can't post any example videos.
I recognize that this isn't CS, but I do feel like CS takes a better approach to flashbangs. In CS you can't cook flashbangs. You have to throw them a certain way to get them to "pop" when and where you want them to, whether that be from a certain distance or bouncing it off a certain object.
In AAPG we can cook flashbangs, so there's no reason for the flashbang effects to be more powerful than CS. The ability to cook the flash gives you a lot more control over where it explodes, and the game should require a better throw to achieve the desired effect.
I've been playing a lot of Inner lately. And people throw a lot of flashbangs into Dark Room, for example. I can position myself where I can typically duck behind cover if it lands on the floor in front of me, but people still bounce flashes into the room that blow up in the doorway behind me, and those flashes still blind me. It's not impossible to throw a flash that blows up in my face or at my feet, it just takes a little more thought and better placement. I have no problem being blinded by a well thrown flash. I have a problem with flashes being so easy that you really don't even have to get close, despite the ability to cook them so they blow up exactly where you want them to.
Yes I do m8 . Although a flash bang in dark room would blind you whatever your position . Ducking behind something would not stop you being blinded or stop the ringing in your ears for minutes not seconds . So as gaming realism goes it's quite a good job that has been done . Although bouncing or landing odd angles create different effects and also game mechanics and Internet game play effect each situation .
Also at work but hooah the weekend is getting closer.
Yes I do m8 . Although a flash bang in dark room would blind you whatever your position . Ducking behind something would not stop you being blinded or stop the ringing in your ears for minutes not seconds . So as gaming realism goes it's quite a good job that has been done . Although bouncing or landing odd angles create different effects and also game mechanics and Internet game play effect each situation .
Also at work but hooah the weekend is getting closer.
I guess we're going to have to agree to disagree.
I still think the game is slanting too far towards realism and easy mode (in a lot of ways, not just flashbangs.. I'd like the see the game require more skill with flashbangs than it currently does.
Just for the record, I do think this loosely relates to the OP. Banning "bunny hopping" as it's commonly interpreted in the game is just another way, in my view, for server admins to try to make the game easier. That's why I'm opposed to trying to ban it, in addition to the fact that jumping is a fundamental movement in the game, which shouldn't be legislated anyway.
With the knowledge that the devs will be taking the Official servers away for the PS4 version, I'd hope that more servers would not limit basic gameplay like jumping.
With the knowledge that the devs will be taking the Official servers away for the PS4 version, I'd hope that more servers would not limit basic gameplay like jumping.
In my opinion there are already enough mechanics in this game that take away from the impact a player's skill and ability to aim may have. We don't need more.
The excessive suppression that rewards players for missing shots as well as the suppression effects through walls and floors, the power of flashbangs that go off behind players, as well as the pure-RNG of the accuracy cone and recoil. Just to name a few so you understand where I'm coming from.
This is something that I find myself wondering most of the time, and I don't know how or why this came to be. But in my honest opinion the amount of suppression is ridiculously high in a multiplayer gaming perspective, as well as grenades exploding on a floor above or below you and shaking and suppressing your entire screen even though you are not in the room where the grenade exploded.
And please don't start with "But in real life..." because yes, we all know what happens in the real world, but as the devs have said, at the end of the day, it is a game.
I agree with his statement, that with the amount of suppression currently in game, it is rewarding players for missing all their shots.
This is my biggest issue with most of the populated EU servers. Server admins kick for bunny hopping, leaving me to play on the one populated official server with E-1s. It's like I'm back in AA2 all over again.
As Jugg said, it's not even real bunny hopping. EVERYTHING has been nerfed. Crouching, jumping, lean speed...what next?
First of all, I'd like to assert that you technically cannot bunny hop in AAPG. Bunny hopping occurs when you have the ability to hop over and over with no interruptions. The game mechanics in AAPG do not allow this.
Finally someone that understand that there is no such thing as bunny hop in AAPG, however I'll will correct you on your point that it's not really about being able to hop with no interruptions but more about having the ability to accelerate your movement speed by doing strafe jumps.
Why in the world does this upset so many people? Aim better if the hopping disturbs you so much and you can still get them.
I don't care what people do so long as they aren't hacking, so I think it is childish to have a rule forbidding a legal function of the game. Childish and absolutely stupid.
"I love the Union and the Constitution, but I would rather leave the Union with the Constitution than remain in the Union without it." — Jefferson Davis
. We have a server rule no excessive bunny hopping or constant bobbing up and down . If a player binds keys they can bob up and down similtanously when standing against an opponent you will find the opponent will epmy a full clip just to find the one bobbing up and down fires one shot and gets the kill . .
I understand the side when admins say bunny hopping is forbidden.But with that bobbing up and down i dont understand your point...i use that all the time. i simply have that as my right mouse button that i click really fast. Also never heard of anyone saying running zig zag is too much....its a freaking FPS game wake up from your realism dreams those who find it wrong.
but I see others using it and it really doesn't bother me because I can hit them just as I can hit any other moving target. You just gotta adjust your aim on the fly and adapt to the opponent's style of play.
Well said. Learn to kill those who jump on you around the corners and stop crying about it ,soldier!
No....this isn't entirely about whether a player is 'capable of using their hands.'
It's also about what type of game they want, and what type of game the Devs want to create. We can easily say that some players came here expecting a game that no one wanted to give them. Instead of moving on, everyone has tried to mold the game into their own (dominant) play style that they somehow feel is more 'right' than others.
While I have my own personal preferences, I don't feel the need to put anyone else down because they are different.
And I still firmly disagree with the 'reality is easy' postulation above. That's ridiculous. As the game approaches reality, it becomes MORE difficult. Or are people suggesting that tapping your thumb on a spacebar is somehow harder than coordinating a battle with bullets flying past your head?
______
This has been a test of the emergency flame-fest system. Please do not adjust your set.
...
And I still firmly disagree with the 'reality is easy' postulation above. That's ridiculous. As the game approaches reality, it becomes MORE difficult. Or are people suggesting that tapping your thumb on a spacebar is somehow harder than coordinating a battle with bullets flying past your head?
I suppose in a way it does make it harder in that it's easier to be blinded, but that's my point. Flashbangs being the way they are results in a LOWER overall skill ceiling than my proposal would.
I think we all know that this isn't going to change at this point in the game's development, so we're basically not gaining anything from this thread anyway.
Comments
In my opinion there are already enough mechanics in this game that take away from the impact a player's skill and ability to aim may have. We don't need more.
The excessive suppression that rewards players for missing shots as well as the suppression effects through walls and floors, the power of flashbangs that go off behind players, as well as the pure-RNG of the accuracy cone and recoil. Just to name a few so you understand where I'm coming from.
Also they endured years of "random is bad" so even if they thought it was a good idea.. I doubt they'd risk stirring that pot.
The excessive suppression that rewards players for missing shots as well as the suppression effects through walls and floors, the power of flashbangs that go off behind players, as well as the pure-RNG of the accuracy cone and recoil. Just to name a few so you understand where I'm coming from.
Really . If you have ever experienced flash bangs in the real world you would know that only a third of there power and sound / disoriention is in place in this game . So not at all over powering . But we'll effected for gaming use .
From a gaming perspective, I still believe they're OP. I'm posting from work right now, so I can't post any example videos.
I recognize that this isn't CS, but I do feel like CS takes a better approach to flashbangs. In CS you can't cook flashbangs. You have to throw them a certain way to get them to "pop" when and where you want them to, whether that be from a certain distance or bouncing it off a certain object.
In AAPG we can cook flashbangs, so there's no reason for the flashbang effects to be more powerful than CS. The ability to cook the flash gives you a lot more control over where it explodes, and the game should require a better throw to achieve the desired effect.
I've been playing a lot of Inner lately. And people throw a lot of flashbangs into Dark Room, for example. I can position myself where I can typically duck behind cover if it lands on the floor in front of me, but people still bounce flashes into the room that blow up in the doorway behind me, and those flashes still blind me. It's not impossible to throw a flash that blows up in my face or at my feet, it just takes a little more thought and better placement. I have no problem being blinded by a well thrown flash. I have a problem with flashes being so easy that you really don't even have to get close, despite the ability to cook them so they blow up exactly where you want them to.
Do you see where I'm coming from?
Also at work but hooah the weekend is getting closer.
* of course thats said whilst sitting on the throne @ work myself
I guess we're going to have to agree to disagree.
I still think the game is slanting too far towards realism and easy mode (in a lot of ways, not just flashbangs.. I'd like the see the game require more skill with flashbangs than it currently does.
Just for the record, I do think this loosely relates to the OP. Banning "bunny hopping" as it's commonly interpreted in the game is just another way, in my view, for server admins to try to make the game easier. That's why I'm opposed to trying to ban it, in addition to the fact that jumping is a fundamental movement in the game, which shouldn't be legislated anyway.
Agreed indeed!
This is something that I find myself wondering most of the time, and I don't know how or why this came to be. But in my honest opinion the amount of suppression is ridiculously high in a multiplayer gaming perspective, as well as grenades exploding on a floor above or below you and shaking and suppressing your entire screen even though you are not in the room where the grenade exploded.
And please don't start with "But in real life..." because yes, we all know what happens in the real world, but as the devs have said, at the end of the day, it is a game.
I agree with his statement, that with the amount of suppression currently in game, it is rewarding players for missing all their shots.
As Jugg said, it's not even real bunny hopping. EVERYTHING has been nerfed. Crouching, jumping, lean speed...what next?
This has been a test of the emergency flame-fest system. Please do not adjust your set.
Two examples have already been clearly explained.
Finally someone that understand that there is no such thing as bunny hop in AAPG, however I'll will correct you on your point that it's not really about being able to hop with no interruptions but more about having the ability to accelerate your movement speed by doing strafe jumps.
I don't care what people do so long as they aren't hacking, so I think it is childish to have a rule forbidding a legal function of the game. Childish and absolutely stupid.
"I love the Union and the Constitution, but I would rather leave the Union with the Constitution than remain in the Union without it." — Jefferson Davis
I understand the side when admins say bunny hopping is forbidden.But with that bobbing up and down i dont understand your point...i use that all the time. i simply have that as my right mouse button that i click really fast. Also never heard of anyone saying running zig zag is too much....its a freaking FPS game wake up from your realism dreams those who find it wrong.
Well said. Learn to kill those who jump on you around the corners and stop crying about it ,soldier!
AA2 2005 - 2015
AA:PG 2015-
It's also about what type of game they want, and what type of game the Devs want to create. We can easily say that some players came here expecting a game that no one wanted to give them. Instead of moving on, everyone has tried to mold the game into their own (dominant) play style that they somehow feel is more 'right' than others.
While I have my own personal preferences, I don't feel the need to put anyone else down because they are different.
And I still firmly disagree with the 'reality is easy' postulation above. That's ridiculous. As the game approaches reality, it becomes MORE difficult. Or are people suggesting that tapping your thumb on a spacebar is somehow harder than coordinating a battle with bullets flying past your head?
This has been a test of the emergency flame-fest system. Please do not adjust your set.
I suppose in a way it does make it harder in that it's easier to be blinded, but that's my point. Flashbangs being the way they are results in a LOWER overall skill ceiling than my proposal would.
I think we all know that this isn't going to change at this point in the game's development, so we're basically not gaining anything from this thread anyway.