Why are they so bad? my wife shoots better with her eyes shut (literally!!)
Posted by robsraiders 9 years ago [Login to reply]
Also the weapons of the future are highly inaccurate ...have we reached the pinnacle of human evolution and weapon technology in 2015???
Posted by robsraiders 9 years ago [Login to reply]
I had a discussion with Steve about weapon shooting angle calculation. I could not convince him. Maybe you are better in that. :) Currently calculation neither counts base accuracy, nor counts visibility angles. It is a raw angle deviation from the accurate line.
I'd be more than happy to advise on weapons....surely it's just a case of tweaking the percentages
Posted by robsraiders 9 years ago [Login to reply]
Can't understand why corners affect the shot either. The game should be more realistic. If your squad member is facing diagonally and has enough aps then he's in a perfect position to fire very accurately.. more so as he has a hard structure to lean against to steady his aim . If things like this were included it would make the game awesome.. just some of my ideas... booby traps!! able to hide grenades in plants, behind barrels etc. knife attacks from behind always lethal on humans. flame throwers with 5 square range . sniper rifles on over watch 99% lethal on humans dependant on armour. more gas barrels that explode like original. gas masks. first strike wiyh laser sword 50% damage second hit fatal on most humans aliens etc . zombie hoard AI last stand mission. battle droids . sentry guns. motion sensors paradise valley . change snickers back to marathon
Posted by robsraiders 9 years ago [Login to reply]
I could go on forever lol ....but seriously a few changes here and there and I'm sure the dollars would start rolling in for Steve ..and we'll deserved they'd be
Posted by robsraiders 9 years ago [Login to reply]
Have to totally agree with corners, they are the most annoying thing in the game for me. Fix the issue with them and I'd be quite content not to see another change.
I agree with corners too, the only reason I haven't fixed them is cos it's hard to get it right. I'll have a go soon though as I've got an idea.
Regarding general accuracy though, I could gradually increase the accuracy and see how that goes. It's funny though, I found a forum posting from years ago where people were complaining about getting shot from right across the map from op fire and that shots were too accurate. It's all about balance I suppose.
My problem with accuracy was always the way you calculate the effect of accuracy. From a mathematical approach you has a very strong accurate vs not accurate distinction which is not realistic for me. When it is accurate it is perfectly accurate. When it is not accurate, it is missing a lot with big fail. What is more realistic for me that when a shot is inaccurate it is inaccurate matched with the accuracy line taking base accuracy and visibility into account. So from 1 square it would be impossible to miss a target with a 50% snapshot accuracy. Right now it is very much possible. There are cases when I am able to shoot down somebody through walls if the sight is perfect. This should not happen too often. In real life when I am shooting from 10-50 m distance with snapshots it is very hard to hit anything, but I am not a trained soldier. With aimed shots I usually hit, but still there is deviation as distance grows. I expect from a soldier to keep his shots in a well defined area. Right now distance is calculated into the damage. If the target is far away, the damage reduces. Currently it is 1 point per 2 squares which is nt enough I think. 50-150% makes a bigger difference. If we make long shots more inaccurate in favor of close shots, opp. fire gets weaker in big maps. I am very happy when my opp. fire hits, but it is annoying when I have 3 opp. fires missing from my blaster with a relatively high snapshot accuracy.
Whenever it is possible, I use grenades. It only misses by 2 suqares which is most of the case inside the blast area. Throws also have this kind of inaccuracy.
For me when a shot misses it should always be relatively close, not wildly miss with the shot going off at 60? as if the person is totally inexperienced and closed their eyes when they fired.
I think so too, the bullets should deviate at an angle from the aim line, however bear in mind that if it can't shoot outside the view range it would become easier to shoot out the corner of your eye.
interesting stuff....The distances were shooting at should make any different to damage ...on a scale most of the maps are small...remember this is the future were weapons are deadly ..armour should be the only reason you survive a sniper hit from the other side of the map. also a new idea !! when shots hit hard structure's they could randomly richochet depending on angle
Posted by robsraiders 9 years ago [Login to reply]
Also robots and battle droids look awfully...who remembers the battle DROID on original....It was scary...not some rag head bin Laden look a like
Posted by robsraiders 9 years ago [Login to reply]
I've released a new version of the client. This improves the inacurracy of shots, so when they miss they won't shoot at 45 degress off target. And also shooting around corners is a lot better. Let me know if that improves things.
The shooting from corners seems to be working but not so with grenades. Just threw a grenade from a corner (not behind it) and it hit the corner. Grrr!