Aiming system
ViPr
Resident naysayer Join Date: 2002-10-17 Member: 1515Members
sorry if this has been discussed before but what sort of aiming system is this mod going to use. will it be similar to Counter-Strike or to American Army. I'm very looking forward to this mod but i can be put off by the wrong aiming system. i have stopped playing CS after many years because of its aiming system. so will your aiming system use the philosophy that the crosshair CHANGES SIZE when we move or shoot and the bullets are randomized within the circle of the crosshair, or will it use the philosophy that the crosshair or view MOVES AROUND when we move or shoot and the bullets always go through the center of the crosshair and there is no randomization?
this second system i'm talking about makes it so that when you fire, then your crosshair or view is pushed in a certain predictable direction like up-right to simulate recoil. the seemingly random stream of bullets coming out a firing cone becomes a result of the player imperfectly trying to counteract the recoil by pushing his mouse down-left as he fires and is not caused by any randomization function run by the computer. this means the accuracy of the player can be affected by their hand-eye-coordination just like in real life. in the case of player moving while firing, when the player walks or runs then the crosshair or view sways slightly in a sine wave pattern. this system of a moving crosshair or view instead of an enlarging crosshair will still motivate players to burst fire, stand still while firing, and get closer to targets for greater accuracy but it does it in a way which is much more logical, intuitive, and fair, and it means that players use their real-life hand-eye coordination skill instead of what i call dice-rolling.
this second system i'm talking about makes it so that when you fire, then your crosshair or view is pushed in a certain predictable direction like up-right to simulate recoil. the seemingly random stream of bullets coming out a firing cone becomes a result of the player imperfectly trying to counteract the recoil by pushing his mouse down-left as he fires and is not caused by any randomization function run by the computer. this means the accuracy of the player can be affected by their hand-eye-coordination just like in real life. in the case of player moving while firing, when the player walks or runs then the crosshair or view sways slightly in a sine wave pattern. this system of a moving crosshair or view instead of an enlarging crosshair will still motivate players to burst fire, stand still while firing, and get closer to targets for greater accuracy but it does it in a way which is much more logical, intuitive, and fair, and it means that players use their real-life hand-eye coordination skill instead of what i call dice-rolling.
Comments
no recoil
I don't think that ducking/jumping/moving change the cones but I am not sure
and the reason that I know for this is that they aint going for realism
So if they also implement such a recoil system, marines would need powerfull guns, and this thing would also lead to cheats and some other nasty stuff, anyways this was a dev team decision and it looks like the game is really really balanced, so just dont worry and enjoy the ride =)
Also as Battousai^^x said, if you can have a 100% or similar chance of hitting a target at least on the first shot then aimbots become more usefull. In the current system an aimbot probably won't get you a kill much faster than medium aiming skill.
Also recoil (real recoil) is very hard and not realy worth it to program, unless you are aiming for realism
recoil leads to these problems:
aimbots work better, taping, you can fire bursts much faster and more acurate in HL then you can in RL, eh whatever it was a dev decision and one I think they have no intention of changing (personaly I like cone fire any way)
the aimbot should use the randomization cone system because that system is bot code because it tries to simulate how a person firing a machine gun has trouble keeping his aim on something when the bullets push back on the gun, and bot code should not be used on a player when they are controlling the mouse.
btw the system i'm talking about is easier to learn and understand because it is more logical and intuitive. how many times have you had to tell CS newbies that they have to stand still when firing the AWP or their bullets will probably not go where they aimed. if the mod used the moving instead of enlarging crosshair system i talked about then the crosshair would sway around when the player was moving, then he would know without having to be told that if he wants to make it easier on himself then he should stand still when firing with that gun.
anyway just remember this thread if you guys decide to change the aim system. please don't make it more like CS or DOD; make it more like American Army or Hunt for Quake3.
Sounded to me from this statement like you supported CS's system. Anyway, you asserted your position...
The only advantage I saw to a system like Counterstrike's was that it did feel more realistic, as if holding a real gun. The other plus side to the realism was that battles played out differently than, say, TFC battles. But the fact that so many people took advantage of it to cheat with aimbots, ruined it. In addition, although the style of gameplay was different, I don't think it added any strategy or tactics, or capacity for skill; it just changed fighting styles from the usual TFC style strafe-and-hide, whittle them down kind of thing to a pop out of a corner and blast em away kind of thing...and as we all know, almost every CS game turned out to be the opposite of tactical.
dod's "recoil" kicks the gun up and shoots in a more realistic direction, (eg. up and a bit left/right like IRL)
personally dod's recoil without the gun kick would be better for ns, but we'll see in a few weeks!
Then you tell us that you like cs aiming system.....
And actually, shotguns ain´t random, you aim in a direction and you shoot and you´ll hit what was in teh way (unless you wanted to hit a bee and miraclously survived the shell storm), ns doesn´t fit for recoils because marines have to concentrate in more important things than recoil when trying to survive in a dark corridor surrounded by evil things that lurk from the vents, and sometimes are even cloacked.......
I really think that once you play ns and you get pwned by the aliens you´ll understand that theres already a big learning curve and adding recoil would make that curve increase greatly, and unevening the teams....
the cone spread of the HL mp5 is ok, else the gun would be overpowered at medium/long ranges.
why do so many people want this "realistic" (which it aint) recoil?
1) NS has accuracy cones, which range from the Pistol (dead-accurate even at long range) to the LMG (average accuracy) to the HMG (pretty inaccurate at long range, but made up for by high damage and ROF).
2) There is no recoil or kickback.
3) This is not going to change in the forseeable future.
Trust me; the system WORKS. Marines aren't snipers; their guns are designed for maximum effectiveness against their preferred targets. Pistol's great for very long or (when you've emptied your primary) very short range. LMG is good medium to long range, but doesn't pack the punch of the HMG. HMG is scattered at long range - it makes it less effective against the smaller (weaker) alien, while still effective against a large target such as a Fade, Onos, or structure. Etc. Drop it.
styx2521, i can't understand what the hell the point of your post is.
I think gutterclutch has the point here. Randomization and gun recoil isn't the point of NS. It would just make the game harder and it doesn't do anything to make it better.