OzyThesage wrote:
Shooting uphill: you have to consider that your guy will aim at the ground (actually a foot or two above it) right where the crosshair is in a straight direct line. If you are downhill, and you aim at the very top of the hill, your bullets will go over the crest of thehill. However, if you aim at somewhere further away on the hill, the closest direct line between your muzzle and that point is intersecting the hill itself: thus, the bullets hit the side of the hill.
If there was no direct path of fire to a location and the game detects an obstacle, it would be cool if you guy automatically adjusts his aim upwards a few feet to shoot over the obstacle instead of at it.. because that's way more useful. Shouldn't be too extreme though, otherwise you'll have bullets flying over buildings into the sky because you're trying to shoot someone on the other side. it would be more useful against people behind sandbag walls and such.
But honestly, have you ever seen a weapon deployed on a bipod in a prone position? It would be fairly difficult to aim upwards with it before the butt of your gun hits the ground and you can't aim higher, unless your bipod was really, really tall. Of course, there are adjustable bipods but... you're not going to be screwing around with your bipod if you're in the middle of getting shot.
The sight line indicator could be better, I've actually posted about it
in this big postOzyThesage wrote:
Line of sight awareness: This mainly ties in with the crosshair suggestion, but I honestly am not sure if it would work very well or look very good in this kind of game. I'm going to suggest it anyways, just to see what you guys think. If you've played any of the Close Combat games you'll know exactly what this is. Basically a (colored) line will be drawn from the muzzle of your weapon to the target, and if it intersects an object the color of the line changes past that point. It could probably be an alternative to the current implementation, which uses a more Men of War approach (in fact, I modified the 'helper crosshair' to be a yellow dot, much like that game had it).
Line is green, then turns yellow with a dot at an obstruction, then turns red past the intersection. End of the line has a red dot. A clear line of fire would be a solid green line from the muzzle to the target. Good point about shooting uphill. The way the aiming system works if you aim at terrain directly, not at an object or a character, is that shooting target will be chosen as the crosshair position on terrain + a random offset upwards in range of 0.2 to 1.6m. This happens so that you would manage to shoot beyond that position at targets either prone or standing on level ground. Same logic is used regardless of you being able to actually shoot at the position where your crosshair is, there could be either objects, characters or more terrain between you and the crosshair target.
Inspired by the uphill comment, I changed the system for 0.79 so that if more terrain is located between you and the crosshair target, the actual shooting target will be the intersection of the ray and the terrain bump/slope obstructing the ray, + that usual upwards offset (a more truthful solution would be to offset along the normal of the slope..). Seems to work very well with uphill action, thanks for the suggestion OzyThesage!
While the complete line visualization from the weapon barrel to the obstruction point to the crosshair would be too much for the look & feel RWR has, maybe it would work if only the line from obstruction point to the crosshair would be visualized, perhaps with just darkening effect. This would also evade the awkwardness with rendering the line from the weapon while you are just running around and the weapon might be pointing to who knows where.