THE SNIPING IS REAL
While I do adore what IOM is trying to do, I don't think it does it's best job at it. One of the things I would like to remove immediately is "sniper wars" and easy-to-handle sway, which I've talked about a bit already.
There's a couple of pretty much unsolvable problems:
Focus versus FOV - the removal of focus is great, yes, but it comes with it's own problem. While in focus, you see the world as you should see it, but you lack peripheral vision. When you're not using it, things appear to be farther away than they actually are. The worst part about this is that it does not remove sniper wars, because the guns are as accurate as ever - it just makes it a bit harder.
Natural combat of sway - The way sway works in real life is extremely tough to translate into the game, because it's comprised of external forces (gravity), random, unpredictable human movements and jerks and the fact, that the soldier is instinctively fighting all of these forces. This one, however, is more solvable and I'll try to show you how.
Depth of Field - If you have a rifle (or actually use anything that resembles it a bit), point it at something reasonably far away, similar to the distances you'll encounter in the game (50m-100m). You might notice, that it feels a lot different, because your gun is right here, in your hands and your target is out there, away in the field. On the computer's screen, everything is flat and on the same surface, so it feels much different and "easier" to aim.
Now, while the first and the last points are very tough to fix, I believe the second one might be at least simulated. Please welcome my poorly drawn Paint picture.
What it represents are three layers of sway I'd like to introduce to you.
The green one represents your body's random movement. This includes very small movement of your irons tending towards left or right, with a slight addition of upper or lower correction. This force is very slight and should also feel "smooth". It exists so the player will try to correct it, so it actually forces a mistake, rather than being one.
The red one represents your breath. This force is generally as strong as the green one, so you could say they balance out, giving you a random sway in every direction. The difference, however, happens when your soldier is tired and breathes heavily - now this force is much stronger until he calms down. Also, pressing Shift holds your breath, canceling this force for a while - it does not remove all the other forces, but makes the sway a bit more predictable.
The black one represents your own force, kind of. What it does is that is takes your last movement (it's direction and speed), takes a small percentage of it and makes the gun go in that direction even if you don't move. I don't actually know if that's possible in the engine, but we can see. It is a very small percentage (10% tops).
Now, what's the point of all of this?
It's simple - the point is not to make it like your soldier has broken arms, which is how it feels in many games. It's also not made to make the sway predictable (for instance making a figure eight, like in many games). The point is for the gun to constantly smoothly jerk a bit and the player to try and combat that, making it feel both a bit random, yet still "caused" by the player himself.
If someone is just standing in the open - you'll still hit him easily.
If someone is sticking his head out - you might need a second to aim at it properly, but if he can't punish you for aiming at him - you'll still hit him.
But if someone is sprinting sideways from cover to cover, a couple of soldiers might be able to hit him, but one xXxEliTeSniperxXx shouldn't, unless he's really, really good.
You can't just point your irons at a bunker and go AFK until someone pops his head there. This goes back to the fact that some places which just beg to be a great defense spots, are actually deathtraps because they're too obvious.
All in all, that's just my idea. I think Dibbler got the idea of "sight misalignment" from me as well, either way, it was a pretty good try, even if the gun seemed to dislocate your shoulder. Still, I think it was a nice try and a very, very toned down version of it could find it's way into the mod, just as a thing that happens for a second after ADS.
While I do adore what IOM is trying to do, I don't think it does it's best job at it. One of the things I would like to remove immediately is "sniper wars" and easy-to-handle sway, which I've talked about a bit already.
There's a couple of pretty much unsolvable problems:
Focus versus FOV - the removal of focus is great, yes, but it comes with it's own problem. While in focus, you see the world as you should see it, but you lack peripheral vision. When you're not using it, things appear to be farther away than they actually are. The worst part about this is that it does not remove sniper wars, because the guns are as accurate as ever - it just makes it a bit harder.
Natural combat of sway - The way sway works in real life is extremely tough to translate into the game, because it's comprised of external forces (gravity), random, unpredictable human movements and jerks and the fact, that the soldier is instinctively fighting all of these forces. This one, however, is more solvable and I'll try to show you how.
Depth of Field - If you have a rifle (or actually use anything that resembles it a bit), point it at something reasonably far away, similar to the distances you'll encounter in the game (50m-100m). You might notice, that it feels a lot different, because your gun is right here, in your hands and your target is out there, away in the field. On the computer's screen, everything is flat and on the same surface, so it feels much different and "easier" to aim.
Now, while the first and the last points are very tough to fix, I believe the second one might be at least simulated. Please welcome my poorly drawn Paint picture.
What it represents are three layers of sway I'd like to introduce to you.
The green one represents your body's random movement. This includes very small movement of your irons tending towards left or right, with a slight addition of upper or lower correction. This force is very slight and should also feel "smooth". It exists so the player will try to correct it, so it actually forces a mistake, rather than being one.
The red one represents your breath. This force is generally as strong as the green one, so you could say they balance out, giving you a random sway in every direction. The difference, however, happens when your soldier is tired and breathes heavily - now this force is much stronger until he calms down. Also, pressing Shift holds your breath, canceling this force for a while - it does not remove all the other forces, but makes the sway a bit more predictable.
The black one represents your own force, kind of. What it does is that is takes your last movement (it's direction and speed), takes a small percentage of it and makes the gun go in that direction even if you don't move. I don't actually know if that's possible in the engine, but we can see. It is a very small percentage (10% tops).
Now, what's the point of all of this?
It's simple - the point is not to make it like your soldier has broken arms, which is how it feels in many games. It's also not made to make the sway predictable (for instance making a figure eight, like in many games). The point is for the gun to constantly smoothly jerk a bit and the player to try and combat that, making it feel both a bit random, yet still "caused" by the player himself.
If someone is just standing in the open - you'll still hit him easily.
If someone is sticking his head out - you might need a second to aim at it properly, but if he can't punish you for aiming at him - you'll still hit him.
But if someone is sprinting sideways from cover to cover, a couple of soldiers might be able to hit him, but one xXxEliTeSniperxXx shouldn't, unless he's really, really good.
You can't just point your irons at a bunker and go AFK until someone pops his head there. This goes back to the fact that some places which just beg to be a great defense spots, are actually deathtraps because they're too obvious.
All in all, that's just my idea. I think Dibbler got the idea of "sight misalignment" from me as well, either way, it was a pretty good try, even if the gun seemed to dislocate your shoulder. Still, I think it was a nice try and a very, very toned down version of it could find it's way into the mod, just as a thing that happens for a second after ADS.
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