Scope aim vs. free aim


(RasteRayzeR) #1

I’ve been having this feeling for a long time that I can kill way easier if I don’t use the right-click aiming style. This just feels off to me :

First you don’t really get a better view as you lose FOV, giving you only a small window of visiblility but it’s actually not really useful. Then the movement is way too slow when you’re in that aiming mode, thus I die anyway even if I get better accuracy because I’m like an almost idle target.

I never use the right-click aiming style anymore because of this, and I get really better results by simply tracking my targets in free aiming mode, whatever the distance.

Am I the only one feeling this aiming mode is useless in its current state ?


(INF3RN0) #2

Once we get ui_showgun 0 then I think people will find ironsight aim to be a lot better. Right now the map layouts only really make it useful in a few places so um… yea.


(Rex) #3

Yes, like already stated they are pretty much useless and not fulfilling their purpose properly at the moment. Once they will work right, they will be definitely an advantage if used right in some situations.

And I would like to see IS replaced by reddots visors.


(RasteRayzeR) #4

reddots are really better, but it’s not the complete solution IMO.

The movement is my real problem. It should be faster, or provide tricks to evade in case things get hot. They could also give back the left/right sneak peaks from walls as in W:ET.


(Protekt1) #5

They need some tweak options available but otherwise I think ironsight is good. If you can aim fluently in it from hipfire its definitely better in some situations. Perhaps a little bit underutilized due to the fov change as well as no IS sensitivity tweak option. Red dot sights are definitely something that people are going to want as its such a common feature now in fps games the past 8 or so years.

The movement penalty is a must to keep ADS + hipfire balanced with eachother. It could probably be tweaked around but it should stay for the most part.


(Rex) #6

[QUOTE=RasteRayzeR;450339]reddots are really better, but it’s not the complete solution IMO.

The movement is my real problem. It should be faster, or provide tricks to evade in case things get hot. They could also give back the left/right sneak peaks from walls as in W:ET.[/QUOTE]

What do you mean with “tricks”? The trick is to unscope if you want to escape. :wink:

[QUOTE=Protekt1;450340]
The movement penalty is a must to keep ADS + hipfire balanced with eachother. It could probably be tweaked around but it should stay for the most part.[/QUOTE]

Like Protekt said, without a movement penalty it wouldn’t make much sense. Small tweaks will come for sure.


(Kendle) #7

Which I hope never happens.


(INF3RN0) #8

How would it be any different than having a dot sight though? All that it provides is less visual distraction and more clear distinction of where your crosshair actually is. I don’t have any trouble with iron sights, but they are very unattractive as a feature.


(tokamak) #9

Quake Wars style. Please. PLEASE.


(Kendle) #10

Would rather not derail another thread :- http://forums.warchest.com/showthread.php/34261-Gun-model


(RasteRayzeR) #11

Meh … QW is not the answer to all the problems we face in DB … Even in QW I barely used the scoped mode because it was just a waste of time


(potty200) #12

Going to admit using ironsights a lot more recently. I tend to use them between medium and long range shooting and it does help a great deal. I am not a fan of iron sighting tbh but give this a go. You just get used to it!


(tokamak) #13

In this one particular problem it is the solution. QW has the most intuitive gunplay that I know of.


(acQu) #14

Think it was stated by SD that currently hipfire > ironsights in all situations (though i would have to find that specific thread again to re-read how it was exactly put).

I would want to have the zig-zagging removed and if possible maybe connect ironsight accuracy to crouch, so when you crouch you get less bullet spread when ironsighted. This would imo make it cool to use and you would really only get an advantage of using that on med to high range. Because currently i feel if you fight crouching against an enemy at close to mid range you would put yourself in disadvantage by crouching aka moving enemy vs almost non-moving enemy almost always wins; worse even when you try to crouch + ironsight.


(Smooth) #15

Hipfire isn’t better in all situations, but we do know that ironsights aren’t good enough right now and we’re looking to fix that.

To be clear, in the version you guys are currently playing, ironsights have zero bullet spread and about 70% of the recoil of crouched hip-fire.


(RasteRayzeR) #16

This would certainly please the pub gamers. Release Rex in that server and they are all dead xD


(acQu) #17

[QUOTE=Smooth;450395]Hipfire isn’t better in all situations, but we do know that ironsights aren’t good enough right now and we’re looking to fix that.

To be clear, in the version you guys are currently playing, ironsights have zero bullet spread and about 70% of the recoil of crouched hip-fire.[/QUOTE]

Sounds odd. So when i jump, crouch, and generelly move left to right in ironsight mode it will have no spread? All my bullets will hit exactly where i put my crosshair at? time for another testing round i can remember it was not like that a while ago will test


(tokamak) #18

I think that making the FOV slightly less narrow would already make the recoil feel less punishing. Right now the zoom goes too far for the dense geometry of DB.


(RasteRayzeR) #19

And give a slightly faster movement speed while in scope mode would already be a big plus !


(Kendle) #20

Don’t think you should be able to move faster (I guess the current movement speed while scoped is normal walking speed?), but a separate sensitivity setting for scoped (or a multiplier of standard sensitivity) would be nice. Plus what tokamak said, slightly higher FOV as I feel you’re zoomed in too far at the moment.