Ironsights of Engi and Cvops machine pistol are too small.
Also the fov doesn’t change.
Hey, thanks for the report 
However, these are not SMGs, but machine pistols, which are supposed to be held and to work like pistols. I changed their behaviour and position accordingly so that the confusion would not happen anymore and to better reflect their ingame behaviour.
[QUOTE=Vahl;438123]Hey, thanks for the report 
However, these are not SMGs, but machine pistols, which are supposed to be held and to work like pistols. I changed their behaviour and position accordingly so that the confusion would not happen anymore and to better reflect their ingame behaviour.[/QUOTE]
Further to the work by Vahl, the animators are going to take a look over the pistol and machine pistol zoomed animations to adjust them to match the new behaviours.
Interesting…they are exactly the same position, scale,etc, since they are the same gun (covie has a suppressor added but the position is based on arms position, not the gun center.).
This is something I have been thinking about a lot lately, how visual feedback influences gameplay feeling and how, for instance, a different weapon position can make the gun “feel” more accurate while all that was done was moving a mesh around (which doesn’t affect the gameplay whatsoever) The day after I modified the weapon position, we had some internal feedback saying that some weapons were made more accurate while they weren’t…Not saying that’s what you mean, but this is something I am really interested in and would like to investigate further (and I know MrEd is interested by that aswell :))
Would it be possible to allow position/scale of the weapon to be altered via the player to an extent, like you can achieve in CS:GO. That way you can have a standard model position by default that looks good, but for more advanced (or interested) users the ability to alter the position/scale within reasonable boundaries for personal preference would be awesome.
Edit: In regards to your internal feedback about model positioning making weapons feel more accurate, from my experience i find the barrel and direction (or angle) that the gun is facing usually ends up being a subliminal aspect of lining up my aim on the enemy and actually helps me aim more accurately while strafing. The scale of the weapon is purely for visibility.
[QUOTE=Vahl;438721]Interesting…they are exactly the same position, scale,etc, since they are the same gun (covie has a suppressor added but the position is based on arms position, not the gun center.).
This is something I have been thinking about a lot lately, how visual feedback influences gameplay feeling and how, for instance, a different weapon position can make the gun “feel” more accurate while all that was done was moving a mesh around (which doesn’t affect the gameplay whatsoever) The day after I modified the weapon position, we had some internal feedback saying that some weapons were made more accurate while they weren’t…Not saying that’s what you mean, but this is something I am really interested in and would like to investigate further (and I know MrEd is interested by that aswell :))[/QUOTE]
must have been the difference in front sight, the engi’s is easier for me to see, I’m used to fiber optic fronts