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PAs Capone
Bullet Cluster
96
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Posted - 2013.06.27 12:04:00 -
[1] - Quote
I have noticed that when tracking and aiming with an HMG that unless the small center dot on the targeting reticle is on target that the bullets in the spread circle will not register. So if the center dot is off target even by a minute but the target is still in the circular reticle the bullets within the spread will not register. But if I do have the center dot on target then all of the bullets in the spread will register.
Has any one noticed this as well or is this maybe a problem within my client?
Thanks in advanced. |
Volgair
Bullet Cluster
294
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Posted - 2013.06.27 12:35:00 -
[2] - Quote
Whats worse is that the spread doesn't seem to count unless the your tracking with the small dot on target and when it is on target you still have random misses dropping your DPS to barely above that of an AR. Considerably worse then, if past 20m... Its as though you don't get the benefit of sloppy spread or the efficient application of DPS with a precision weapon.
Although I must say this probably a better subject for feedback and requests. |
Eero Vesisaari
Bullet Cluster
2
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Posted - 2013.06.27 15:29:00 -
[3] - Quote
+1 to this
Although I'm not the epic HMG runner like Capone and Volgair, I have noticed this too. The current hit spread model of the HMG doesn't really seem to fit the form of it's intended use |
Aiko Morningstar
Algintal Core Gallente Federation
0
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Posted - 2013.06.28 07:28:00 -
[4] - Quote
yeah ive seen that too. when aiming and firing from the hip, not sure what causes it or even when it starts but its throwing off my aim. its not affect all plyers either. other heavies have no problem gunning me down in a light suit jumping up and down around them. but with shots not making damge then i waste ammo moving and whatnot. that dot is kinda hard to see though. hell its smaller than a dime :) |
major faux-pas
Valor Coalition RISE of LEGION
30
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Posted - 2013.06.28 13:03:00 -
[5] - Quote
PAs Capone wrote:I have noticed that when tracking and aiming with an HMG that unless the small center dot on the targeting reticle is on target that the bullets in the spread circle will not register. So if the center dot is off target even by a minute amount, but the target is still in the circular reticle the bullets within the spread will not register. But if I do have the center dot on target then all of the bullets in the spread will register.
Has any one noticed this as well or is this maybe a problem within my client?
Thanks in advanced.
This could be related to another problem I experience on the other end of the HMG:
If I am pressed up against a heavy..... (yes, you might ask why) - OK... I am a shotgun user (must have a death-wish posting in this thread)
So, If I am pressed up against a heavy..... which should be the safest place if you are a shotgun user, because I have a short barrell - and the HMG has a long barrel, in other words the HMG barrel is visibly past my hip - and so besides a little rubbing and singeing, it should not be able to do me damage. BUT - the HMG still does me damage.
What I think the problem is is that the (visible fire) bullets may appear to come out of the front of the HMG barrell, but the (damage part) comes straight out of the front of the heavy.
This is dumb - and maybe connected to the mechanics which are bugging you. A cone of damage needs to be applied to the end of each weapon.
AND I also get your problem with the shotgun recticle. Often a *pointblank* shot - ever so slightly off-centre (but rectcle still filled with heavy-butt) will miss. The trouble is - this is variable between games (probably due to internet connections and server speeds etc.) BUT, consistently (regardless of lag) whereas the 'spread' or 'dispersion' concept does seem effective at reducing the power of your shot at range, it does not appear to proportionately widening the damage cone area... BUT There is an update in Uprising 1.2 which may address this...
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KalOfTheRathi
Talon Strike Force LTD Orion Empire
477
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Posted - 2013.06.28 23:37:00 -
[6] - Quote
The programming solution they seem to have embraced for damage/dispersion/spread is relatively basic as game programming goes.
Firing the number of bullets specified generates a lot of rounds. However, remove a percentage based on dispersion/spread and that is a lot less to track. So ignore the bullets coming out of the gun as they don't actually mean much. What matters is the center of the reticule, dispersion/spread, range, damage and whatever Nerf has been applied to your weapon. There is a hit box for each suit and if the rounds destination matches the location of the hit box you have damage. Everything else is just pretty pictures.
Beware that the Display of the HMG rounds is just a graphic display. Single rounds can be displayed but a stream is easier to program with just a GPU shader routine. It means nothing but it looks pretty. |
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