Shots 1-5: Clearly missed.
Shots 6-9: Missed due to recoil (bad spray control).
Shots 10-11: Very close, but recoil and inaccuracy make these reasonable misses.
Shot 12: Likely didn't actually fire because Hiko was already dead.
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Shots 1-5: Clearly missed.
Shots 6-9: Missed due to recoil (bad spray control).
Shots 10-11: Very close, but recoil and inaccuracy make these reasonable misses.
Shot 12: Likely didn't actually fire because Hiko was already dead.
No, because the probability of hitting more bullets will be less. However, that doesn't mean we can accept a TWOFOLD damage difference (more than half bullets were missed). Let's create a situation for now, the worst case we can do is to aim on arms or any of the limbs. In that case, I can agree wtih you. But in the video my crosshair is not even any close to have such situation. My crosshair is either well-centered or almost centered - which is meant to deal a lot of damage. Again, we are talking about a TWOFOLD damage difference between a solid-centered shot and an almost centered shot, in the worst cases I believe the maximum damage difference should be 1.5 times in my cases.
You can't take someone who can't aim while moving as an example. Our discussed issue is prominent - aimming and damaging. Regarding aimming, we gotta take both two possible situations: 1) aim + fast movements and flicks. 2) aim + slow movements and less flicks. These are the only two situations that can help us to conclude various points. Why are you taking an X that has movements and doesn't has an aim ? As long as the guy can barely aim while moving then that's his personal issue, not a game's mechanism issue.
You are now talking about a miscellaneous gaming levels. In order to debate about a game's system relating damage issue, then we have to take the maximum number of scenarios that are aim-related. We can't take someone who can't aim while moving as an example to interfere in our discussion. As I mentioned before, that will turn into a personal issue to that player himself and lack of training.
I've no idea what you are talking about, came from where ?
explain the massive part pls https://www.twitch.tv/itzfr3shh/clip...=all&sort=time lol
every single one of your rebuttals is backed up by the assumption that you're a 10/10 aimer, which cannot be concluded without pellets turned on. Its the same concept as when people complain about hitting PB's that do low dmg. Last time i checked FG doesnt have a PB recognition counter. You only truly know through pellets.
you deduce that every single one of your shots that did low dmg are dead center. But watching it in slow-mo says otherwise, + you're also not taking into consideration the most important aspect of spread - rng.
Said this in all my replies and am gonna say it again, only pellets will tell, without them, you donthave a case to build on.
I'd like to propose a new spread variation that could cling to nearby opponents.
Here's a demonstration of how it could look:
https://i.imgur.com/yHYgfji.png
I’m aware that it is an RNG based game. It’s been like that since GunZ 1.5 if I’m not wrong. I’m not claiming that I’m a 10/10 aimer, I’m just considering the correct requirements we have to put in order to clarify our issue in general. Anyways, if I had enough time in the future to record more clips with pellets on I’ll provide it.
If you are able to do that, it would be highly appreciated then.
Very well written, this has been an issue for a long time.