Double AgreedAgentMongoose wrote:Agreed.
Functional GL Sights
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Re: Functional GL Sights
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Re: Functional GL Sights
If possible, though I believe you may run into the problem where you can't affect your crosshair angle aside from when adjusting the scope, though I'm wondering if it's possible to be able to align the weapon unsighted with some useable aid and then freeaim automatically upon alternate-firing, which would work beautifully in terms of fluidity.
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Re: Functional GL Sights
Ah, okay. Didn't realize you weren't sighted in when you used the Q rose ingame.Mosquill wrote:The Q commo rose. It appears only when you're using the GL sights. Though it's possible to do this without using a commo rose at all.
What would it matter, really? The Q rose currently only lets you say "Grenade!" when you have the UGL out, and you can still access that when you're not sighted in. No real loss at all, imo. And having the range settings might make it more accessible to newbie grenadiers.Gosu-Rizzle wrote:But am i the only one thinking that having only the "free aiming" would fit PR best? Plus, then you wouldent need to modify the commo-rose at all right?
Well, I suppose if the freeaim was supplemented by the proper number indicators on the side of the leaf sight (which are there, just not very distinct), they could properly use the leaf sight without even needing to take their eyes off of the battlefield for a menu to select range (which = more immersed).
@McLuv: Yeah, there might be problems with engaging from different altitudes (since moving the mouse up/down would affect the angle)... Perhaps (if using a freeaim-only system) just make a single button on the Q Rose to 'lock' or unlock the sight from that angle? When you use 'lock', it would hold the angle but give back up/down control?
All around, I'm glad to see the grenadier get so much love lately, and this would just be the topper, to really give us the realistic aiming system that makes it all the more authentic. Kudos, Mosquill
Last edited by Celestial1 on 2010-03-02 22:49, edited 3 times in total.
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Re: Functional GL Sights
dont see how it requires more skill. currently you just line up the numbers. also it would seem being able to adjust it is infact more realistic as this is how they are used in real life.Gosu-Rizzle wrote:It seems more realistic and "fluid" than having to open up a tap and selecting the distance. It also means it requires at bit more training/skill as oppose to just selecting the distance to the attack marker.. And i think that would fit PR better.
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Re: Functional GL Sights
We tried a kinda free aiming thing before and it just didn't work out too well since you would never get the point you wanted on the leaf to the target since it just didn't work like that hehe.Gosu-Rizzle wrote:But am i the only one thinking that having only the "free aiming" would fit PR best? Plus, then you wouldent need to modify the commo-rose at all right?
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Re: Functional GL Sights
[quote=""'[R-DEV"]Rhino;1283594']We tried a kinda free aiming thing before and it just didn't work out too well since you would never get the point you wanted on the leaf to the target since it just didn't work like that hehe.[/quote]
Thats too bad. But what is stopping it from working here? It seems to be working in the vid.. Cant you just let the alternate fire be set to activate the free aim instead of the Q-rose? Would it really be harder to aim than the system we currently have? Bucket of questions for ya
[quote="gazzthompson""]dont see how it requires more skill. currently you just line up the numbers. also it would seem being able to adjust it is infact more realistic as this is how they are used in real life.[/quote]
Well, in real life they dont get a magic tap shooting up.. They align it using free aim, just like the last example in the vid.
Thats too bad. But what is stopping it from working here? It seems to be working in the vid.. Cant you just let the alternate fire be set to activate the free aim instead of the Q-rose? Would it really be harder to aim than the system we currently have? Bucket of questions for ya
[quote="gazzthompson""]dont see how it requires more skill. currently you just line up the numbers. also it would seem being able to adjust it is infact more realistic as this is how they are used in real life.[/quote]
Well, in real life they dont get a magic tap shooting up.. They align it using free aim, just like the last example in the vid.
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Re: Functional GL Sights
it works in that sence it just dose not work in the practical sence. Its really hard to explain you have to use it for yourself but your trying to aim directly onto the target and get the correct leaf at the same time and when ever you move your mouse up or down it moves the leaf and where your aiming so by the time you have aimed onto the target, your leaf sight is on the wrong distance so you need to aim away from the target to get the right distance etc. If you could press a button to only move the leaf and then aim normally when its not pressed it would work maybe but still, the set "100m" etc is much more piratical.Gosu-Rizzle wrote:Thats too bad. But what is stopping it from working here? It seems to be working in the vid.. Cant you just let the alternate fire be set to activate the free aim instead of the Q-rose? Would it really be harder to aim than the system we currently have? Bucket of questions for ya
Last edited by Rhino on 2010-03-03 01:37, edited 1 time in total.
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Re: Functional GL Sights
'piratical', Rhin0? Know it just looks like you've completely given up on spelling and let the ABC take over on those duties, or you have a really, really bad speech-2-text program working for you
Though, I don't see how impractical going between fixed to free aim would be if you only had to right mouse click.
Though, I don't see how impractical going between fixed to free aim would be if you only had to right mouse click.
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Re: Functional GL Sights
meehh, I'm tired and I didn't look at my spell checker very closely when I corrected itMcLuv wrote:'piratical', Rhin0? Know it just looks like you've completely given up on spelling and let the ABC take over on those duties, or you have a really, really bad speech-2-text program working for you
Though, I don't see how impractical going between fixed to free aim would be if you only had to right mouse click.
And you would have to try it to see what I'm on about, its hard to explain.
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Re: Functional GL Sights
Meh, I kinda know what you're talking about, when there are actually two separate movements involved (IE, the camera and the weapon itself), it becomes very confusing because the input wouldn't feel natural.
EDIT: I think I understand, it's the fact that you'd actually be turning the mouse in the "apparent" opposite direction of the weapon's movement, yeah, I've felt that before, it would be very unnatural, so having the set distance and then adjustable leaflets would be awesome.
EDIT: I think I understand, it's the fact that you'd actually be turning the mouse in the "apparent" opposite direction of the weapon's movement, yeah, I've felt that before, it would be very unnatural, so having the set distance and then adjustable leaflets would be awesome.
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Re: Functional GL Sights
youre talking about the fact you would have to lead the target, but you would have to lead the range now too basically, right?[R-DEV]Rhino wrote:meehh, I'm tired and I didn't look at my spell checker very closely when I corrected it
And you would have to try it to see what I'm on about, its hard to explain.
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Re: Functional GL Sights
No, it's that in order to accomplish this the camera would need to move in the opposite direction of the weapon itself in order to align properly with the leaf sights, giving it an unnatural feel of sorts.
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Re: Functional GL Sights
If you look really closely at the original video after 1min, you will see that when the leaf sight is aimed up and down you will notice the main end sight also moves up and down a little bit, nothing huge because the main sight adjustment aint being moved that much but when your trying to pick off a target from that strait on, its hard as hell to line it up because your moving both bits together and not at different times.
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Re: Functional GL Sights
I say leave the GL sights as is, imho there is no reason to set a distance for the GL, if anything have your SL put up an observe marker, aim the GL up, wait for it to settle for at least 2-5 seconds, fire and adjust if necessary.
NYR
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Re: Functional GL Sights
I would think that the pursuit of realistic and enjoyable gameplay is a pretty decent reason to implement such things. As of now, the UGL has what effectively is a Crosshair. Its just an image overlay on the screen that tells you where your rounds are going to go and doesn't really involve allot of input from the player and lacks immersion.drs79 wrote:I say leave the GL sights as is, imho there is no reason to set a distance for the GL, if anything have your SL put up an observe marker, aim the GL up, wait for it to settle for at least 2-5 seconds, fire and adjust if necessary.
If this is implemented properly, it would mean players can experience a more detailed and realistic battlefield experience.
The very same argument iron-sights are in place over crosshairs.
...mongol...
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Re: Functional GL Sights
the free aim mode is the most realistic one in my opinion
just great work
just great work
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Re: Functional GL Sights
Maybe I looked at the video initially with the wrong frame of mind, or I just jumped to quick to the conclusion that if something like this is implemented there would no longer be a settle time requirement for the GL attachment. I am all for realistic and enjoyable game play don't get me wrong, but its part of the realistic game play that enables you to figure out if you are firing the UGL too short, or too long, or you are not letting the 2-5 sec settle time come into play. Maybe I'm old skool and like having the SL put out a quick observer or attack marker, or letting me know if the rounds which are being fired are in fact landing too short, or going too long, or if i need to aim a bit to the right or left. One of the pluses of having 20 GL rounds is that you can fire at the target and re-calculate if necessary without fear of running out of ammo without hitting or disrupting the initial targets.[R-MOD]Mongolian_dude wrote:I would think that the pursuit of realistic and enjoyable gameplay is a pretty decent reason to implement such things. As of now, the UGL has what effectively is a Crosshair. Its just an image overlay on the screen that tells you where your rounds are going to go and doesn't really involve allot of input from the player and lacks immersion.
If this is implemented properly, it would mean players can experience a more detailed and realistic battlefield experience.
The very same argument iron-sights are in place over crosshairs.
...mongol...
NYR
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Re: Functional GL Sights
Trust me, Magnum, you remember my joyous approval of the 20 nades and improving of grenades... Proper grenadier sights can only be an awesome thing.
AA3, as buggy as a game it was, had me really enjoying my playtime with their M203 which had a properly functioning leaf sight.
AA3, as buggy as a game it was, had me really enjoying my playtime with their M203 which had a properly functioning leaf sight.
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Re: Functional GL Sights
Celestial1 wrote:Trust me, Magnum, you remember my joyous approval of the 20 nades and improving of grenades... Proper grenadier sights can only be an awesome thing.
AA3, as buggy as a game it was, had me really enjoying my playtime with their M203 which had a properly functioning leaf sight.
The grenadier sites in AA3 do rock....the new patch (3.07) just rolled out a week or two ago, and has improved gameplay somewhat...this kind of site in PR, like the one shown in the first post, would also rock, and would give players a better understanding of range/distance in the game, at least it would for me, lol
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