Shooting with no Iron sights
#1
Posted 22 April 2012 - 02:36 PM
#2
Posted 22 April 2012 - 03:28 PM
#3
Posted 22 April 2012 - 04:08 PM
#5
Posted 23 April 2012 - 04:56 PM
Arma 2 Israel - http://agamer.netai.net
My YouTube channel - http://www.youtube.com/user/galzohar
#6
Posted 23 April 2012 - 07:26 PM
#7
Posted 23 April 2012 - 09:13 PM
Jsonedecker, on 23 April 2012 - 07:26 PM, said:
Edited by Ermac, 23 April 2012 - 09:16 PM.
#8
Posted 23 April 2012 - 11:00 PM
#9
Posted 24 April 2012 - 09:30 AM
#10
Posted 24 April 2012 - 10:41 AM
#11
Posted 24 April 2012 - 12:31 PM
SiC-Disaster, on 24 April 2012 - 10:41 AM, said:
Just so you know, just because it's quick and instinctive, doesn't mean you're going to hit what you shoot at. It's not going to be COD of BF3, you'll actually have to practice and practice and practice to get it just right. You'll be walking along and all of a sudden you have a tango, you shoot, but you could miss. So you'll have to fire another round or twelve.
We came for the game, we stayed for the community.
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WhiteKnight77, on 16 June 2012 - 12:38 PM, said:
#12
Posted 24 April 2012 - 01:25 PM
#13
Posted 24 April 2012 - 02:03 PM
Arma 2 Israel - http://agamer.netai.net
My YouTube channel - http://www.youtube.com/user/galzohar
#14
Posted 24 April 2012 - 02:08 PM
SiC-Disaster, on 24 April 2012 - 10:41 AM, said:
Edited by Ermac, 24 April 2012 - 02:16 PM.
#15
Posted 24 April 2012 - 02:10 PM
Ermac, on 24 April 2012 - 02:08 PM, said:
Arma 2 Israel - http://agamer.netai.net
My YouTube channel - http://www.youtube.com/user/galzohar
#16
Posted 24 April 2012 - 02:14 PM
galzohar, on 24 April 2012 - 02:03 PM, said:
Yeah, that's what I was getting at when I said
'and maybe increase the longer you aim as it gets harder to hold it up'
I'm glad your weapon won't always be raised either, that was really unrealistic.
#17
Posted 25 April 2012 - 07:07 AM
Ermac, on 24 April 2012 - 02:08 PM, said:
I realise that, and it wasnt my intention to imply that anybody was asking to make GB a twitch shooter
I'm just saying that if you end up leaving out too many things affecting your ability to aim it might turn out that way, and in that sense people have to be careful of what they are asking for.
One of the better examples would perhaps be Project Reality for Battlefield 2. The act of shooting a weapon doesn't feel very realistic to me as shots seem to miss more than they would in real life, it seems as if they have abstracted several things concerning the usage of a weapon. But the end result of everything they did is that firefights actually do take place in PR unlike, say, Red Orchestra where actual firefights are something of a rarity.
So while RO's shooting mechanics might be a lot more realistic than the shooting mechanics of PR, PR comes closer to an actual firefight than RO does.
The example of COD or BF3 might not have been the best to use haha, but they were the first things to pop into my head.
@Riley, I can't think of any game that would force your weapon out of ironsights without the player's input, and I'm fairly sure there will never be one (at least I hope there won't
Something along the lines of the Red Orchestra: Ostfront style of aiming would be the best, I think.
In old RO the longer you hold your weapon up in ironsight mode, the more tired your arms become. As a result, sway becomes increasingly worse over time. On top of that, ironsight sway was bound to the amount of stamina left. If you exhausted yourself while sprinting then there would be a big sway effect right at the start when going into ironsights, but if you took it slow you'd be far better able to take aim properly.
And yeah, it looks as if there is a specific 'low-ready' state when looking at the ingame trailer, and it's awesome.
I always wondered how that transition would have looked in Rogue Spear if it would have had first person weapon models, considering the third person animation had the characters walk around in a low-ready state most of the time and they largely 'snapped' up if they started firing. When standing still characters would sometimes have their weapon pointing down, too. I'm sure it must have been an interesting design process
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