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In protest of misleading weapon animations

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Posts: 60

Date of registration
: Apr 15th 2012

Platform: PC

Battlelog:

Reputation modifier: 5

Thursday, January 26th 2017, 10:05pm

Quoted from "NoctyrneSAGA"

You are talking about its movement animation.

These things have existed since at least BC2.
its done bro

lel

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Thursday, January 26th 2017, 11:49pm

The only way visual recoil could work, theoretically, is if it matched the exact recoil pattern of the weapon it is attached to. But recoil patterns are largely randomized in terms of when the X and Y axis are used, (at least to my understanding I could be horribly wrong about this), so without making each axis predictable (which would enable very intelligent or observant players to study or memorize exact horizontal and vertical patterns) or somehow have visual recoil mirror every random horizontal and vertical shift I don't see how it's even possible.

Now with an exaggeration of Strafing Springiness which is the most apparent on Optical Sights, the resolution is left to "gluing" the Reticle to the center of the glass optic to retain the animation. It's pretty much the identical cure from BF4's dilemma because it's essentially the same issue. The only difference is the animation is not initiated by firing but strafing. I only worry how this is going to impact the various reticle options that aren't centered (cross and 'T-post').

Maybe the same could work for Iron Sights, but I highly doubt it. Considering that they are literally attached to the whole of the gun and should match the animation of the gun.
To Aim Assist or not to Aim Assist, that is the question.

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AccelerationInputThreshold 0.98
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DisableForcedTargetRecalcDistance 7.0

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2tho This post has been edited 1 times, last edit by "JSLICE20" (Jan 26th 2017, 11:58pm) Posts: 90 Date of registration : Jun 23rd 2014 Platform: PC Battlelog: Reputation modifier: 6 Friday, January 27th 2017, 12:58am The way that Call of Duty handles the animation is that the wobbling of the gun is for the most part indicative of the aimpoint of the gun. So if your reticle kicks to the left of the center of the screen, then the aimpoint follows the displaced reticle. CoD people call this "gun kick" and it works with the randomized recoil that CoD has. BF3+ as far as I can tell only uses "view kick" where recoil will move your entire viewpoint upwards and to the side but there is no gun kick so your actual aimpoint is always at the center of your screen. I don't know if the Frostbite engine supports gun kick so I don't know if there's actually a way to make the aimpoint follow the reticle animation. In light of this uncertainty, I think the best course of action would be to adjust the animations, as difficult as that task is, to reduce the amount of displacement from the aimpoint. Honestly I thought DICE should have recognized this issue during development, given that this isn't a new complaint. I remember threads going back to 2014 talking about this visual misalignment. I understand that they have other goals and limitations during development, so I don't want to accuse them of incompetence, but I thought they would have taken the misalignment complaints into account when they made the new animations. Posts: 3,292 Date of registration : Apr 26th 2013 Platform: PS4 Location: Arizona, USA Reputation modifier: 15 Friday, January 27th 2017, 2:11am I don't know for certain, but I think Call of Duty has had the system where the projectiles exit from the "barrel" and not the camera, even in the past. Previously, this was the sole cause for 'headglitching' in BF4 pre-CTE patch; projectiles exited from the First Person camera which is located near the eyes and not from the barrel of the weapon which, when ADS'd, did not even bring the sight to the camera in 3rd person because of the animation. Note, however, that even changing the 3rd person animation would not change much because the sight of the gun is naturally located above the gun and not in line with the barrel. Battle(non)sense explains the connection: The CTE fix has been implemented into BF1, although it can be finicky at least by my experience. To Aim Assist or not to Aim Assist, that is the question. Nope. Aim Assist or bust; here's why: Default Aim Assist Data Source code 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38  AccelerationInputThreshold 0.98 AccelerationMultiplier 5.0 AccelerationDamping 4.0 AccelerationTimeThreshold 0.15 SquaredAcceleration 0.0 MaxAcceleration::Vec2 x 2.0 y 2.0 YawSpeedStrength 1.0 PitchSpeedStrength 1.0 AttractDistanceFallOffs::Vec2 x 1.0 y 1.2 AttractSoftZone 0.75 AttractUserInputMultiplier 0.45 AttractUserInputMultiplier_NoZoom 0.5 AttractOwnSpeedInfluence 0.0 AttractTargetSpeedInfluence 0.85 AttractOwnRequiredMovementForMaximumAttract 0.0 AttractStartInputThreshold 0.1 AttractMoveInputCap 0.0 AttractYawStrength 1.0 AttractPitchStrength 0.34 MaxToTargetAngle 45.0 MaxToTargetXZAngle 45.0 ViewObstructedKeepTime 0.0 SnapZoomLateralSpeedLimit 1000.0 SnapZoomTime 0.2 SnapZoomPostTimeNoInput 0.2 SnapZoomPostTime 0.2 SnapZoomReticlePointPriority 999 SnapZoomAutoEngageTime 0.0 SnapZoomBreakTimeAtMaxInput 0.2 SnapZoomBreakMaxInput 0.2 SnapZoomBreakMinAngle 90.0 SnapZoomSpamGuardTime 1.2 SoldierBackupSkeletonCollisionData *nullGuid* CheckBoneCenterOnlyDistance 40.0 No Slowdown Data Source code 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39  AccelerationInputThreshold 0.98 AccelerationMultiplier 5.0 AccelerationDamping 4.0 AccelerationTimeThreshold 0.15 SquaredAcceleration 0.0 MaxAcceleration::Vec2 x 2.0 y 2.0 YawSpeedStrength 1.0 PitchSpeedStrength 1.0 AttractDistanceFallOffs::Vec2 x 1.0 y 1.2 AttractSoftZone 0.0 AttractUserInputMultiplier 1.0 AttractUserInputMultiplier_NoZoom -1.0 AttractOwnSpeedInfluence 0.0 AttractTargetSpeedInfluence 0.0 AttractOwnRequiredMovementForMaximumAttract 0.0 AttractStartInputThreshold 0.0 AttractMoveInputCap 0.0 AttractYawStrength 0.0 AttractPitchStrength 0.0 MaxToTargetAngle 45.0 MaxToTargetXZAngle 45.0 ViewObstructedKeepTime 0.0 SnapZoomLateralSpeedLimit 1000.0 SnapZoomTime 0.2 SnapZoomPostTimeNoInput 0.0 SnapZoomPostTime 0.0 SnapZoomReticlePointPriority 999 SnapZoomAutoEngageTime 0.0 SnapZoomBreakTimeAtMaxInput -1.0 SnapZoomBreakMaxInput 0.2 SnapZoomBreakMinAngle 90.0 SnapZoomSpamGuardTime 0.5 SoldierBackupSkeletonCollisionData *nullGuid* CheckBoneCenterOnlyDistance 40.0 DisableForcedTargetRecalcDistance 7.0 No Auto Rotation Data Source code 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39   AccelerationInputThreshold 0.98 AccelerationMultiplier 5.0 AccelerationDamping 4.0 AccelerationTimeThreshold 0.15 SquaredAcceleration 0.0 MaxAcceleration::Vec2 x 2.0 y 2.0 YawSpeedStrength 1.0 PitchSpeedStrength 1.0 AttractDistanceFallOffs::Vec2 x 1.0 y 1.2 AttractSoftZone 0.75 AttractUserInputMultiplier 0.45 AttractUserInputMultiplier_NoZoom 0.5 AttractOwnSpeedInfluence 0.0 AttractTargetSpeedInfluence 0.85 AttractOwnRequiredMovementForMaximumAttract 0.0 AttractStartInputThreshold 0.1 AttractMoveInputCap 0.0 AttractYawStrength 1.0 AttractPitchStrength 0.34 MaxToTargetAngle 45.0 MaxToTargetXZAngle 45.0 ViewObstructedKeepTime 0.0 SnapZoomLateralSpeedLimit 1000.0 SnapZoomTime 0.2 SnapZoomPostTimeNoInput 0.0 SnapZoomPostTime 0.0 SnapZoomReticlePointPriority 999 SnapZoomAutoEngageTime 0.0 SnapZoomBreakTimeAtMaxInput -1.0 SnapZoomBreakMaxInput 0.2 SnapZoomBreakMinAngle 90.0 SnapZoomSpamGuardTime 0.5 SoldierBackupSkeletonCollisionData *nullGuid* CheckBoneCenterOnlyDistance 40.0 DisableForcedTargetRecalcDistance 7.0 Prepare your laughbox Quoted from "Zer0Cod3x" the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2 tho

Posts: 120

Date of registration
: Nov 29th 2016

Platform: PS4

Location: Florida

Battlelog:

Reputation modifier: 4

Friday, January 27th 2017, 7:47am

I do wish this would be adressed, because it would really give the two Optical LMG variants a niche, which they sorely lack ATM.

I was all excited when I saw their superior moving spread, till I tried strafe-shooting some enimies. I gave up pretty quickly when the sights started bobbing like my character was barefoot over Legos.

Off topic, but I really wish they'd have an LMG variant with somewhat increased ADS-walk speed, would be hella fun!

PvF 2017 Champion

Posts: 7,136

Date of registration
: Apr 3rd 2012

Platform: PC

Battlelog:

Reputation modifier: 19

Friday, January 27th 2017, 10:04am

Before people accuse the animation of not matching recoil patterns, they should probably actually verify that it doesn't.

You would be surprised by the result.
Data Browser

Passive Spotting is the future!

With this, I'll rid MGO3 of infestation. Sans bad gameplay MGO3 will be torn asunder. And then it shall be free. People will suffer, of course - a phantom pain.

Reddit and Konami will rewrite the records... And I will be demonized in human memory. But... The thirst for good gameplay that I have planted will infest MGO3. No one can stop it now. The Rebalance Mod will unleash that thirst unto the future.

Are you a scrub?

Quoted from "blahdy"

If it flies, it dies™.

Holy War? No Thanks.

Posts: 2,646

Date of registration
: Jul 25th 2013

Platform: PC

Battlelog:

Reputation modifier: 15

Friday, January 27th 2017, 10:14am

Well the thread was mostly about moving misalignment and firing animation, features that exist. It does seem that this is something that people do not like about this game, similar to BF4. However as sonn as you move and shoot you will have misalignment, firing animation and the recoil, which will make aiming a lot harder, naturally.

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Friday, January 27th 2017, 11:45am

The only possible way one could determine if Visual Recoil actually matched Weapon Recoil is to isolate Spread entirely from the experiment. I guess there are individuals who can hack into the game and provide these results, but I don't think this has been done. Yet. I would need visual evidence to confirm for myself.

The Strafing animation (screw it Strafing Springiness™) is entirely independent of Visual Recoil or Weapon Recoil animations. The Reticle bobbing up and down isn't moving only when the gun fires, but when the soldier initially begins movement while aimed. I understand that strafing while shooting will naturally increase Spread and change the location of bullet impact and, thus, is advised against in non-CQB firefights, but incorporating or strengthening an animation that inherently misleads the user is a flawed design by default.
To Aim Assist or not to Aim Assist, that is the question.

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CheckBoneCenterOnlyDistance 40.0

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AccelerationMultiplier 5.0
AccelerationDamping 4.0
AccelerationTimeThreshold 0.15
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Quoted from "Zer0Cod3x"

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2\$ tho

Posts: 60

Date of registration
: Apr 15th 2012

Platform: PC

Battlelog:

Reputation modifier: 5

Friday, January 27th 2017, 6:37pm

the problem I have with this in BF1 is that the mistmatch when trafing with the iron sight is very light, but with the "red dot", it wobble a lot.

So basically red dot are useless because of this. Why would I gimp myself with theses optics?

Holy War? No Thanks.

Posts: 2,646

Date of registration
: Jul 25th 2013

Platform: PC

Battlelog:

Reputation modifier: 15

Friday, January 27th 2017, 7:00pm

Quoted from "bidet"

the problem I have with this in BF1 is that the mistmatch when trafing with the iron sight is very light, but with the "red dot", it wobble a lot.

So basically red dot are useless because of this. Why would I gimp myself with theses optics?

You do get an accuracy bonus, the MP18 optical is really good, you just have to stand still. Or you can have an artificial crosshair on the aimpoint, I know that this is doable and that people here used it. Smart by the users, but stupid that you need to rely on such things to counter artificial visual mechanics.

The optical variants are good weapons, you just need to handle them in a special way. Being able to see your whole target is a huge advantage in this game. Personally I find the wobble on the iron sights almost as annoying, because the barrel already takes up so much of your sight. IT just disorientates me a lot.