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Fire grenades (and other weapons) straight ahead

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#1
-Tj-

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This one's been driving me nuts for ages. Weapons firing at odd angles when the crosshairs are on some surface closer to the mech. It's like the mech's weapons are two eyes, and it gets all crosseyed when something's too close.

 

I don't know how many times I've lost kills or had grenades bounce back at me because of this. Just shoot them straight ahead please.

 

Edit: This is what I'm talking about:


Edited by -Tj-, 25 March 2015 - 08:02 PM.

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#2
LoliconBukakke

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The mech's weapons are on the sides of the bot itself. If your crosshair is past a wall, but the grenade launcher isnt the projectile will hit the wall.


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#3
-Tj-

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I know that, but I'd rather have that than grenades that won't shoot straight if i just so happen to be one pixel behind a wall and the other side is wide open.

 

Or another case: I want to bounce a grenade by firing it off the ground. Instead of going straight, it bounces off to the far left. Wouldn't happen if it just fired straight.


Edited by -Tj-, 25 March 2015 - 07:13 PM.


#4
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I get this problem a lot with the Sharpshooter as well, enough to be frustrating, although certainly not to the clear extent which you have demonstrated.

 

I'm actually not sure where I stand on this. As annoying as it is, it is something that is an immersive element.

 

Meanwhile, it's a death sentence in certain situations that doesn't conform to typical shooter intuitively (weapons firing straight ahead from a centered origin).


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Thank you for your time,

 

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#5
moosa17

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I'm pretty sure I've missed shots a few times when the entire view in front of me was an enemy mech (point blank).



#6
-Tj-

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Resurrecting this topic because I just got out of a match where this problem actually caused me to miss several grenade hits. This is important because in pretty much every case I want a grenade to fly forward. Not left, not right, not up or down... forward.

 

Case in point, a lot of folks like to use the shield to give themselves more time to survive in a fight. In many instances, especially where the upper-tier guys are concerned, they'll win. A tactic I like to use with grenades is to leave them as presents inside the shield as I exit. It works, but in many cases the grenade goes off to the left and explodes on the side of the shield instead. This happens because as the opponent is dashing around the inside of the shield, the reticle might cross over them the moment I fire the grenade. So instead of going where I want it to, the grenade goes to the left, and I take damage. If I'm lucky, so will the opponent, but it's not fun to watch a grenade go in a direction you don't want it to.



#7
Kopra

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Resurrecting this topic because I just got out of a match where this problem actually caused me to miss several grenade hits. This is important because in pretty much every case I want a grenade to fly forward. Not left, not right, not up or down... forward.

 

Case in point, a lot of folks like to use the shield to give themselves more time to survive in a fight. In many instances, especially where the upper-tier guys are concerned, they'll win. A tactic I like to use with grenades is to leave them as presents inside the shield as I exit. It works, but in many cases the grenade goes off to the left and explodes on the side of the shield instead. This happens because as the opponent is dashing around the inside of the shield, the reticle might cross over them the moment I fire the grenade. So instead of going where I want it to, the grenade goes to the left, and I take damage. If I'm lucky, so will the opponent, but it's not fun to watch a grenade go in a direction you don't want it to.

You mention exiting the shield. If you fire projectiles while crossing the surface, they will go off to the side regardless of crosshairs pointing at an enemy or not.



#8
-Tj-

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It's not when exiting the shield, it's when the enemy crosses the front. They go to my right, my grenade goes left and hits the shield. Watched it happen about three times over the course of maybe 2 games or so.

 

Anyway, point is, maybe these things need some kind of cutoff point. Firing a grenade 45 degrees or so to the left... when is that ever necessary?


Edited by -Tj-, 14 October 2015 - 05:52 AM.


#9
Kopra

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It's not when exiting the shield, it's when the enemy crosses the front. 

 

 

 

 

 A tactic I like to use with grenades is to leave them as presents inside the shield as I exit.

 

To me it sounds like you are more likely to be affected by the bug that affects projectiles fired near the Shield surface rather than the occasional illogicality of the game's projectile trajectory calculation system.

 

While I too would personally like a fixed trajectory on the projectiles, I'm just thinking you're barking at the wrong tree for your woes.



#10
-Tj-

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I get what you're saying about the shield bug, but again, that's not what's happening. Some of it could be that, but it's not all.

 

While I too would personally like a fixed trajectory on the projectiles, I'm just thinking you're barking at the wrong tree for your woes.

 

Why not just request that it be fixed, then, instead of shrugging it off? We're in beta (though really we shouldn't be by this point), I don't see why we shouldn't be fixing things that don't work well.



#11
Kopra

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I get what you're saying about the shield bug, but again, that's not what's happening. Some of it could be that, but it's not all.

 

 

Why not just request that it be fixed, then, instead of shrugging it off? We're in beta (though really we shouldn't be by this point), I don't see why we shouldn't be fixing things that don't work well.

 

If it's possible, I'm all behind it. A cutoff distance for the "smart aim" would be great for shooting behind corners and would eliminate the shield bug and close range trajectory becoming skewed like that.


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#12
-Tj-

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A cutoff distance for the "smart aim" would be great for shooting behind corners and would eliminate the shield bug and close range trajectory becoming skewed like that.

This was one of those things I was thinking would make things quite interesting during engagements. Firing when a weapon is just outside the edge of a corner and being able to fire one weapon but not the other could really mix things up.



#13
BIsmuthZornisse

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how about some kind of trajectory indicator?

 

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i find the current crosshairs to be somewhat misleading, because your weapons aren't held in front of you, but are mounted on your mech's sides, which throws my (already terrible) aim off.

So my solution would be to implement trajectory indicators. they would show where your projectile would go, if it had no deviation and there was nothing blocking your shots. the circle on the left line shows up when anything that would interact with your projectile, the width/diameter being indicative of the possible deviation at that range (it would become larger on further away targets). for bouncing projectiles, like grenades it would only show the initial trajectory, without the bouncing.

The indicators would be part of the pilot's holo visor.

The reason this isn't included in the list in the op, is because i don't know if this should be an option in the cockpit menu, or an internal (a "crutch" internal like the composite armor.)

 


I have a lot of ideas and would like some feedback on them:

Suggestions for fixing things:

https://community.pl...of-suggestions/

Suggestions for new things:

https://community.pl...for-new-things/


#14
-Tj-

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While that's an interesting solution, ultimately it would be of little to no help during fast play, since a lot of what happens during these moments is purely by instinct. You really wouldn't be able to see such indicators close up, either. It might help newer and less skilled players aim, though.

Really, what we should be seeing is either a limit to how much it angles, or just a removal of it altogether.

#15
Derpy Hooves

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This one's been driving me nuts for ages. Weapons firing at odd angles when the crosshairs are on some surface closer to the mech. It's like the mech's weapons are two eyes, and it gets all crosseyed when something's too close.

 

I don't know how many times I've lost kills or had grenades bounce back at me because of this. Just shoot them straight ahead please.

 

Edit: This is what I'm talking about:

I see no issue, a rebounding grenade is a rebounding grenade simple as that. The weapon isn't perfectly center, not only that it leaves the launcher with a slight spin, so the ricochet will be at a random angle, same thing with the reflak. But with your mode of thinking making it fire straight will also cause any richochets to bounce straight back at you, so which would you rather do, miss your target or kill yourself giving the kill point to the team/player your facing?


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#16
StubbornPuppet

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The ground that is being fired at in that video is uneven.  The grenade is rebounding in a direction that corresponds to the angle of the terrain it hits.  The terrain physics behave this way in all Unreal based games.


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To be serious for a moment this is just a joke

 


#17
Kopra

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The ground that is being fired at in that video is uneven.  The grenade is rebounding in a direction that corresponds to the angle of the terrain it hits.  The terrain physics behave this way in all Unreal based games.

Edit: Was that a response to Derpy Hooves?

 

You could try this on even ground and you'd get the same problem.

 

When you aim at something, the game draws a line from your weapon to that exact pixel you're aiming at. This is what causes the angle. The closer the enemy is, the smaller the angle is between the front of your chassis and the projectile trajectory.

 

The GL is different because it's affected by gravity, but fire a TOW or any other projectile moving in a straight line, and you will always hit the pixel you're aiming at. The problem is that this is counterproductive with a slow projectile at close ranges.


Edited by (KDR) Kopra, 17 October 2015 - 04:24 AM.


#18
-Tj-

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I see no issue, a rebounding grenade is a rebounding grenade simple as that. The weapon isn't perfectly center, not only that it leaves the launcher with a slight spin, so the ricochet will be at a random angle, same thing with the reflak. But with your mode of thinking making it fire straight will also cause any richochets to bounce straight back at you, so which would you rather do, miss your target or kill yourself giving the kill point to the team/player your facing?

 

There is no spin affecting it. As StubbornPuppet said, it's uneven ground causing the odd bounce in my video. The first grenade actually bounces off the protruding pipe or whatever it is on the concrete slab on the ground. Also, the Reflak isn't random, it's entirely predictable. In fact, I've scored kills with it around corners with purposefully-placed shots thanks to this fact. The "randomness" you're seeing is a product of either the actually-random (but limited) spread angle or the surface being shot at. After that, it's just like billiards. You determine the angle you need to hit a ball (mech) around the corner, angle yourself to the wall accordingly, then unleash. If this weren't true, you wouldn't get tight spread patterns like this:

 






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