Increase Aim Down Sights Movement Speed.


(PixelTwitch) #1

Very simple post…

Right now I feel the reason why ADS is not used often and feels much harder to hit with is down to…
1, Tighter spread means more reliance on pin point accuracy.
2, High reduction on movement speed removes ability to compensate aim with movement.

This is actually made more apparent due to the very high movement speed…

I suggest adding between 75% and 125% movement speed increase while in ironsights…
Even games like Call of Duty with a good perk setup allow you to move in ironsights much quicker then you can in Dirty Bomb right now and that game is slow in comparison.


(Stinger) #2

[QUOTE=PixelTwitch;504387]Very simple post…

Right now I feel the reason why ADS is not used often and feels much harder to hit with is down to…
1, Tighter spread means more reliance on pin point accuracy.
2, High reduction on movement speed removes ability to compensate aim with movement.
[/QUOTE]
Thats true, but for me its also because of fast, unpredictible and unsmooth movement and lack of any holographic sights. Iron sights are blocking vision too much for me.


(PixelTwitch) #3

yea but when we do get the attachments to the weapons some of that will be sorted out. Eventually I would expect all floor surfaces to get a collision pass also making the aim feel a little more stable.

One of the biggest issues with the current ironsights is that the recoil does not reset after a spray. This means you can quite easily lose the enemy under the weapon. It was a strange choice for multiple reasons…

1, Low sense players (like me) run out of mouse mat when compensating for the bounce.
2, Such focus is put on headshots so you already cover the majority of the enemies body with the gun model. Bounce removes them from vision.
3, Some of the weapons do not look though the ironsights streight (they actually look down on the waepon) redeye is a perfect example of this.


(Mustang) #4

Haha, losing the enemy under the weapon and not being able to strafe aim are the pretty much the two reasons why I don’t like to use ironsights.


(Protekt1) #5

Recoil view reset? I hope they don’t.


(PixelTwitch) #6

Honestly I am in two minds about it.

The problem is not the fact that the aim does not reset…
The problem is that low sensitivity players (like myself) are running out of mouse mat during a spray…

So its an awkward place where I can increase sense and lose accuracy or keep accuracy and lose ability to shoot without lifting the mouse.

feels really awkward currently.


(warbie) #7

Iron sights not feeling right in a fast paced, hip firing fps. Who’d of thunk it?!?!


(Mangosteez) #8

thus they need to tweak it to blend well with the pace of the game.


(Nail) #9

Iron sights are there for those who think it is necessary, hip fire is there for those who know it isn’t


(PixelTwitch) #10

Sorry dude, that old school mentality does not fly with me in this case.

You are however correct that iron sights are not necessary right now. (Apart from classes like Arty)
Having the ability to minimise the spread/recoil and have closer vision HAS got a place in this game. Just not with the current implementation. Having a decent iron sight system can make the game more accessible for lower skilled players, it introduces multiple revenue streams for SD, can alter the pace of the game and increase tactical options and on top of all that be used to balance power vs recoil on heavier hitting weapons…

(example of that would be Fraggers LMG vs Phonix at range. Common sense says fragger should have the advantage over an SMG at range however thats not the cause due to random deviation.)

I am by no means asking for Ironsights to become the “optimal” way to play but I am asking it to be a “viable” option in certain situations.


(Nail) #11

We’re talking about DB. Atm, iron sights are pretty much useless, the lack of spread doesn’t make up for the screen blocking. Until holo/reflex sights come in, crouch is a better bet

btw, Fragger is blind in one eye and was always a piss poor shot
:tongue:


(warbie) #12

Agreed. They’ll need to increase movement speed for sure. Maybe lower the gun a little and have some kind of indicator that shows where the bullets are going without having to raise it and obscure half screen. Hang on …


(Scarhand) #13

I would say trying to balance iron sights more would be a very low priority idea…

I think Iron Sights is good as it is right now. It doesn’t have a place in gunfights, but does in positions where you aren’t seen or are in a defensive position. The 0 spread works wonders for those semi-autos.


(montheponies) #14

Sorry, that’s just a typical pat answer. Iron sights are a product of console games needing a method of compensating for the poor(er) input method. But, again, I come from the bad old days when everything was rubbish and we just had to put up with it…

As it is, I think the IS implementation is fine, it makes sense for long range which is where it should remain viable.


(warbie) #15

I hear that. High five! \0/\o/


(PixelTwitch) #16

[QUOTE=montheponies;504440]Sorry, that’s just a typical pat answer. Iron sights are a product of console games needing a method of compensating for the poor(er) input method. But, again, I come from the bad old days when everything was rubbish and we just had to put up with it…

As it is, I think the IS implementation is fine, it makes sense for long range which is where it should remain viable.[/QUOTE]

Actually games such as Operation Flashpoint and Vietcong used Iron Sights prior to 2003 (ie, Prior to the release of Enemy Territory) and never made it over to consoles.

Even games such as Call of Duty 2 did not the snap to auto aim while going into Iron Sights on the consoles. The systems you are hinting towards are actually much newer.

I would be interested to see why you feel that Iron Sights should only be viable at long range? I have not at any point said touch hip fire and I have also not said that iron sights should even be just as viable. All I am saying is that the current implementation is beyond useless in the majority of situations and when the Call of Duty / Battlefield guys jump onto the game (and we actually need them guys believe it or not) the first thing they will do is iron sight and think “WTF is this…”. Right now the Iron Sights have a mostly negative effect on the game, to the point where I feel the only real solution is to make them better or remove them completely to ensure less core players are not confused/let down by them.

In general regardless of vision, recoil and accuracy… The issue I see is directly related to movement speed. By no means am I saying have it fast, just faster.


(Mangosteez) #17

adadad aint that deep, and adding objectives doesn’t make it deeper. I played AVA back in its prime, and it had more depth in its hipfire gameplay than DB.


(montheponies) #18

Operation Flashpoint is a tactical shooter, bordering on simulation, where one shot pretty much killed you. It’s not a fast paced arcade game. Think I played it for about an hour before I hit my boredom threshold.

Still remember playing CoD UO and wondering why i couldnt hit a thing despite my PPSH being pointed 4ft away from the enemies head - only to realise that game wanted you in IS mode no matter what - which is fine for that game (well it seemed quite popular). ETQW implemented IS and it was OK, bigger maps, so the long range element could be useful (bit like crouching was for us old RTCW players).

My rambling point isn’t that IS is bad and never works ever. It’s just the game design/context that matters. Too often we get IS = future or BF/COD players just wont accept a non-working IS. I’ve read folk saying ‘no IS = Failgame’ - really? Guess CS:GO has got it all wrong, as has CS:S and CS1.6…they really should move with the times and IS up…


(PixelTwitch) #19

In your opinion…
I will repeat… Remove IS or improve IS I really do not care… Its just horrible in its current iteration.


(Protekt1) #20

They really just need scopes for the guns or better artwork for the current ironsights. It is also probably hard due to various FOV settings to nail down perfectly.

I don’t think ironsights are bad in the game. At certain builds I’ve had no trouble using ironsights even in close range. Hifpire is of course better at certain ranges. But once they have scopes, even some with a little bit of extra zoom, you’ll find that ironsight is way better for long range and both will be viable at medium range. Hipfire will be more maneuverable but ironsight will be more precise allowing for much quicker ttk with excellent recoil control.

I don’t think removing ironsight is even worth talking about at all.

As for movement speed increase, it doesn’t sound like a bad idea. Perhaps make it based on your current weapon cause I think a sniper movement speed while ADS should be very low but a smg should be quite higher. Also there should be recoil penalties (not sure if this is true already or not) if you’re moving while firing in ADS that should make long range combat noticeably more difficult but shouldn’t really impact medium or close range.