Post by boat on May 21, 2013 18:10:47 GMT -6
I used to be in 505th PIR (82nd AB before that) when it was still around. My DoD activity is erratic - I play DoD on and off, usually because my online activity shifts from DoD to some Garry's Mod servers (yes, plural) that I have voluntarily served as an admin or moderator on.
I've only started playing again recently after a month of no DoD. So I'm still a bit rusty. But there are a few things that discouraged me from playing:
• The update in late March. It saved my custom models and sounds, which I've used for years. At that time, the know-hows on custom addons were scarce, and I didn't have the time to look under every rock for the answer.
• I've adopted the habit of reloading after every shot on bolt action rifles as a way of avoiding quickswitching, and it's frustrating. The no-quickswitch rule is a huge pet peeve of mine. Sometimes, the lack of "alive" servers will just result in me playing in KHH. Why do I dislike this rule? It doesn't increase one's rate of fire. The only advantages would be to keep the crosshair appearance on the screen (which can be substituted by drawing a dot on your screen), and for snipers to "scope out" quickly.
There's a video that shows no advantage in ROF arises from QS-ing, and it's here. However, the video has no sound, and the quality is low, so it may be hard to tell. I've also heard accusations that the video is edited to argue against no-QS rule.
So I recorded myself shooting the K98 without QS and with QS. To make the comparison as far as possible, This is what I've done:
○ I downloaded a third party program to ensure the mouse clicks are consistent at a rate of 25 clicks per second. That way, I wouldn't happen to just click faster for the no-quickswitch or quickswitch side of the comparison.
○ The video will cut in at exactly 1 second before the first frame that shows 4 rounds in the clip on the bottom right of the HUD.
○ The video will cut out at exactly 0.5 seconds after the first frame that shows the reload sequence is complete, where all 5 rounds are shown in the bottom-right of the HUD.
Right now, both video clips have the same duration: 12.53 seconds. I just lack the video editing software and know-how to edit this into a side-by-side comparison, and perhaps also for better frame-by-frame precision, in case QS-ing does actually provide a ROF advantage in terms of tiny fractions of a second.
I also make maps. Today, I've started to create an orange-type map. I'll be extra careful not to create a bottleneck at the spawn exits. Those are annoying, I know.
I've only started playing again recently after a month of no DoD. So I'm still a bit rusty. But there are a few things that discouraged me from playing:
• The update in late March. It saved my custom models and sounds, which I've used for years. At that time, the know-hows on custom addons were scarce, and I didn't have the time to look under every rock for the answer.
• I've adopted the habit of reloading after every shot on bolt action rifles as a way of avoiding quickswitching, and it's frustrating. The no-quickswitch rule is a huge pet peeve of mine. Sometimes, the lack of "alive" servers will just result in me playing in KHH. Why do I dislike this rule? It doesn't increase one's rate of fire. The only advantages would be to keep the crosshair appearance on the screen (which can be substituted by drawing a dot on your screen), and for snipers to "scope out" quickly.
There's a video that shows no advantage in ROF arises from QS-ing, and it's here. However, the video has no sound, and the quality is low, so it may be hard to tell. I've also heard accusations that the video is edited to argue against no-QS rule.
So I recorded myself shooting the K98 without QS and with QS. To make the comparison as far as possible, This is what I've done:
○ I downloaded a third party program to ensure the mouse clicks are consistent at a rate of 25 clicks per second. That way, I wouldn't happen to just click faster for the no-quickswitch or quickswitch side of the comparison.
○ The video will cut in at exactly 1 second before the first frame that shows 4 rounds in the clip on the bottom right of the HUD.
○ The video will cut out at exactly 0.5 seconds after the first frame that shows the reload sequence is complete, where all 5 rounds are shown in the bottom-right of the HUD.
Right now, both video clips have the same duration: 12.53 seconds. I just lack the video editing software and know-how to edit this into a side-by-side comparison, and perhaps also for better frame-by-frame precision, in case QS-ing does actually provide a ROF advantage in terms of tiny fractions of a second.
I also make maps. Today, I've started to create an orange-type map. I'll be extra careful not to create a bottleneck at the spawn exits. Those are annoying, I know.