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[Veteran_Gollas Gentralde]
0
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Posted - 2012.06.26 02:56:00 -
[1] - Quote
I've noticed that when riding in a moving vehicle, if you're using a secondary turret, such as that in a tank, the gunshots from your turret don't hit the point that the gun was aiming at when the trigger was pulled, in fact the shots seem to randomly scatter. The issue stops as soon as the vehicle stops completely, but you can notice this even if the vehicle is traveling slowly.
I tested this out by targeting one of those Jacks shaped metal protrusions in the sand around the base. While pointing dead center and the vehicle is moving on what looks like flat ground the shots will fly everywhere except where the crosshair was pointing. Some may say "well the vehicle is obviously bumping the shots" The only problem with this is that when the vehicle is traveling, the shots of the explosives cannons can clearly be seen not originating from the muzzle of the gun.
Is there going to be a wobble function added later, or perhaps the aim is just messing up because of changing position vectors? Is this intended? Cause it can become kind of annoying when you see a target in a narrow valley, shoot and find out it hit the wall about 4 feet to the right of the muzzle of your cannon.
This could be connected to the issues with the stationary turrets as well. Dunno. |
Trevak Shi
Nephilim Fedaykin
38
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Posted - 2012.06.27 15:22:00 -
[2] - Quote
Forums Veteran wrote:I've noticed that when riding in a moving vehicle, if you're using a secondary turret, such as that in a tank, the gunshots from your turret don't hit the point that the gun was aiming at when the trigger was pulled, in fact the shots seem to randomly scatter. The issue stops as soon as the vehicle stops completely, but you can notice this even if the vehicle is traveling slowly.
I tested this out by targeting one of those Jacks shaped metal protrusions in the sand around the base. While pointing dead center and the vehicle is moving on what looks like flat ground the shots will fly everywhere except where the crosshair was pointing. Some may say "well the vehicle is obviously bumping the shots" The only problem with this is that when the vehicle is traveling, the shots of the explosives cannons can clearly be seen not originating from the muzzle of the gun.
Is there going to be a wobble function added later, or perhaps the aim is just messing up because of changing position vectors? Is this intended? Cause it can become kind of annoying when you see a target in a narrow valley, shoot and find out it hit the wall about 4 feet to the right of the muzzle of your cannon.
This could be connected to the issues with the stationary turrets as well. Dunno.
Plus I also noticed that with the militia tank builds, the secondary turrets (small) that is located on top of the main gun has full range of movement only to the right. To the left I have been limited to about 5 degrees of movement in the pivot of the turret from the point of center being the barrel of the main gun. Was this programed into the build and limitations of that particular chassis? Am I the only one that this has happened to? |
Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2012.06.28 10:08:00 -
[3] - Quote
@trevak : the turret angle restriction is new. OP was referencing a pre-build issue where the turrets would fire off-center depending on which way the tank was moving. Although I don't like the turret angles ATM, i'd take it anyday over the inheritance OP talked about. |
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