The gun looks very nice, good job. When will it be added to the server?
Also about those players forced to use iron sights, they will be at a disadvantage in small corridors. It doesn't make sense to aim at a person when they are right in front of you. A lot of people dont bother to aim in close proximity with the LH and a49. And for them to have never aimed on the server wouldn't that mean they've never deployed a machine gun or used a sniper rifle?
Re: Ballistic Bro Changelogs Discussion
Posted: Sat 22 Mar , 2014 1:11 pm
by Azarael
Thanks, the gun might be added in a few days.
Forced aim has three purposes:
1) to force certain players to play as intended
2) to see if the hipfire system is broken, i.e. whether spammers are better off spamming
3) to gauge their own personal reaction - whether they are ignorant if the controls or just choose not to use sights (even with weapons like the Bulldog which are shit without aim).
I and others find it frustrating to be killed by players who are hip spamming so hard that they've reached max displacement. It requires no skill and should not kill anyone, but as long as hipfire is a mechanic, I cannot figure out a decent way of stopping it. I will be using the CX85's altfire as a platform to test a possible solution.
Oh, and I aim at close range. I've added per-game aim % tracking to 3SPN gametypes to settle the myth that you must hip at close range. The concept is called preaiming.
Re: Ballistic Bro Changelogs Discussion
Posted: Sun 23 Mar , 2014 11:08 am
by pilau
Azarael wrote:In other news, done texturing this:
Damn, Azarael, it's just a treat to look at! The level of details is exceptional. Who is the modeler? From a realistic-ish point of view, this rifle is one heavy looking motherfather.
Calypto wrote:that is a really big super soaker
Re: Ballistic Bro Changelogs Discussion
Posted: Sun 23 Mar , 2014 12:33 pm
by Azarael
My own model from original design.
Re: Ballistic Bro Changelogs Discussion
Posted: Sun 23 Mar , 2014 1:40 pm
by pilau
That's more than impressive.
Do you do professional work?
Re: Ballistic Bro Changelogs Discussion
Posted: Sun 23 Mar , 2014 3:25 pm
by Azarael
I'm not professional in any way, no.
Re: Ballistic Bro Changelogs Discussion
Posted: Sun 23 Mar , 2014 4:19 pm
by pilau
Really a magnificent rifle you've made there... I'd love to hand it over to some professional prop makers, like Volpin:
should add a similar weapon that looks like that. it would be cool if people had ideas of what weapons they world like to be added. I might make another forum topic on some weapon ideas/requests
Re: Ballistic Bro Changelogs Discussion
Posted: Mon 24 Mar , 2014 10:23 am
by iZumo
Azarael wrote:Forced aim has three purposes:
1) to force certain players to play as intended
2) to see if the hipfire system is broken, i.e. whether spammers are better off spamming
3) to gauge their own personal reaction - whether they are ignorant if the controls or just choose not to use sights (even with weapons like the Bulldog which are shit without aim).
I and others find it frustrating to be killed by players who are hip spamming so hard that they've reached max displacement. It requires no skill and should not kill anyone, but as long as hipfire is a mechanic, I cannot figure out a decent way of stopping it. I will be using the CX85's altfire as a platform to test a possible solution.
Oh, and I aim at close range. I've added per-game aim % tracking to 3SPN gametypes to settle the myth that you must hip at close range. The concept is called preaiming.
Well there are two ways I can think of right now:
Either disable hipfire for good, except for sidearms / one handed guns (or non-rapid fire weapons). For convenience, if not aiming and trying to fire, you'd first enter aiming mode (and automatically exit later). This should keep advantage for those probing the area with guns ready at a movement penalty and prevent getting hipfire spammed.
OR
for the rapid-fire machineguns, make hipfiring make you shake view and look up in terms of permamently changing your look roation so you have to manually fix it with mouse (this has to be implemented with client side authority).