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06-26-2009, 07:57 PM #16
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06-26-2009, 08:46 PM #17
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- Jan 2006
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- 1,233
Re: Major issue with gun fire in AA3
Removing the crosshairs would be a start, but I dont see how this fixes the fact that shoulder firing would still be viable. Or is the issue really that the crosshairs reinforce this style more than it should be used? But in this thread I see that both styles are endorsed as applicable real world, and that the game mechanics is the issue (ie. Crosshairs being visible).
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06-26-2009, 09:32 PM #18
Re: Major issue with gun fire in AA3
Taking away crosshair would help.
Also I think it would be neat if they simulated you looking over the sight more. Almost to where it took up the whole bottom right of your screen.. or even almost the right side of your screen. So you dont have SUCH a wide field of view. Maybe go a little over board so its annoying to run around WITHOUT looking down the sight. I know this goes against what I said earlier but this is a game and people will do whatever gets their F/R up. Forcing people to look down the sight to get such a wide view would be a likely decrease the pace of game.... which seems like its needed because its kind of CoDish atm
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06-26-2009, 09:53 PM #19
Re: Major issue with gun fire in AA3
pretty big game changing ideas we tossed out there. Not sure if they would introduce them though
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06-27-2009, 01:16 AM #20
Re: Major issue with gun fire in AA3
I have been playing with the config file on our private server and found to areas today for this.... made the changes but nothing has happened to remove it. I will keep working on it and when the TG server is good to go we can share all of the tweaks to make the TG server better.
Thanks for all the input here!"The mind stretched to a new concept can never return to it's orginal dimension."
"What the mind can conceive and believe..... it can achieve."
The Mediator






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06-27-2009, 01:19 AM #21
Re: Major issue with gun fire in AA3
Well here is my conclusion on this so far (subject to change). We had some good rounds tonight. I seem to be doing much better with the sights and with shoulder pocketed shooting. I believe it just takes time to get used to this game. Let's see how this plays out but keep up the posting as we would like to get as much input as we can to create the best game play for our fellow TG players.
"The mind stretched to a new concept can never return to it's orginal dimension."
"What the mind can conceive and believe..... it can achieve."
The Mediator






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06-27-2009, 01:21 AM #22
Re: Major issue with gun fire in AA3
Has some great rounds tonight. I think we are definitely moving along and getting to a point that this could easily fit right in here at TG.
Whats the Deal with the tiny sig limit?
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06-27-2009, 05:37 PM #23
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Re: Major issue with gun fire in AA3
And just to reiterate: Sights beat out using the crosshairs by a mile in my opinion unless you really are 5 feet away from someone.
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06-28-2009, 09:46 AM #24
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Re: Major issue with gun fire in AA3
I agree crosshairs need to go.
Another problem, however, is that the sights are 3D in AA3 making it difficult to add transparency. Sighting down the rifle now looks like you're running around with one eye closed so less people are inclined to do it.
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06-28-2009, 11:03 AM #25
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06-28-2009, 12:43 PM #26
Re: Major issue with gun fire in AA3
I finally had a chance to play this late Saturday night and though I see a lot of promise, it is true some of the weapons are indeed off. The worst offender, in my opinion, was the SAW. There were multiple times I was set up, prone, behind cover and looking down a corridor and not once do I think I killed anyone using iron sights. The only success I had with the SAW was using it in CQB with crosshairs and it actually reminded me of vanilla BF2, to be honest. Also if you're prone with the SAW in an elevated position you can only fire at targets at eye level; you can't depress the muzzle and fire at enemies beneath you. Very odd...
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07-01-2009, 03:59 AM #27
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Re: Major issue with gun fire in AA3
Same. I have issues with the saw when unloading in a perfect firing position. However, I found that short bursts (I utilize both box and softbag depending on map) greatly increase my ability to kill targets at long distances accurately. This makes me want to say the SAW is working as THEY intended it to.
At CQB, spraying works, however at distances that are 15-30 feet, not so much.
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