Forum Discussion

nelti's avatar
4 years ago

Tank turret crosshair glitching

Product: Battlefield 2042
Platform:PC
Please specify your platform model. PC
AMD or Nvidia Model Number AMD RX Vega 56
Enter RAM memory size in GB 16
Are you using any software with an overlay? No
Which part of the game is the issue happening in? Multiplayer
Which part of the mode? Conquest
Please select your region Europe
On which server did this happen? any server
When did this happen? (dd.mm.yy hh:mm) 2021-11-12 20 :45
Summarize your bug When using tank with turret the crosshair snaps to things and works very badly
How often does the bug occur? Every time (100%)
Steps: How can we find the bug ourselves? https://www.youtube.com/watch?v=iQNXrJpLXdw
What happens when the bug occurs? The crosshair snaps to things
What should be happening instead? It shouldnt snap to things

https://www.youtube.com/watch?v=iQNXrJpLXdw

2 Replies

  • JD_W0LF's avatar
    JD_W0LF
    Seasoned Veteran
    4 years ago

    @Tank2042Man wrote:
    @neltiSame issue on Xbox One.
    Makes it nearly impossible to aim when moving.

    https://gamerdvr.com/gamer/zakrocz/video/148785987

    https://gamerdvr.com/gamer/zakrocz/video/148779336

    So what this actually is doing is telling you that your turret is occluded/blocked by a nearby object. Basically when it snaps to something close in the foreground, that's because if you stop there and fire: that's what you're going to hit. Notice in your first video when you roll up to the chain link fence, it snaps to it, you shot it, then without moving your aim or tank, the reticle snapped back up towards center. Because now the fence was gone and the tank could aim past it. Your turret was no longer blocked.

    Now hopefully it makes sense WHY this is happening in game. It's not so much a bug as a feature... BUT I can totally agree it's not implemented well and is NOT intuitive compared to say BFV.

    I have 2 solutions for Dice on this to make it more intuitive to use for players:

    1. Go back to BFV's system of putting an ADDITIONAL, CENTER SCREEN reticle of some sort that's locked center so we know where we're aiming our camera. While keeping the "turret position" reticle along with it. This way we can see clearly what we're looking/aiming at by camera, vs what our tank turret is currently aimed at.
    2. I do not prefer this second one but I suppose going back to an older style of only a locked center screen reticle could be fine, so long as there is a UI indication of a blocked turret somehow. Maybe if there is a blockage X meters from muzzle of the turret a little indicator pops up next to that center locked reticle, like a small x or something to tell the player that firing will hit something close up instead. I highly prefer option 1 though, for the record.

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