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PostPosted: Wed Jun 29, 2011 9:58 pm 
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I just wanted to make a few quick suggestions about aiming, though I am really not sure how I am supposed to get my point across, or rather, how to describe what I am looking for.

When you aim the crosshair at the ground, currently your character will aim at the ground at the crosshair and the bullets will usually land there. However, I don't think this is the best method, since sometimes you want to be shooting at an enemy running around and it's hard to do that because most of the time you'll be shooting at their feet if anything, or if you aim right at them so you hit them center mass the bullets will go behind them since they are moving. Putting the crosshair behind them so you aim at the ground behind them isn't always a viable option since they could be on a hill and you'd just be shooting the ground anyways.

What I want is for the character to always aim as if there is a person standing on the crosshair, that is to say, the bullets will pass above the crosshair, hitting it at chest height. I think this would also solve some of the aiming over cover problems too. I could probably try to make a primitive picture if necessary.

A much simpler to understand suggestion. Right now the crosshair is a big cross. I think it should be a circle of some kind so it is less intrusive. Either that or have several different crosshair options.

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PostPosted: Wed Jun 29, 2011 10:16 pm 
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I think I know what you're saying, and it should be already like that. If you aim and shoot at the ground, the bullets won't hit that specific point where your crosshair is, rather they hit beyond it, if possible due to obstruction to other objects or elevation. Currently it's around 1.2m height to what the soldier targets at the crosshair on ground. The bullets have ballistic trajectory though, and it's not taken into account when aiming, which means the farther you aim, the more near the ground level the bullets arrive on the crosshair position.

At least, I have killed a lot of enemies by shooting just in front of them, the bullets can get delivered in such case too. Of course there must be a penalty for shooting at the outer limits of range, and the trajectory seems like a good fit. That 1.2m measure could be perhaps lifted up a bit, it should help. Making a note of it to myself!


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PostPosted: Thu Jun 30, 2011 12:29 am 
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pasik wrote:
I think I know what you're saying, and it should be already like that. If you aim and shoot at the ground, the bullet's won't' hit that specific point where your crosshair is, rather they hit beyond it, if possible due to obstruction to other objects or elevation. Currently it's around 1.2m height to what the soldier targets at the crosshair on ground. The bullets have ballistic trajectory though, and it's not taken into account when aiming, which means the farther you aim, the more near the ground level the bullets arrive on the crosshair position.

At least, I have killed a lot of enemies by shooting just in front of them, the bullets can get delivered in such case too. Of course there must be a penalty for shooting at the outer limits of range, and the trajectory seems like a good fit. That 1.2m measure could be perhaps lifted up a bit, it should help. Making a note of it to myself!


What about the more crosshairs option he suggested? =P

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PostPosted: Thu Jun 30, 2011 2:01 am 
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Well, I think the double-crosshair thing he just added is brilliant. You have a large crosshair that show's where you're aiming, and a wee tiny crosshair that stops at any obstruction in the way. It's really helped me to line up my shots through the trenches and valleys.

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PostPosted: Thu Jun 30, 2011 2:07 am 
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Location: Somewhere among the fog, watching you kill the AI.
Blink wrote:
Well, I think the double-crosshair thing he just added is brilliant. You have a large crosshair that show's where you're aiming, and a wee tiny crosshair that stops at any obstruction in the way. It's really helped me to line up my shots through the trenches and valleys.


Yeah, same here. I've been making MANY more kills! :D

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As you may not know yet, your soldier is in a block which is active, everything is rendered.
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PostPosted: Thu Jun 30, 2011 2:35 am 
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Rendered wrote:
Blink wrote:
Well, I think the double-crosshair thing he just added is brilliant. You have a large crosshair that show's where you're aiming, and a wee tiny crosshair that stops at any obstruction in the way. It's really helped me to line up my shots through the trenches and valleys.


Yeah, same here. I've been making MANY more kills! :D


Quite quite, although I'd still like to be able to see hills and valleys more easily though. -hint- -wink- -nod-

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PostPosted: Thu Jun 30, 2011 2:46 am 
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Location: Somewhere among the fog, watching you kill the AI.
Blink wrote:
Rendered wrote:
Blink wrote:
Well, I think the double-crosshair thing he just added is brilliant. You have a large crosshair that show's where you're aiming, and a wee tiny crosshair that stops at any obstruction in the way. It's really helped me to line up my shots through the trenches and valleys.


Yeah, same here. I've been making MANY more kills! :D


Quite quite, although I'd still like to be able to see hills and valleys more easily though. -hint- -wink- -nod-


Maybe have it Borderlands esque? Witht the black line outlning hills, fading away as prespective flattens?

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PostPosted: Thu Jun 30, 2011 5:35 pm 
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Blink wrote:
Well, I think the double-crosshair thing he just added is brilliant. You have a large crosshair that show's where you're aiming, and a wee tiny crosshair that stops at any obstruction in the way. It's really helped me to line up my shots through the trenches and valleys.


Regardless, I just don't like the large crosshair being a big cross. Maybe it's just me. A circle would work better IMO.

In fact, I just looked in the texture folder and found "aim_helper.png", "Crosshair.png", "Crosshair_Good.png" and "Crosshair_Poor.png" which I will try to edit and see how it looks. If nobody's replied by then I'll just edit the post.

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PostPosted: Tue Aug 23, 2011 11:37 am 
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How about displaying the mouseover text (character name) in red if the mouseovered character is enemy? I find it difficult to see if a character is an enemy if he's obscured by a tree, building or something.


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PostPosted: Tue Aug 23, 2011 12:03 pm 
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Jason9mm wrote:
How about displaying the mouseover text (character name) in red if the mouseovered character is enemy? I find it difficult to see if a character is an enemy if he's obscured by a tree, building or something.

So true. I've died a few times thinking that "that guy" was an allie :(
Red names on the enemies would indeed help

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