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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Draco Cerberus
Hellstorm Inc League of Infamy
36
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Posted - 2013.05.10 14:29:00 -
[1] - Quote
On the Tactical Assault rifle (zoomed in) , I can see a player running around from a distance as a small stick figure, shoot and kill him. If I don't use the scope there is no render, I should be able to see a speck moving if there is a player there regardless of whether or not the player is killable at the range I am at. If it were tied to a set range of sight rather than range of weapon it would make more sense as I can and do kill at range where they are outside the render view when not scoped and would like to be able to see that there is someone I need to scope to kill. |
Draco Cerberus
Purgatorium of the Damned League of Infamy
149
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Posted - 2013.06.21 15:23:00 -
[2] - Quote
The maximum vision of a merc to see players should not be any different than their ability to see objects in the distance. When on top of some buildings I find that with the Duvolle or Glu Tactical Assault Rifle you often cannot see that there is a merc running around below you unless you use your zoom, even though you can hit them without zooming in.
I can see the objective I am gaurding from above, why can't I seen the merc standing there and hacking it too? |
Draco Cerberus
Purgatorium of the Damned League of Infamy
158
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Posted - 2013.06.22 17:23:00 -
[3] - Quote
CCP LaFerrari wrote:Appia Vibbia wrote:seriously, please tell me this was a huge mistake. there is a maximum distance I can see character models away from. It changes depending on what type of weapon I have equipped. Different sniper zooms let you see further, but even the Thale's has a limit. Hi, Thank you for the feedback. I believe what you're experiencing is the side effect of an optimization we did in Uprising. The optimization is about only simulating the characters within certain distance around your local player, which is a very common technique for games that have large maps. The view distance is partially tied to the weapon the player is using since for instance players using an assault rifle don't need to see as far as snipers. I'll talk to the relevant devs about this. In the meantime, can you guys provide a list of weapons that are most annoying?
They all need more render range, even shotguns. Part of team play is being able to relay intel about snipers sighted as well as being able to shoot back. If I need to switch weapons to a longer range weapon to see the guy who is clearly seeing and shooting me then we have a problem because that is complete and total imbalance. You used to be able to see flashes from places snipers were shooting from, now I need to switch to a sniper rifle to see the culprits, although I am able to guess fairly accurately where they are hiding because of knowledge about the maps after having played them for so long. |
Draco Cerberus
Hellstorm Inc League of Infamy
265
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Posted - 2013.09.03 15:16:00 -
[4] - Quote
CCP LaFerrari wrote:Appia Vibbia wrote:seriously, please tell me this was a huge mistake. there is a maximum distance I can see character models away from. It changes depending on what type of weapon I have equipped. Different sniper zooms let you see further, but even the Thale's has a limit. Hi, Thank you for the feedback. I believe what you're experiencing is the side effect of an optimization we did in Uprising. The optimization is about only simulating the characters within certain distance around your local player, which is a very common technique for games that have large maps. The view distance is partially tied to the weapon the player is using since for instance players using an assault rifle don't need to see as far as snipers. I'll talk to the relevant devs about this. In the meantime, can you guys provide a list of weapons that are most annoying? AR (Burst and Tactical versions), Scrambler, Laser Rifle, Shotgun, Mass Driver, Sniper Rifle, Forge Gun, Flaylock Pistols
Did I forget any? The grenades too thats right. |
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