7 years ago
Less strafing, more aiming
Most online shooters have similar issues, where players move left to right non-stop to avoid getting shot, whether they're being attacked or not. I also do it, because there is nothing which penalize...
@xerosum wrote:
So the non-moving target at close ra he should have the advantage?
Yes, but this would be insignificant for close range fights. I'm against the bloom effect mechanic, your cursor should move, but where you aim should still be where the bullet goes. Think of it as a recoil for moving around. You can still do it, but you'll be punished slightly for doing it. Maybe the effect can be more severe for larger guns, so smaller guns could be made for players who are more agile and want to play in that particular way.
I mean the stopping to fire and then moving definitely worked out in the Civil War...... I'm pretty sure standing still or crouching is more for long range but also makes you an easier target but i mean up close and personal the person straffing could win but if you still and know how to lead your shots you should have no problem winning the gun fight
@dajenPool91 wrote:
I mean the stopping to fire and then moved definitely worked out in the Civil War...... I'm pretty sure standing still or crouching is more for long range but also makes you an easier target but i mean up close and personal the person straffing could win but if you still and know how to lead your shots you should have not problem winning
If you're good at aiming, yes you can still kill the player. However, with strafing, you don't really know when they will move left or right, so hitting them can get tough. The trick to counter strafing is literally by strafing. Since you move with your opponent, you're in sync with the movement and can easily shoot them, even aim for their head. If this changes or not, it wouldn't impact me much at all, but it'd be nice to have shooters which aren't about moving side to side.
Lots of games have this mechanic.
You also need to account for spray patterns of the guns
Just because the crosshairs don’t expand, doesn’t mean that you’re still shooting straight.
And it’s normal is LOTS of games the shorten a reload, by interrupting the end of the animation.
I’ve been doing it with LMGs in COD for the passed 14 years.
It’s a design choice, if you don’t like it - play a dofferent game.
@xerosum wrote:Lots of games have this mechanic.
You also need to account for spray patterns of the guns
Just because the crosshairs don’t expand, doesn’t mean that you’re still shooting straight.
And it’s normal is LOTS of games the shorten a reload, by interrupting the end of the animation.
I’ve been doing it with LMGs in COD for the passed 14 years.
It’s a design choice, if you don’t like it - play a dofferent game.
Not sure if you're replying to me or someone else. The spray pattern is how a gun will react via recoil after it's been shot. Some guns shoot multiple projectiles at once. I approve recoils, which is why I want a similar mechanic for when a player thinks they can move and shoot at the same time. It can be even as easy as increasing the recoil of a gun if shooting while moving.
@Goal_Line_0 wrote:
Old school games have addressed this issue by decreasing aim crosshair accuracy everytime you change direction. Rainbow Six: Rogue Spear is a good example of this.
This is the bloom effect, the most terrible feature which has plagued most shooters. Where you aim, should ALWAYS be where the bullet goes.
No... that’s when you aim down sight.
Bloom is for hip fire. Not the same.