Flick-shots are basically impossible on BF2, well apart from as nyte said for close range sniper aiming.
I could pretend I came up with this, but I didn't, but it's still a good explanation
In Reply To #19
<quote by="Berried treasurE">
In Reply To #13
<quote by="Zissky">
In Reply To #12
BT is gonna have fun with this thread when he gets here
.he's gonna make hollyman look like a 'man of few words'</quote>
Yes. Yes, I am.
In Reply To #1
Please see
http://www.forumplanet.com/planetbattle … 42&p=7 post #95 for a detailed explanation/discussion/argument.
Basically, "flick shot" (by popular understanding/definition) *can't* function effectively in BF2 for multiple reasons:
- cone of fire/standard weapon deviation
- "rand-o'-hit" where even your client knows it got hit and makes a noise like a bullet proof vest getting hit, but you lose no life
- bullet travel time/speed
- bullet drop
- the server-based hit detection
"Flick shot", or rather what people insist on calling "Flick shot", works in games like CS and and Quake because of how the games are made. Certain weapons still have standard deviation, but do *not* have travel time. When you pull the trigger, anything in the vector that the bullet would travel (a straight line, cause there's no drop), will be hit instantaneously provded there is nothing solid between you and the target. These are called "hit scan". BF2 has NO hitscan weapons. Every projectile has bullet speed and drop.
Aside from this, the BF series use server side hit detection, where CS, Quake, and other games use client side. In client side hit detection, when I pull the trigger, MY computer decides if the bullet hits the target or not, then relays that information to the server "I just shot so-and-so with an MP5 bullet", the server passes along this information, and so-and-so's client takes the necessary steps of removing life, sounds, visuals, etc. This is why there are rampant aimbots and such in hitscan/client side hit detection games.
In server side, your client says "I fired MP5 from this position at this vector, did I hit anything?" The server crunches the numbers, then sends the result(s) back. If you DID hit something, you get the crosshair flash, and the target gets the damage/sound/visuals/et al. If you didn't, nothing else happens.
If any of that is confusing, I'd be elated to go into further detail, so just ask.
In Reply To #6
<quote by="MajorHavoc88">
In Reply To #5
Is there some benefit to the quick placement of the crosshairs as opposed to letting them slowly settle on a head target? Do you think accuracy is high for a tiny moment that otherwise decreases if a shot is slowly line up?</quote>
There is no benefit to a quick motion as far as the numbers are concerned. That being said, there is no penalty, either. Your weapon has fixed accuracy with 2 levels of modifiers. Crouching is more accurate than standing, prone is more accurate than crouching. Zooming makes standing, crouching, or proning MORE accurate as the second level. You obiviously AREN'T penalized for slowly lining up your crosshairs with someone's head. The advantage of aiming at people's heads quickly is that you can obviously shoot more people faster and/or shoot then move more quickly, but that's common sense.
In Reply To #12
<quote by="Britt">
In Reply To #11
Exactly
So a "flcik shot" means "OMG I h4v3 t3h a1mb0t"</quote>
No.
This has nothing to do with aimbots. Please read the thread reference at the top of this post.
Practioners would have you believe that it is a single concept, a "special move" that nets you kills, but it isn't. Your gun is more accurate when prone, even if you're running at full speed then mash prone. If you can mash prone AND zoom at the same time, you get an EXPONENTIAL bonus in accuracy. The only "flicking" in the entire equation is compensation vertically and laterally for the proning.
Ultimately, it is a term that was coined early on in 3D FPS days when hit zones were first established for someone to sound cool, but is nothing more than aiming for someone's head. It also is *infinitely* less effective in BF2 than in "hit scan" games.
Having said all of this, *please* don't decide now to start trying to learn how to run, jump, run, prone/zoom/fire at people's heads. Instant prone accuracy *will* be either patched out of the game (potentially even in 1.3, but probably 1.35/1.4) or be "fixed" in 2142. Any time invested in learning to exploit the flawed mechanics of proning and the accuracy modifiers will be entirely wasted, probably won't help players that aren't already fairly skilled much, and definitely won't win you any popularity contests.
Friends don't let friends instaprone.
- BT</quote>
And yea the codes mucked up, I just couldn't be arsed to change them