I know they come from face/eye level. Is there any plans to fix this and make the bullets come from the barrel of the gun or some where lower than eye level? I know BF4 had this problem and still does to some extent. This causes a lot of “head glitching” . Most of the time you can barely see the top of their head.
About where the bullets originate from on the player.
I dunno, Counter-Strike does it something like this I think, and they seem to be alright. Although I do kinda like it when the bullets actually come from the gun, even though the games that I’ve enjoyed which have featured that have seriously screwed me over with it.
Oh sorry I forgot to add in the statement that I don’t know a damn thing about actual mechanics and game balance and stuff. Tooootal casual here. In fact I’m not even saying it should stay that way because Counter-Strike does it, I figured it might just be useful information for folks who aren’t familiar. You know, for discussion and stuff. I’m kinda glad you brought it to light actually because I was curious if I was right about how Dirty Bomb does it.
I’m hoping they originate from my avatar’s pelvis, but mostly just for the swag factor.
There really isn’t a solution to this problem, especially not in a fast paced first person shooter. If you lower the origin of the projectile it’ll help the attacker in being able to see more of the person that is shooting them… but it’ll hurt the person hiding behind cover who is suppose to have an advantage.
I’ve played quite a bit of DayZ - in that game, your view originates from about where your nose would be, but your bullets originate from where your gun actually is - if you aren’t ADS, your bullets are spawning a couple of feet below your view.
I found it to be a very minor adjustment, quite simple to get used to. The non-penetrative nature of DB bullets might make it a bit more difficult.
I’ve played quite a bit of DayZ - in that game, your view originates from about where your nose would be, but your bullets originate from where your gun actually is - if you aren’t ADS, your bullets are spawning a couple of feet below your view.
I found it to be a very minor adjustment, quite simple to get used to. The non-penetrative nature of DB bullets might make it a bit more difficult.[/quote]
Problem with that though is this game really depends on hip fire for most combat scenarios, this would really only be advantageous to those who use long range weaponry and ADS a lot. I don’t really see a problem with where the bullet originates from in this game as you really don’t have a lot of time to be concerned with whether or not you need to aim for those shots to hit where you look. DayZ is also not a very good example being that it’s not fast paced like Dirty Bomb nor does it have crosshairs to assist with hip fire(Makes using ADS more necessary).
Bullets start at the same point where your camera is. Thats the simple clean solution. Having it originate at the gun barrel while realistic introduces quite a few problems.
Hipfire would be off center.
Several ways of doing it. keep the gun straight, result hipfire would move the crosshair lower than center. Keep the gun at an angle so it intersects at a certain point with the center, result shooting at things closer bullets would hit below the cross, shotting at things farther away bullets would go above the target. Constant rangecheck and realigning of the barrel, result well could work but harder to program.
One problem all those methods have in common standing behind a “chest height wall” would mean you shoot into the cover forcing you to ADS in those situations.
Those are all problems from the shooters point of view.
But there is another thing the current standard system ensures that you can always see and hit the head when someone can hit you.
With bullets coming out of the gun you will end up in situations were you can only see the body of someone but he can score headshots.
If the gun is also more to the left or right you will have the same problems in the vertical plane (corners).