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		<title><![CDATA[First Strike Forums — Tighten the Shooting]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=7697</link>
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		<description><![CDATA[The most recent posts in Tighten the Shooting.]]></description>
		<lastBuildDate>Sun, 15 Jun 2008 16:55:41 +0000</lastBuildDate>
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			<title><![CDATA[Re: Tighten the Shooting]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=109049#p109049</link>
			<description><![CDATA[<div class="quotebox"><cite>RSF Angel wrote:</cite><blockquote><p>Dolphin diving is jumping and proning in midair (usually behind a wall) repeatedly- so as to gain the accuracy of lying still while bouncing up and down. That will get you no where in FS.</p><p>Diving prone and letting loose full auto will allow you to present a smaller target but will only be effective against short-mid range targets and even then, its more effective to strafe while standing crouched.</p><p>In fact diving leaves you more vulnerable in a lot of ways.</p></blockquote></div><p>I never dive, crouching is best, you present a small target while still increasing accuracy and retaining mobility. Theres no point diving as being a small target counts for nothing if it takes at least 5 seconds before you can shoot accuratly.</p>]]></description>
			<author><![CDATA[null@example.com (Stardestroyersarecool)]]></author>
			<pubDate>Sun, 15 Jun 2008 16:55:41 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=109049#p109049</guid>
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			<title><![CDATA[Re: Tighten the Shooting]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=109043#p109043</link>
			<description><![CDATA[<p>Dolphin diving is jumping and proning in midair (usually behind a wall) repeatedly- so as to gain the accuracy of lying still while bouncing up and down. That will get you no where in FS.</p><p>Diving prone and letting loose full auto will allow you to present a smaller target but will only be effective against short-mid range targets and even then, its more effective to strafe while standing crouched.</p><p>In fact diving leaves you more vulnerable in a lot of ways.</p>]]></description>
			<author><![CDATA[null@example.com (RSF Angel)]]></author>
			<pubDate>Sun, 15 Jun 2008 15:47:51 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=109043#p109043</guid>
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			<title><![CDATA[Re: Tighten the Shooting]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=109006#p109006</link>
			<description><![CDATA[<div class="quotebox"><cite>FSDev| Woodrow wrote:</cite><blockquote><p>If you dive to the ground you&#039;re zone-out time will shoot through the roof.&nbsp; If you strafe left and right you&#039;ll quickly lose accuracy as well.&nbsp; To get the best shot you should really be kneeling and zoomed in,</p></blockquote></div><p>Well something must be fundamentally wrong then, because the most effective tactic I&#039;ve seen for FS infantry combat has been dolphin-diving and then letting loose on long range targets.</p><p>Hell, if that turned ME into a good shooter, you know it must be the most effective tactic.</p>]]></description>
			<author><![CDATA[null@example.com (Canadiens1160)]]></author>
			<pubDate>Sun, 15 Jun 2008 05:17:11 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=109006#p109006</guid>
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			<title><![CDATA[Re: Tighten the Shooting]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=108950#p108950</link>
			<description><![CDATA[<p>Krow knows what he&#039;s talking about too- he has consistently way above average max distance kills.<br />Average kill distance for bowcaster is about 13 metres- Krow takes em out at about 70 when required.</p><p>BTW-the max distance achieved so far is over a hundred!</p>]]></description>
			<author><![CDATA[null@example.com (RSF Angel)]]></author>
			<pubDate>Sat, 14 Jun 2008 17:30:56 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=108950#p108950</guid>
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			<title><![CDATA[Re: Tighten the Shooting]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=108930#p108930</link>
			<description><![CDATA[<p>Imo the accuricy should not be changed, lets be honest, in the movies imps cant shoot anything. Not just that, but imagine sprinting till your out of boost (meaning your tired, decreasing accuricy), you walk, aim and while walking you stray 3 straight bolts and boom yer enemy is death, that would be bullsh*t. </p><p>The trick to getting good shots is using your speed boost in situations where you rly rly need it, or when your far away from the battle or trying to catch up, when your closeby, always walk normal, when you spot a enemy, kneel, wait a sec and open fire, then you will get very accurate shots unless you keep on firing until yer weapon is blocked. The mod has to keep the realistic features in the game, when you come around a corner running at fastest and you jump on the ground and you immediately open fire, you can&#039;t expect to hit accurite. + this game supports teamplay, so its good that u cant run around, see a 4man squad, spray 10 shots and there all dead. And if you rly are sick because you cant hit anything, singleplayer is yer game.</p>]]></description>
			<author><![CDATA[null@example.com (Krowmaet)]]></author>
			<pubDate>Sat, 14 Jun 2008 15:42:14 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=108930#p108930</guid>
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			<title><![CDATA[Re: Tighten the Shooting]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107267#p107267</link>
			<description><![CDATA[<div class="quotebox"><cite>Necronaught wrote:</cite><blockquote><p>First Strike, what a concept, what a mod vehicular joy <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> That&#039;s where it ends.....change my mind, plz</p></blockquote></div><p>We&#039;d like to, believe me. <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> And we attempt to where we can. Not for you alone, but for every comment we recieve as far as constructive feedback. For example, my last mod Galactic Conquest received a lot of this type of feedback but after 5 or so releases we still didnt please everyone. Now at this stage on a new mod with new goals and a new team, Galactic Conquest is held at a high reguard as though it was the best star wars mod ever made (it wasnt, but some fans make it out to be). Yes we may blame the engine for the faults of this mod, but we were doing the same then. I think it just so happens that the correlation between the base game of 1942 (a fun, light-hearted, yet realistic in some way mp shooter with revolutionary gameplay) and the base game of 2142 (another more limited version of the same series, that still has opportunies for some advancement) shows here with FS. There are plus and minuses. GC was fun at the time. AT THE TIME. It tried hard to replicate the star wars feel, some say it succeeded with flying colors, while others thought it was pure filth that should never have been made. The best hope we have is we are reaching the same level of success given the quality of the vanilla game we started with.</p><p>In my opinion, are we at the level of GC&#039;s R2? Yes, if you remove Hoth ground and perhaps Judicator. Is this a closer star wars experience than GC? Absolutely. Absolutely. Is First Strike fun for me personally? You betcha, as long as it isnt space <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> I personally find it too limiting (in Galactic Conquest, as an example, I&#039;d often just sit in a capitol ship and look out the windows for a whole round...I&#039;m not much of a pilot, I find it tiring.). But just keep hanging on, voice your concerns, we&#039;ll try to fix them, and yeah, /end rant <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (FSDev| JayBiggS)]]></author>
			<pubDate>Sun, 01 Jun 2008 07:58:32 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107267#p107267</guid>
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			<title><![CDATA[Re: Tighten the Shooting]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107244#p107244</link>
			<description><![CDATA[<p>Would still be very, very, very awesome, though <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> .</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sun, 01 Jun 2008 00:13:24 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107244#p107244</guid>
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			<title><![CDATA[Re: Tighten the Shooting]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107242#p107242</link>
			<description><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><p>I already said that, Ty.<br /></p><div class="quotebox"><cite>Safe, one step ahead of you <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" />&nbsp; wrote:</cite><blockquote><p>I&#039;ve suggested this already, and I seem to recall that making weapons produce smoke would create too much lag <img src="https://forums.fsmod.com/img/smilies/sad.png" width="15" height="15" alt="sad" /> .</p></blockquote></div></blockquote></div><p>Well it needed to be said again, because Jafar still thought it possible... <img src="https://forums.fsmod.com/img/smilies/neutral.png" width="15" height="15" alt="neutral" /></p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Sun, 01 Jun 2008 00:06:39 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107242#p107242</guid>
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			<title><![CDATA[Re: Tighten the Shooting]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107239#p107239</link>
			<description><![CDATA[<p>First Strike, what a concept, what a mod vehicular joy <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> That&#039;s where it ends.....change my mind, plz</p>]]></description>
			<author><![CDATA[null@example.com (Necronaught)]]></author>
			<pubDate>Sat, 31 May 2008 23:58:21 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107239#p107239</guid>
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			<title><![CDATA[Re: Tighten the Shooting]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107235#p107235</link>
			<description><![CDATA[<p>I already said that, Ty.<br /></p><div class="quotebox"><cite>Safe, one step ahead of you <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" />&nbsp; wrote:</cite><blockquote><p>I&#039;ve suggested this already, and I seem to recall that making weapons produce smoke would create too much lag <img src="https://forums.fsmod.com/img/smilies/sad.png" width="15" height="15" alt="sad" /> .</p></blockquote></div>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sat, 31 May 2008 23:28:32 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107235#p107235</guid>
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			<title><![CDATA[Re: Tighten the Shooting]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107234#p107234</link>
			<description><![CDATA[<p>That would cause a lot of lag to get the effect you desire by those means...</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Sat, 31 May 2008 23:22:08 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107234#p107234</guid>
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			<title><![CDATA[Re: Tighten the Shooting]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107233#p107233</link>
			<description><![CDATA[<p>Yeah, there&#039;s some smoke, Woodrow. But it doesn&#039;t stay for long. I&#039;m talking about smoke that lingers for a while. Maybe make it so that it only smokes up when contacting surfaces, and only one in every three shots.</p>]]></description>
			<author><![CDATA[null@example.com (-=CT=- JaFaR)]]></author>
			<pubDate>Sat, 31 May 2008 23:07:03 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107233#p107233</guid>
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			<title><![CDATA[Re: Tighten the Shooting]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107224#p107224</link>
			<description><![CDATA[<div class="quotebox"><blockquote><p>Did I miss something? I could swear our blasters already produce smoke when they hit things</p></blockquote></div><p>Not nearly as much as in the movies. The whole room is &quot;foggy&quot; after a firefight. The scene I remember best is the firefight in the detention block - by the time the heroes jump into the ventilation chute or whatever it is, the control room is full of smoke.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sat, 31 May 2008 20:51:37 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107224#p107224</guid>
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			<title><![CDATA[Re: Tighten the Shooting]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107223#p107223</link>
			<description><![CDATA[<p>Don&#039;t forget your smoke grenades!&nbsp; I love it when both sides are throwing smoke bombs left, right and center and shooting through the fog, the blaster light effects are superb.&nbsp; But everyone seems to forget that they have them!</p><p>I&#039;m with Bandu on the whole blaster accuracy issue, on the whole it&#039;s fine as it is, but it&#039;s those first couple of shots that go awry that irks me, even when you&#039;re crosshair has been given enough time to settle.</p>]]></description>
			<author><![CDATA[null@example.com (cunningmunki)]]></author>
			<pubDate>Sat, 31 May 2008 20:44:47 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107223#p107223</guid>
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			<title><![CDATA[Re: Tighten the Shooting]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107219#p107219</link>
			<description><![CDATA[<div class="quotebox"><cite>-=CT=- JaFaR wrote:</cite><blockquote><p>If you guys ever do an indoor-heavy map, such as the interior of a Star Destroyer, or any other ship or installation, there&#039;s one thing for certain: the firefights need more smoke effects. I can&#039;t picture anything more atmospherically epic than a running light fight that conjures up a lot of smoke and steam, forcing people to take their shots carefully.</p></blockquote></div><p>yea, ambient effects like smoke collecting near the ceiling really go far in interior spaces , to create environmental changes. If we had smell-o-vision add-ons , we could make the burnt plastic and fried tungsten smells too ...&nbsp; lol&nbsp; &nbsp;Total simulation.</p>]]></description>
			<author><![CDATA[null@example.com (Luke SkyRaper)]]></author>
			<pubDate>Sat, 31 May 2008 19:37:44 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107219#p107219</guid>
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