simply remove ironsight still would be the best desision.every big competitve game uses hipfire.
Ironsights
Why are iron sights bad exactly? They definitely slow down the pace, but having them function mostly at long ranges makes them a very nice feature. You trade the increased accuracy and zoom for slower movement, which is fair. I find the iron sight models themselves intrusive on the player view usually for the most part. As long as it doesn’t work like CoD where iron sights are the best choice at all times, then the mechanic itself adds more options.
I like the way ironsights work in the game except for the janky zoom. If there is a fov change or zoom involved with using ironsights it should be minimal.
I still need more time to form an opinion with the speed that you move while ADSing.
In CoD:BO2 you don´t go ironsights below 10m because of the viewkick, you go prone and spray.
This is very true…and I can’t tell you how many times I’ve tried to go prone in DB out of muscle reflex lol
hehe, trust me. I watched some BO2-Streams.
3 “Pro” CoD-Players lying down infront of each other and spraying is just sad…
I dont disagree with the principle, but at present I dont see they add much value and arguably for this style of game they’re a bit redundant. The danger is that in order for them to be worthwhile you end up making hip-firing slightly ‘worse’ ending up in the real no mans land of having a crap hip-firing experience cobbled to a mechanic that doesnt gel with the rest of the game design.
This is true, but only if the system is balanced in terms of spread across the board. I’d much rather have iron sights be a function that is made specifically for set ranges and not a means of having a consistent spread at every range.
Find myself playing engie alot to help with objectives, but hating the shotty. Favorite class at the moment would have to be FOpts for the weapon choices and medic for… well being medic is fun.
since this is still alpha, is the decision to have ironsights in the game already written in stone?
i’m asking because i don’t see a purpose of ironsights in a pc twitch shooter. is there a console version planned or will the gameplay center around gamepad input?
i mean, i have a mouse for precise aim. i don’t need to narrow my view and zoom to the enemy, except i’m a sniper. my mouse does a pretty decent job putting that crosshair on the enemy.
i do get though that ironsights potentially add a bit more depth to the gameplay. it is beneficial to hit enemies that are really far away, or at least that’s how i think it’s supposed to be. but isn’t the sniper class supposed to fill that role of killing enemies that are more far away? if everyone has the opportunity to kill enemies that are more far away, you take away a bit of the importance of the sniper class. i’m aware it’s not that easy as i try to picture it, it’s not just black and white. i just want to underline how hard it is to find the balance of how effective a weapon is at range when you switch to ironsight.
in etqw i wouldn’t really say that there is a “real” ironsight. it really felt more like a zoom to make it easier to hit targets that are really far away.
brink obviously was designed for gamepad input and relied heavily on ironsight usage.
so, i would be really careful and really think hard if this game really needs ironsights. it changes your gameplay mechanics, that’s for sure. do you want this game to be that game? or do you want it to be more like wolf:et? is this going to be a shooter that is based around mouse input or do you want to play it with a xbox controller?
what do you want to achieve with the ironsight mechanic in dirty bomb?
[QUOTE=kilL_888;439933]since this is still alpha, is the decision to have ironsights in the game already written in stone?
i’m asking because i don’t see a purpose of ironsights in a pc twitch shooter. is there a console version planned or will the gameplay center around gamepad input?
i mean, i have a mouse for precise aim. i don’t need to narrow my view and zoom to the enemy, except i’m a sniper. my mouse does a pretty decent job putting that crosshair on the enemy.
i do get though that ironsights potentially add a bit more depth to the gameplay. it is beneficial to hit enemies that are really far away, or at least that’s how i think it’s supposed to be. but isn’t the sniper class supposed to fill that role of killing enemies that are more far away? if everyone has the opportunity to kill enemies that are more far away, you take away a bit of the importance of the sniper class. i’m aware it’s not that easy as i try to picture it, it’s not just black and white. i just want to underline how hard it is to find the balance of how effective a weapon is at range when you switch to ironsight.
in etqw i wouldn’t really say that there is a “real” ironsight. it really felt more like a zoom to make it easier to hit targets that are really far away.
brink obviously was designed for gamepad input and relied heavily on ironsight usage.
so, i would be really careful and really think hard if this game really needs ironsights. it changes your gameplay mechanics, that’s for sure. do you want this game to be that game? or do you want it to be more like wolf:et? is this going to be a shooter that is based around mouse input or do you want to play it with a xbox controller?
what do you want to achieve with the ironsight mechanic in dirty bomb?[/QUOTE]
What does having a mouse versus controller have to do with the question of whether to have ironsights?
If they buff hipfire’s accuracy a little bit ironsights will only be used against unaware enemies for quick successive headshots or against far opponents.
I don’t think it reduces or remove’s the recon’s role at all. We’re talking about a weapon that has 1 shot capabilities versus weapons that do not. As long as the sniper is much more lethal (and it is) than other weapons at range… its fine.
It fills the same function as crouching did in rtcw just you can also do it standing up.
I’m normally against ironsights but maybe they are needed to get the new players to try this too. Players that haven’t played an SD game before. And the ironsights get a lot less annoying when we can hide the gun model.
I see no need to remove iron sights, will need the animation for red dots and holo sights
I find it increasingly hard to to disagree and argue with you lately. Stop it.
I feel like the inclusion of iron sights is what is effecting how the shooting mechanics, non iron sights, currently work. If this isn’t the case then I would agree that their inclusion is irrelevant.
Except crouch doesn’t come with a delay and sight penalty…currently i find IS more difficult to use as the recoil seems to be magnified ‘visually’, really puts me off.
Crouch wasn’t instant either plus it isn’t really a delay as you can be shooting any time during the sighting unsighting animation, the sight and magnified zoom penalty is a trade off of the fact you actually get a zoomed view while sighting which helps at range.