You haven't got a clue what you're talking about. First you don't want friendly fire incidents then you want it, you don't want people to TK you, but you are talking about killing teammates.
Who the fuck even counts the 1 in a billion chance where a friendly is in front of you and suddenly an enemy appears behind him. It happens so rarely it's not even worth mentioning it.
Do you not fucking understand that by shooting someone you won't kill the other person behind it. It's basic physics. Guess what, the tiny little projectile we call bullets can and will get diverted by bones, hell even from the impact into muscle tissue. You just fail to understand basic physics here.
And why would the enemy behind suddenly become the T-1000 Terminator who can kill both of you. You do have legs don't you? Walk out of the way of your teammate.
Just another excuse for TK, and from what I saw one TK leads to another.
So enjoy TKing people, sprinting towards the objective with zero tactics using absolutely no teamplay and then blaming it on others. lol
The method I proposed would work perfectly against TKing abuses. It's that simple.
Didn't quite understand your reasoning there or your post for that matter.
This game ain't Fortnite. It's not some let me jump from 5 meters, open my parachute, do a 360 noscope and scream REEEE type of game. Insurgency advertises itself as realistic, the mod was realistic, the first game was realistic, it's what people who've been playing with this game fell in love with. (Unfortunately it seems to be turning into Yet Another COD Clone, but this is for another topic)
So let's see your scenario. You're crouching in the corner defending the point, a friendly (idiot) runs in and starts shooting at random corners hoping he'll kill an enemy and not a friendly. The method I suggested (lowering the weapon) would prohibit that player from doing that, you don't get killed, he doesn't TK by accident, everyone is happy right?
Saying your teammates are stupid and only them would actually suggest that you're just trying to justify anything bad you do. Teammates walking into your line of fire while you're aiming can happen, but it doesn't give you the right to kill them.
Until you understand that, you're a teamkiller.
I mean what's the message here, your teammates are dumb therefor you have the right to kill them?
Also make sure you read the 2nd part of what I first wrote, because those actually encourage teamplay in a ... teamplay based game.
Indeed. It caused a lot of problems even at close range to me. I never hipfire, since I'm all about landing precise single shots after each other. My first bullet always goes to shit, since the gun is aiming at an entirely different point at the hip compared to where I'm aiming with ADS.
This needs to change.
Yeah you show exactly the problem with players. A real soldier would not shoot through his teammate since he's knows even if the bullet goes through him (which it probably won't if he's wearing kevlar) it'll divert the bullet in such way that there's no chance for you to hit him. And let's assume for a minute you are the luckiest guy on the planet and the bullet somehow does hit the enemy. Since the bullet already lost it's kinetic energy it'll probably won't even hurt the enemy. But hey at least you killed a teammate and now the enemy has a perfect shot to kill you.
So what would be the solution if you're so unlucky that a teammate moves right in front of you while you're engaging the enemy and apparently he was facing you for god knows what reason. The idea of this happening is, let's be real here, very low, but it does happen.
What you should do is something humans invented a long time ago, it's called movement. You use your legs to move either to the left or the right and engage the enemy like that.
To me it really sounds like, you're trying to punish your teammates who didn't have enough tactical awareness or just quite simply didn't see the enemy. If you try to kill a teammate just so you can try to kill an enemy (which I emphasize, you won't, since bullets don't go through him like in movies) that is still friendly fire and you deserve to be called a TEAMKILLER.
Back to why lowering the weapon is a good idea:
Since friendly fire incidents do happen irl it might sound weird to automatically lower your gun, but irl your eye has peripherial vision which games cannot imitate. This way any teammates who are near you, you would be aware of since you're not some junky on drugs who has tunnel vision.
On longer distances friendly fire could be made to have full effect, since it does happen, that you don't know what you're shooting at. But damage should never be reflected back to you. That is the most stupid fucking thing I've ever heard of, especially in a game that trys to be realistic.
An automatic vote kick could be initiated after 2 teamkills, where all the players on the servers vote wether to kick the player or not.
Or a more humane punishing system, where let's assume you were teamkilled, then you have the option to punish the person. This punishment would be something like he needs to come back to the last point where he'd respawn you (and only you). How this would work is the teamkiller would need to move quickly back towards the last point otherwise his weapon would get lowered. Imagine it like when you move into the "restricted zone". And he'd be stuck in this "restricted zone" (weapons lowered) until he respawns you. This would not only give you another chance to play more, but also teach the teamkillers to play like a team. And if the TK wasn't deliberate, the TKer wouldn't be killed for absolutely no reason.
Another idea is to turn off friendly fire, or a more realistic approach would be instant lowering of the gun, if a friendly walks into your crosshair. This way people who do try to friendly fire you won't be able to and those who don't want to kill / shoot a teammate won't do it by accident.
Friendly fire by air support should still stay the way it is. I've had numerous brainless zombies running towards the objective #RushBCykaBlyat style even when they heard me call in fire support and see the colored smoke on the objective. Let these people know this ain't a game about rushing.
To those thinking the commander role could be abused this way, no way. I'm 80% of the time a commander and the observer is usually on a sight seeing tour 55 miles away from my position even after shouting observaaa repeatedly and there's also a cooldown for calling airstrikes, therefor even if someone trys to spam an objective with air support, he/she won't be able to.
I think you misunderstood. I don't have a malfunctioning bullet trajectory, I'm just saying that could have been why NWI decide to use both systems. Hitscan imo is a really old system that shouldn't be used anymore. Well not for tactical shooters anyway.
And yes indeed the old Insurgency used hitscan, which bothered me a bit, since when I got the M14 EBR all I had to was aim at the targets, and didn't have to count for bullet drop and bullet travel, but like I said it was an older game, it was a game that was developed from a mod and came a very long way, so it was completely understandable.
I think I have around the same 30-40 fps btw.
I've just tested this out with the laser sight. Indeed this is a huge problem. Your laser points to certain area, so you immediately focus on that part, only to realise, that when you actually aim down your sight, the reticle's center is at the center of the screen, not where the laser was pointing to.
I hope this gets fixed.
Yeah but that's the thing. You see that even I can put my hands on this problem. I don't know anything about how the game's bullet characteristics was made and yet I do feel the difference.
I have no idea why NWI would use hitscan technique. One idea that comes to my mind (after seeing what direction NWI took with this game, moving more towards arcade shooters) is that if bullets didn't hit where players aimed, some of these people might complain about laggy shots, or in MP a bad netcode. But it could be something entirely different.
It's not unnecessary calculation if it changes the bullet characteristics. What it makes is an inpredictable bullet.
Imagine the bullet is a car, which is moving at top speed of 200 km/h and then all of a sudden it drops to 100 km/h and starts slowly decelerating.
This does not decrease the game's performance in any way since it's a very simple calculation. Old games like stalker managed to make it and it should be in a game that calls itself realistic.
I mean how would we justify that we have a 5.56 round travelling at 890 m/s and a .45 acp round travelling at 250 m/s? Or let alone the shotgun's pellets.
In the old Insurgency it was okay since it was using the Source engine and I'm not very sure if that even allows to make such thing. But here's it's perfectly doable.
Also "seeing" the bullet you're firing does make a very nice effect and can also help you in adjust your aim.