Scope aim vs. free aim


(tokamak) #21

Yeah I’m not comfortable with higher mobility either. I think that’s the main cost a player should be willing to pay for improved aiming.

Also I still really want to see single, burst and auto modes for rifles. That would also really help in conjunction with scope and free aim differences. In ETQW this wasn’t necessary due to the low rof being easy to dose but for DB it may actually be a way around the current rates without having to change everything in the game.


(Raviolay) #22

Have all weapons damage fall off negated when in IS, it would promote it’s use at range. That is presuming that all weapons bar the sniper have fall off mind.


(INF3RN0) #23

As far as “iron sight” design I really loved the strogg sight model. You get the view of looking directly down the scope without all of the obstructions. I’d like that in DB irons as an option if possible otherwise I’ll be most likely forcing the gun model off at some point.

If DB maps didn’t force such constant CQC fights then we would be using iron sights more often. I use them quite a lot myself because of the spread reduction, and they are quite effective in certain areas, just awkward for most people to use/get used to imo. I really think it’s the extremely confined maps that make them hard to utilize, but if anything maintain the hip fire as it is.


(INF3RN0) #24

This would make the most sense to me. At least in terms of decreasing the damage fall off, but yea probably not removing it entirely. Worth a test.


(Protekt1) #25

Not a good idea. It’ll reduce the effectiveness of snipers. Its actually really effective at range as it currently stands tbh. If a sniper does not get that headshot they get pwned by IS of most weapons, especially ARs. I really don’t know the stats tho, they need a weapon stat chart badly.

Also it just doesn’t make any sense to have weapons bullets go farther just because you’re holding it up to your face. It would be a weird mechanic to have in any fps.


(Samurai.) #26

For me the FieldOps character “Arty’s” SMG weapon is the perfect ironsight for useability and handling, it is the only weapon i find myself using ironsight in many situations.

Would like to see more guns with a standard ironsight design like this and then maybe the ability to add a red dot sight by preference?..

The problem with most of the ironsights with the AR’s/SMG’s is that the actual aesthetics of the ironsight are too intruding on what you are actually trying to aim at. It’s like you have:

| | = most AR/SMG Ironsight
X = Target Player
|X| = In game situation

but as soon as the X goes past either of the lines the ironsight blocks out where the player model goes meaning you can’t properly follow/track them in most situations as you don’t have a clear view of the entire model.

-X- = Arty SMG ironsight - <3

The solution?
I almost certainly shouldn’t drop this name here but it just makes the most logical sense. Look at COD4 Promod ironsights for the SMGs (like AK74u?) and for AR (AK47?). Im not saying copy any of the actual gameplay features of COD but the actual aesthetics of the ironsights in COD4 Promod for the SMG/AR are perfect designs for useability.

COD4 Promod is like entirely based around ironsight use in close quarters so why not take the best aspect of this - the useability/design of the ironsights and apply them to Dirtybomb? - they are designed to encourage ironsight use and be effective for the close quarter maps that both COD and DB have in common… yet they will not over dominate in DB as the slower movement means hipfire + faster movement will overcome in the majority of situations.

If it makes it easier just ignore the fact i mentioned COD here and just see my suggestion to have cleaner more visible ironsights for all weapons.


(psycozz) #27

Most of you are only speaking about smg weapons. But did you try to scope with the soldier main weapon

I totally agree with you, when I play medic, i didn’t really notice a difference between the hipfire and ironsight.
Neverthelesss, I can say that the use of ironsight with the soldier main weapon is really efficient in long range.


(scre4m.) #28

[QUOTE=psycozz;450422] when I play medic, i didn’t really notice a difference between the hipfire and ironsight.
[/QUOTE]
When the weapon has (almost) no recoil, like medic smg you wont notice a big difference in recoil. sure thing there I guess :tongue:.

I dont use ironsights atm on other weapons either. Just too weak. Ironsights anyway always feel bad for tracking. Just add holo vision or simply red dot (or showgun"0"?)


(pulley) #29

i just use it for the mounted guns and sometimes with LT


(RasteRayzeR) #30

yeah, on the mounted guns it has this bug that the two aiming rings are not aligned … so weird to shoot with that.


(BomBaKlaK) #31

yep agreed with kendle on this point.


(Hundopercent) #32

One of the problems is that hipfire gives a significant view advantage making it immediately superior to ADS mode. I believe the view shouldn’t get so crowded and the actual Iron Sight should be replaced with reflex sights, similar to the Engineer. Without those additions I feel Hipfire will always be superior which I am totally fine with. If I want to play an ADS warrior game I’ll play CoD/BF or pretty much any other MMS out there.


(Humate) #33

With ironsights as it is, you also get a dps / rof advantage since you can hold down mouse1 and not be penalized with spread.
I dont know what its like now however, since I havent got the chance to play the new patch.

Downloading patch now at snail speeds :frowning:


(INF3RN0) #34

I still think this issue is a bit too dependent on map layouts.


(prophett) #35

Using ads a lot more lately, especially when using “Arty”


(INF3RN0) #36

I found mid-range ADS helps a hell of a lot for corners. You pretty much get 99% headshots when iron-sighted at the head. Also it’s the only way to kill a rex mg before it kills you.

Speaking of MGs… has the weird iron sight bug been reported already? Mine shows the irons about 3inches apart from eachother :confused:


(RasteRayzeR) #37

I had the same bug, I haven’t reported it yet because I can’t find a way to make it reproducible.

Also I really would like the scope view of the new medic and of proxy to have some zoom too, right now it feels just weird without it.


(Rex) #38

Has been already reported in the bug section: http://forums.warchest.com/showthread.php/35395-ev-ironsight-sights-incorrect-17963


(sjoerdieman) #39

you feel this way because the aimdown the sight looking speed is the same as the not zoomed in speed, the zoomed in speed should be lower and then u will use the iron sights more!


(Raviolay) #40

Most PC games have the same speed & that speed reduction is a console game thing, however two sensitivity sliders would be nice. The way I see it is this loose movement speed for accuracy notion is tied to consoles game conventions. Born mostly from a inferior input method needing to get some approximation of accuracy. Before Call of Duty this push for “realism” & console dominated FPS market, you had a zoom that while making it easier to hit targets at range. You lost your awareness of what is going on around you however, that was the only trade off. The weapons and your movement were not affected by this, this is how I think Dirty Bomb should work while in IS (zoom). With the option to remove IS and just have the screen zoom in front of you from the hip view if you so wish.

I am sure the trailer had the line Made for PC in it, so why is it that this game is using mechanics suited to a controller?