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Summ Dude
Militaires-Sans-Frontieres
12
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Posted - 2013.08.25 01:33:00 -
[1] - Quote
Not sure if there's been a thread about this yet, but yea basically what the title says. Sometimes while aiming at a stationary target (a sniper for example), I'll line up my shot, get my reticle red....and then I miss. Neither direct nor splash damage is done. It's like the shot just went through them. I'd really like/appreciate a Dev response on this, at least to know what's causing the problem. |
Summ Dude
Militaires-Sans-Frontieres
12
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Posted - 2013.08.25 01:56:00 -
[2] - Quote
Um....what? Ignoring the blatant disregard for how language works, I don't believe you're referring to the same thing as me. In the situation I'm talking about, I've been able to just move slightly, line up the shot, and then hit them. It's just a really weird random infrequent thing. |
Summ Dude
Militaires-Sans-Frontieres
12
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Posted - 2013.08.25 07:21:00 -
[3] - Quote
Breakin Stuff wrote:the reason why you are seeing long range misses is that forge guns do not have perfect straight aiming. there is a deviation on the shots, giving you a margin for error and a fair chance at missing anything smaller than an HAV (who'da thunk it?) It is a small deviation but it is enough to miss a sniper. more than enough if your reticle is centered on his noggin and the rest is behind cover.
How do I know zis? Because I have been forge gunner since before people started bitching about AV soloing marauders in closed beta! forge guns have a built-in margin for error.
That's an interesting theory; maybe that's what's happening. I would still like a Dev to confirm if this is the case, however. Anyway, I kinda really hope that's not what's happening. I don't think making an inherent part of aiming simply not function as normally intended is a good balancing technique at all. |
Summ Dude
Militaires-Sans-Frontieres
12
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Posted - 2013.08.25 11:40:00 -
[4] - Quote
Stefan Stahl wrote:All weapons have some spread when not aiming down sights. And so does the forge gun.
You can reduce the inaccuracy by being stationary and additionally squatting. Just don't expect to be able to snipe those pixels individually.
Except this isn't a "spread" issue, this is a "part of the game not working correctly" issue. When your reticle turns red, it's supposed to be indicating that your shot is lined up and you are going to hit the target. This is how it is in virtually every shooter that features a reticle like this, and as far as I know that's the idea in Dust. I suppose it's possible this is in fact by design, but I can't imagine why CCP would want such a deceptive game mechanic. Especially in this sci-fi world of future space clone marines shooting each other with lasers; somehow they weren't able to make their targeting systems account for these minor details? Bit like I said, that's why I'm waiting for a Dev response at least just to day whether or not this is intended. |
Summ Dude
Militaires-Sans-Frontieres
17
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Posted - 2013.08.26 04:44:00 -
[5] - Quote
Bump. Still waiting for a Dev response to at least acknowledge that this is in fact a thing, and preferably also whether or not it's working as intended. |
Summ Dude
Militaires-Sans-Frontieres
17
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Posted - 2013.08.27 01:06:00 -
[6] - Quote
Ok, so there have been some great ideas about what may be happening here, I think I find this to be the most likely:
Garth Mandra wrote:Was the target far away? At long distances the terrain is not fully loaded so that your PS3 doesn't catch on fire. This means that sometimes an enemy appears to be out in the open but is in fact hiding behind a hill or box. http://en.wikipedia.org/wiki/Level_of_detailThe reticule turning red is done by the PS3 using what has been loaded into memory (the low level of detail, 'wrong' terrain). This effects combined with shoddy hit detection (if the target was moving) could explain what the OP experienced.
For the record, I've only ever noticed this on stationary targets. It's possible that it happens with moving targets too of course, but I wouldn't really be able to discern between this and just straight missing.
As for people claiming it's a spread thing, doesn't a spread by definition require multiple shots fired? Whereas a forge gun is clearly shooting one solid slug. So I don't see how that could be, unless I'm misunderstanding something.
"D legendary hero " wrote: i've noticed this, but quite frankly thats not that big a problem, its actually a balancing factor (the forgun wobble that actually affects projectile path).
Im just trying to get AR noobs to stop trying to nerf forgeguns. they are the only usable heavy weapon.
You're absolutely right, this isn't at all a big issue or something I want or expect to be addressed soon. But it is a problem, and I just want to make sure CCP's aware of it. And as I've said before, causing the game mechanics to not function properly is in no way an acceptable balancing method.
So yea, still waiting for a Dev to at least acknowledge the issue. |
Summ Dude
Militaires-Sans-Frontieres
20
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Posted - 2013.08.27 22:47:00 -
[7] - Quote
CELESTA AUNGM wrote:Although it may be too late to quell the distracting swipes and punches here, I think MAY be linked to a similar issue with the SAME common denominator: The aiming/zooming recticle mechanism.
I am frequently a gun installation operator. Since Patch 1.2 I have noticed that shots fired from the railgun and missile installations (devices that require the game to animate a "delayed" firing) will occasionally splash to the left or right of the spot you placed your recticle on. THIS STARTS TO OCCUR ONLY WHEN YOU'VE USED THE ZOOM ANIMATION of the gun, and tried rotating to a new target. It is almost as though the next rounds you fire are trying to splash towards the spot where your gun was PREVOUSLY pointed.
Your forge gun is also a device that has fancy aiming animation, and it MAY be this animation mechanism that is not properly making the translation between the place where you are aiming and the place where the game actually splashes the round.
Until this (small?) glitch gets verified, I have learned that without zooming, the sighting problem doesn't seem to develop. I now AVOID using the zoom feature on the installations. You forge gun operators might not have this kind of option with your aiming animation. I should be happy hearing about your problem because I also often fly dropships... but that wouldn't be fair, and I really hope your forge gun issue is troubleshooted and resolved for you.
A lot of great points here. I've actually also noticed issues with turret aiming, although I recall the 1.4 patch notes mentioning some sort of fix to it, so I guess we'll see soon enough whether or not the problems are related. And of course like you said, forge guns have neither a zoom not even an ADS mechanic.
Oh but by the way, I've only ever seen this apply to infantry as far as I can recall, so the skies still aren't exactly safe for you while I'm around. But of course dropships need a major buff of their own (lets go 1.5!).
Anywho, still waiting on that Dev response. |
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