@link I have tested for tiredness, but not suppressed while tired. I can see what you mean when suppressed as well, it is a bit hectic in SS than what I remember from Ins2. However, it still doesn't occur to me that it should be reduced, since it does it's job to make long range engagements difficult while suppressed. since SS does have more open areas, seems reasonable enough that it should have more suppression sway.
Edit: actually, while being suppressed, it was still quite ok (and somewhat still easy) to compensate for the sway. And for being tired+suppressed, you shouldn't be engaging long distance in that case...
That's funny, I've just tested things out on both games, and it became apparent that Ins2 had more sway than Ins:SS. I think your problem lies in the fact the new game has several problems/features that make your target harder to hit.
hit registration - obvious one and I'm surprised you haven't mentioned this. And probably is the biggest factor
Lag and networking issue (which could be related to the first point)
bullet speed and bullet drop - for 100m + engagements, this is a factor.
Janky movements of players (extreme accelerations which makes things hard to hit, further made difficult in combination with server lags)
They ARE hit, just doesn't seem like it - No slowing effect when you get shot, so this could also be a factor.
You may just be out of stamina all the time due to the larger maps
I recommend you actually test it out for yourself. I've used M4A1, AKM, M249 as bench marks, and other than the M249, Ins:SS had barely any sway while standing, whereas M249 was still quite steady considering its weight.
From realism point of view, no, paint ball is not a good analogue, and the amount of sway in game with M249 while standing is close to an M16 while prone in my opinion (no bipod) or a bit less than that. I found the game sway to be quite easy to compensate for.
For the suppression part, I also think it is a null point, as in gameplay wise, it is a mechanic to force snipers, or gunners to get back in cover, and would promote teamplay to cover each other. And realistically, getting shot will give you a surge of adrenaline which would make your hands very shaky.
I think your point on vehicles or map size could be a different topic, but the sway I feel, you are on a null point for the multiple reasons I have mentioned, and I think your experiencing different factors in play.
bumping this since it seems like it is still relavent
@deadpool0717 Yes, I think their ability for CQB due to low ADS time, and not much affect from weight, kind of makes them weird version of an assault rifle with larger mags,
I have discussed this in another post before if you want to check it out.
@marksmanmax Hope that is the case. I haven't played much since the last patch, and I admit, I didn't test this out on multiplayer but I can remember on several occasions I found enemies by their voice comms, especially capping or LMS ones. And for bots, I think you can definitely hear them, since I hear them all the time for LMS when in local play.
@link fair enough, and I see where you are coming from. Although I do try to support the competitive scene of this game, it hasn't been a big part for me (since there is literally no servers for Oceanic region in Ins2 competitive, nor the player count in SS.
However, I don't think more sway would discourage the competitiveness of the game if it were to be implemented correctly. As I said, if the sway is only a problem for heavier guns and while you stand/tired/suppressed, then it would only add to the dynamic. Whereas the SMGs and carbines would still be used for running and gunning sorts due to their relative light weight and thus less swaying, the heavier counter parts would be more slower, needing to be stationary and in position to be used accurately but powerful. And assault rifles would be a versatile intermediate. The LMGs are only rifles with bigger magazine at the moment and doesn't have much of a distinctive role in my opinion, rather than a stationary power house but a heavy encumbrance for the user to ADS without bipods.
@link What is fun for you maybe different from others. My sort of fun is for the game to make you think about getting suppressed, or suppression. My sort of fun involves thinking about running to a point, but decreasing my ability to aim. It involves more thoughts and tactics rather than simple joy of running and gunning. I'd be playing BF right now if that was the case. This is a niche game after all.
@marksmanmax True, but you only say them when you are AROUND your team mates. I mean, it's procedure to call out you are fixing your weapon when it jams, but you would never say that near an enemy to expose that you don't have a working weapon at the moment. And there are many things in combat you don't exactly do by the field manual.
@marksmanmax Exactly right, the last game had announcers voice in. When you are capping or alone and you start shouting, it ruins the immersion as well, even if it may not be the case in PvP that other team can hear you.
Edit: Also, I don't see why the new game cannot use the old Mikee voice lines as announcers from the previous game? I mean, they have the same things to say, and Mikee is still in the team, so I don't think it's IP issue either right?
@iggor003 Perhaps those pesky residence of the war torn countries should invest in Florescence lights and LEDs that are more expensive and require standardised power outputs am I right? When will they learn that those are inefficient and ugly...