Is this known? Sniping zoom offsets crosshair


(acQu) #1

I played Vasilli a bit for today. The thing i noticed has todo with transition from view to zooming in with his sniper rifle.

Not zoomed in it looks like this:


After just pressing the zoomin button to snipe it looks like this, without any mouse input whatsovever.


Is this a known issue?


(LiNkzr) #2

Yes it’s know, it’s apparently a implemented against some scripts or something, stupid mechanic but I told devs and made a post about it and it’s apparently here to stay.


(acQu) #3

Ok.

I just have to come out and say: SD whatever reason you have, this is stupid :smiley: Another one of these: well because X and Z cancel out Y, then we have to make A and X, cause this makes Z and Y useless, then we just have to shuffle A and B, and make Z and A vice versa, and voila, we have a mess :smiley: Great job SD, great …

P.S. this post was made without knowing any better ;D


(Mustang) #4

Yes it’s by design; in order to discourage quick-scoping, and promote scope+aim.


(acQu) #5

Overestimating that issue i think, but ok, it stays i guess. Just thought it was a bug, but apparently it has a purpose. I can see that now.


(Smooth) #6

Yep, this is intentional.

Makes it more difficult to line up the crosshair un-scoped (without the disadvantage of reduced peripheral vision) scoping in and shooting instantly.

It could be handled a little more smoothly so the transition takes place over the duration of the scoping time (rather than instantly when scoping completes) but that’s a polish task.


(LiNkzr) #7

[QUOTE=Smooth;528025]Yep, this is intentional.

Makes it more difficult to line up the crosshair un-scoped (without the disadvantage of reduced peripheral vision) scoping in and shooting instantly.

It could be handled a little more smoothly so the transition takes place over the duration of the scoping time (rather than instantly when scoping completes) but that’s a polish task.[/QUOTE]

Smooth tell me what you have planned for vassili next patch pl0x <3 xoxo <3


(Mustang) #8

Although personally my prefer is the existing behaviour, but it could be handled differently, for example having it always aim at the same point, but instead of having zero spread 200ms (or whatever the scope in time is) after pressing the scope key, have the spread after 200ms be the same as unscoped, then take another Xms to reach zero spread, the tricky part would be conveying this to the players, perhaps by syncing the spread with FOV change, so after 200ms you’re at 90% of final scoped FOV, then after another Xms you’re at 100%, and/or have the reticle shrink in size slightly over the last Xms to signify the spread tightening.

TL;DR
Allow the player to see the final scoped position, but have to wait slightly longer for the spread reduction to catch up.


(LiNkzr) #9

[QUOTE=Mustang;528056]Or it could be handled differently, for example having it always aim at the same point, but instead of having zero spread 200ms (or whatever the scope in time is) after pressing the scope key, have the spread after 200ms be the same as unscoped, then take another Xms to reach zero spread, the tricky part would be conveying this to the players, perhaps by syncing the spread with FOV change, so after 200ms you’re at 90% of final scoped FOV, then after another Xms you’re at 100%, and/or have the reticle shrink in size slightly over the last Xms to signify the spread tightening.

TL;DR
Allow the player to see the final scoped position, but have to wait slightly longer for the spread reduction to catch up.[/QUOTE]

Personal opinion: No

Objective opinion: I guess in theory it could work, this is already in cs:go with AWP, and it feels already a bit “slow”, I’d rather keep the current setup than make it so I have to wait for my shot to be 100% sure it hits, with your suggestion you would have to wait for it to be accurate which would probably feel clunkier. :)>


(Kroad) #10

I honestly don’t see any reason for this, I don’t think there’s anything wrong with quickscoping.
Just feels very odd to me that this is supposed to be a fast paced shooter, yet you want a slow, passive sniper


(Mustang) #11

Heh, I already edited my post to say I prefer the existing behaviour over my alternative solution, you were just too quick for me.

[QUOTE=Kroad;528060]I honestly don’t see any reason for this, I don’t think there’s anything wrong with quickscoping.
Just feels very odd to me that this is supposed to be a fast paced shooter, yet you want a slow, passive sniper[/QUOTE]
You basically said it yourself, the reason you don’t see a need for something like this is because you don’t see anything wrong with quickscoping. For people that do see the problem with quickscoping there is a need. Smooth already said the problem with quickscoping, it has all the advantages with none of the disadvantages, hence some disadvantages are added to balance the equation. Otherwise quickscoping becomes the de facto must use method of play, and is therefore rather than adding options, instead limiting them.