ET:QW Aiming


(Vengeance) #1

Does anyone else get the feeling they should be hitting the target but the hit dosnt register? I know I am far from the greatest shot in the world but a lot of times even at close range I feel like sometimes my bullets dont count.

Just wondering if this is what others are going through or maybe I need to book myself into the opticians.

:slight_smile:


(BondyBoy007) #2

close range is the worst imo, long to medium range shooting seems OK but up close is whack atm


(ayatollah) #3

Don’t have that problem. LEARN HOW TO AIM NOOB! :wink:


(RoXxOrS) #4

ping?


(Vengeance) #5

i ping around 20-30. i just learned though that any of the strogg can transfer their current ammo into instant health, so might explain why i feel like their health never moves. time to get good with strogg i guess :slight_smile:


(kamikazee) #6

Note that this is not an infinite or efficient process… They do lose stroyent for converting.


(criminal) #7

This skill is what makes the strogg medic ā€œtechnicianā€ so powerfull! I win firefights constantly by hitting the ammo to health button in one on one’s (its cheap but VERY effective) afterwards i just lay down a few stroyent cells and im no worse for wear and had never gone below 80% health. Also good if you’re running from tanks or any other large vehicle.


(Englander) #8

Needs taking off IMO, I’ve seen Strogg technicians using this and surely the more people that find out about it the more common it will get.I can see it being a big drag on the game for me unless your a Strogg whore.


(murphIV) #9

no problems here, I have tested close up, medium, and long range I find the weapons accurate. Especially the shotgun/nailgun at close range muahahahahah!!!


(zivs) #10

There are BIGTIME problems with sniping (in this beta) - Even pointing directly on enemy (ping 50-70 for both) I still MISS my target. I shoot him right in the stomache (not moving enemy) and yet i actually MISS him. Most of the time I have to aim like I’ve got ping more than 150 - far ahead of his route to 50/50 hit him. Only long waiting with crosshair on enemy makes a 100% shot. And with long i mean not 1/3 secondsor 1/2 second or 2/3 seconds, but IMHO more than a second o_O

Anyways my impressions @ QW still are teh bestest :slight_smile:


(kamikazee) #11

There seem to be some bugs in the hit detection code. I would expect an update soon.


(SCDS_reyalP) #12

Now try it on moving targets :wink:


(BondyBoy007) #13

Now try it on moving targets ;)[/quote]

that’s what I was going to say, try a firefight when you’re within 2 (game) feet of each other and both moving


(Angel73) #14

Ive been looking through the forums and am just wondering if theres any update on Aiming? as it seems so random on wether you actually hit or not.

I understand that each game you play is slightly different and you have to learn new ways to play but it cant be totally down to being a so called noob


(MuffinMan) #15

I consider myself as a quite good shooter (in rtcw, et and css) and I don’t hit anything in qw - maybe it’s my style of play that doesn’t go well with the aiming problems but in any case it totally frustrates me. I tried to compensate the lag by aiming in front of moving targets in several distances but it’s at best a good guess. even at short distances on standing targets I can’t be sure to make a hit. sniping is random and any close firefight is spray and pray.
I really hope this gets a good fix, this lack of lag compensation kills the game for me


(murka) #16

only thing that i hate is the controller lag with my mouse/wheel/joystick, all axial movements have like 300msec lag before anything in the game moves, this makes aiming really hard, im trying to figure out the source of this.


(Angel73) #17

Hi guys didnt want to make a new thread but im having problems understanding the way Aiming works and have been keeping a eye on this thread http://community.enemyterritory.com/forums/showthread.php?t=4316

Am i right in thinking that if this hit detection is correct then really the best way to play ET:QW is with a game pad as close combat will reward it far more now than with a mouse?


(ayatollah) #18

I think you are wrong in that assumption. It has been said that hit detection is being worked on and the anti-lag features, which haven’t been implemented in the Beta yet, will play a big part in it. I think it would be safe to say that by release, or a Beta patch, the hit detection will be much better.


(Angel73) #19

That fantastic news, been playing the beta since release and its the only niggling point as it just makes combat feel random as times.


(ownedNZ) #20

While this isn’t totally related to the aiming in ETQW, it’s still in the same ballpark area.
I understand the time and involvement required by the team at Splash Damage to develop such a complex game, continually striving to meet the needs of all the various gamers out there… what a mission haha
The foundation of ETQW is excellent, I know it will be popular…

Anyway, I’ve been an online gamer for the best part of the last 5 years. My game of choice has always been the FPS. After experiencing Q1,2,3 and 4, BF2 and 2142 I know quite abit about online gameplay.
For some reason, I always thought that ETQW would be a mixture between BF and Quake, but I was sadly mistaken. Not to worry, well not yet anyway. I am hoping that basic movements and shooting in ETQW will be tidied up.
I find moving, most of the time, like I’m walking thru waist deep water, (in particular during heavy gun fire and when I’m inside) my connection is average, but I’ve never had such issues on quake3 or 4.
Afterall, its the GAMEPLAY which makes the game popular, not the graphics. Graphics can be added at a later date. You have an excellent story and architecture for a GREAT game, please don’t ruin it with crap gameplay and wonderful graphics. (In quake + BF most gamers reduce the graphics down to get better FPS anyway)
Gameplay is number 1 guys… your Beta is lacking this.

Shooting is another nitemare. Granted its a more tactical game, requiring proper positioning etc, unlike quake (Aim does not change regardless of character position - jumping etc) but still, it would be nice to have a sharper response to shooting.
Afterall, we are operating characters, and it would be nice to get feedback while playing. (Race car drivers need feedback while they are racing, why shouldn’t this be any different?)

Another annoying feature is how the Tank’s turret ā€˜resets’ itself once u leave the tank, why can’t it stay in its last used position?