Ironsights


(spookify) #81

Played last night and never used the Ironsights once. I dont think I ever will. Spread is still kicking my butt but with the next update that will hopefully be fixed and make iron sights even more worthless. Crouch and let’er rip is much better. This will be an interesting top once spread is reduced again and again. Medic pistol imo has the worst spread of any gun and is crazy hard to use at medium distance while strafing.

All in all I think you could keep ironsight in the game. Im sure people will use them for extreme far shots. Heck I might even use them for that but there would have to be very low recoil and no spread.


(montheponies) #82

Crouch was instant, hence folk bobbing up and down during 1v1s to try and break the others aim.

Also I get the proposed benefit of IS and since today’s patch it actually works better with the reduced recoil, meaning the benefit of the reduced spread (and debatable benefit of a tiny zoom) makes it more viable.


(HellToupee) #83

It still wasn’t instant, crouch was still a smooth animation and the head hitbox followed the head.


(montheponies) #84

sorry but crouch was [in RTCW], and still is [in DB], instant. there is no delay in going into or out of it and the transition would be measured in ms. As for the headbox, from memory the RTCW hitbox put the head somewhere around you knees…


(HellToupee) #85

Any transition and its not instant, knees were also pretty far from head, you might be thinking vanilla ET had hitbox issues.


(montheponies) #86

OK, so for the sake of semantics, there is no discernable delay in crouching or standing, which is completely different from Iron Sights. Going by your rationale I would argue nothing is instantaneous as there is a finite amount of time for the polling of the input device…but that’s just getting daft. Though both share a similar purpose, crouch does not have the same mechanic or delay as Iron Sight. One is instant[ish], changes your stance and has no affect on your fov, the other takes a discernable time to transition, doesn’t change your stance but does change your fov.


(HellToupee) #87

To me it is discernible, its less obvious because it provides no visual cue from first person view.


(warbie) #88

I know they’re here to stay, but here’s two reasons DB shouldn’t have ironsights. No. 1 - they don’t have a place in a fast hip firing fps. The proof of this - ironsights that are so useless they’re barely worth the bind. The only way ironsights can be viable in a fps of this type - beyond the most situational use - is to nerf hip firing to a level that it doesn’t work. Self defeating. No .2 Newcomers to DB will likely have come from CoD or BC/BF, or some other ironsight heavy short ttk slow fps, and will find themselves being circle strafed into rage quitting while they struggle with ironsights that are useless. Bear in mind that in most of these games hipfiring is considered for nubs who can’t aim . Why confuse matters? Let people know from the offset that DB is a hipfiring fps and they might give it time and appreciate the difference that brings.


(Ecano) #89

Absolute QFT


(Nail) #90

Having iron sight mechanism in game allows for all sorts of sight options for sale like red dots, holo sights etc.


(Samurai.) #91

I should give some feedback to the iron-sights now that they have been tweaked after the start of this thread … personally i find them all much more useable, they still aren’t a necessity in these maps due to the size and the accuracy of hip spraying, but every once in a while i find myself using them (usually when on low ammo count and want to hit every bullet - or in a low pressure situation where i want the cleanest/quickest kill possible without drawing attention to myself). The recoil patterns are much easier to control, mainly because they have all been reduced. There is still horizontal recoil on the SMG’s in addition to a tiny vertical climb… personally i wouldn’t mind greater overall vertical recoil climb but removing the horizontal elements completely. Right now the Soldier AR and FOP’s AR seem pretty spot on for ironsight handling (decent amount of recoil, but entirely vertical).


(scre4m.) #92

removing the horizontal recoil completely would slow the game down quite a bit I guess, as ironsight-shooting would be very powerful.

Horizontal recoil is quite a bit too high for my taste atm, but I guess as long as it follows certain patterns one will be able to master horizontal recoil as well as one can master vertical recoil, so it’s no big problem I guess.