Uploaded May 2012 | Updated September 2026, 1 day ago
*** FIXED Oct 23 2013 patch ***
EDIT: after looking at the source code, people are offering explanations:
forums.tripwireinteractive.com/showpost.php?p=1114489&postcount=14
forums.tripwireinteractive.com/showthread.php?t=82390
After playing around with dualies some more, it seemed to me that the inaccuracy of the left pistol was inconsistent. So I did some testing, and it looks like inaccuracies stem from what direction of the map you are looking toward.
Taking westlondon for example, if you face directly toward the police station, the left pistol will fire to the left of the center. If you face in the opposite direction of the police station, the left pistol fires to the right of the center. If you face in directions perpendicular to the police station, the left pistol lines up with the right pistol.
What you see here is a series of 3 tests with dual pistols. First, I wondered if using a dedicated server affected anything like it does with the scrake stun animation, so each test was done on my own "dedicated" server. The first test is on testmap6p, where I fire dual pistols in 4 directions. I test 4 things in each direction: slow fire rate, fast fire rate, slow fire rate zoomed, and fast fire rate zoomed. You can see how the bullet holes are lined up in 2 directions, and the other 2 directions have holes scattered on the left/right side. I forgot to show diagonal directions, but basically the scattering is less pronounced if facing more toward a "good" direction and more pronounced when facing a bad one.
Next, I wondered if the map had anything to do with it. So I decided on using westlondon and tested 4 directions. Luckily or not, the 4 directions just happened to be lined up with walls. I can't conclude whether it's the map or the walls that produce this inaccuracy, but it at least it can be seen that there are differences in accuracy depending on the direction you fire toward.
The final test was to see if this wasn't a mere graphical bug, so I tried firing at the sides of clots. Facing the police station, the left pistol fires to the left, so I tried to hit the clots' left side to demonstrate this inaccuracy. Facing away from the police station, the left pistol fires to the right, so I attempt to hit the clots' right side. Facing in perpendicular directions, I fire at both the left and right sides in an attempt to demonstrate how the 2 pistols are accurate. Unfortunately, I don't think this test does a good job of showing this. I should've used testmap6p (btw I used admin set engine.playercontroller bgodmode true so I didn't take damage from that last clot).
At any rate, give dualies a shot and see if your findings match mine. For some reason, I don't think using a dedicated server affects the accuracy of dualies.
Another test you can try is testmap6p_firingrangev2. Try using dualies on FPs/SCs in both of the firing ranges. I'm much more successful in taking out FPs in the range to the right of the trader compared to the range on the left...
♪ Time Crisis 2 (arcade) - Street Fight ♪
♪ Time Crisis 2 (arcade) - Wild Dog's Rage ♪
♪ Time Crisis 2 (arcade) - Rumbling of the Earth ♪
*** FIXED Oct 23 2013 patch ***
EDIT: after looking at the source code, people are offering explanations:
forums.tripwireinteractive.com/showpost.php?p=1114489&postcount=14
forums.tripwireinteractive.com/showthread.php?t=82390
After playing around with dualies some more, it seemed to me that the inaccuracy of the left pistol was inconsistent. So I did some testing, and it looks like inaccuracies stem from what direction of the map you are looking toward.
Taking westlondon for example, if you face directly toward the police station, the left pistol will fire to the left of the center. If you face in the opposite direction of the police station, the left pistol fires to the right of the center. If you face in directions perpendicular to the police station, the left pistol lines up with the right pistol.
What you see here is a series of 3 tests with dual pistols. First, I wondered if using a dedicated server affected anything like it does with the scrake stun animation, so each test was done on my own "dedicated" server. The first test is on testmap6p, where I fire dual pistols in 4 directions. I test 4 things in each direction: slow fire rate, fast fire rate, slow fire rate zoomed, and fast fire rate zoomed. You can see how the bullet holes are lined up in 2 directions, and the other 2 directions have holes scattered on the left/right side. I forgot to show diagonal directions, but basically the scattering is less pronounced if facing more toward a "good" direction and more pronounced when facing a bad one.
Next, I wondered if the map had anything to do with it. So I decided on using westlondon and tested 4 directions. Luckily or not, the 4 directions just happened to be lined up with walls. I can't conclude whether it's the map or the walls that produce this inaccuracy, but it at least it can be seen that there are differences in accuracy depending on the direction you fire toward.
The final test was to see if this wasn't a mere graphical bug, so I tried firing at the sides of clots. Facing the police station, the left pistol fires to the left, so I tried to hit the clots' left side to demonstrate this inaccuracy. Facing away from the police station, the left pistol fires to the right, so I attempt to hit the clots' right side. Facing in perpendicular directions, I fire at both the left and right sides in an attempt to demonstrate how the 2 pistols are accurate. Unfortunately, I don't think this test does a good job of showing this. I should've used testmap6p (btw I used admin set engine.playercontroller bgodmode true so I didn't take damage from that last clot).
At any rate, give dualies a shot and see if your findings match mine. For some reason, I don't think using a dedicated server affects the accuracy of dualies.
Another test you can try is testmap6p_firingrangev2. Try using dualies on FPs/SCs in both of the firing ranges. I'm much more successful in taking out FPs in the range to the right of the trader compared to the range on the left...
♪ Time Crisis 2 (arcade) - Street Fight ♪
♪ Time Crisis 2 (arcade) - Wild Dog's Rage ♪
♪ Time Crisis 2 (arcade) - Rumbling of the Earth ♪










