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#1
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Does Red Orchestra 2 have free aim for any of the modes? I recently bought RO:HOS but I am waiting to get a new graphics card. From the videos I have seen, there is no free aim like the original Red Orchestra. In case you don't know what free aim, it's where you can move the gun around the screen without changing the peripheral vision.
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#2
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no free aim.
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#3
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In RO1, there is free aim, but not in iron sights.
In RO2, there is free aim all the time. Exception is Action mode where there is no free aim. Note that the free aim in RO is implemented in such a way that you always turn your view angle, but your weapon turns faster.
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aka Wakke |
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#4
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Can I infer it's similar to "Resistance and Liberation's" free aim?
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#5
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Quote:
In RnL your mouse is directly related to your guns movement with your screen moving off, in RO its directly related to your screen with your gun moving off.
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Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm. |
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#6
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AKA here the gun is slightly faster than the screen rather than vice versa in RnL.
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#7
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#8
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Quote:
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#9
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Thanks guys
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#10
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Having played RNL religiously in the past, this system works a lot better in RO2
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Processor:Q6600 OC'ed -> 3.4ghz GPU:6950 2GB RAM: 4GB 850MHZ DDR2 HardDrive:7200rpm 500GB |
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#11
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personally I don't like it in when in ironsights, since it got a similar effect as mouse acceleration. Unless you use the extreme positions of the free aim system. I want to use muscle memory for aiming instead of only visual feedback.
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Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm. Last edited by Zetsumei; 06-30-2012 at 08:30 AM. |
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#12
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I'm the opposite, I wish RO2's ironsight free aim was in every FPS game.
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The Hipster melted his barrel, because he fired the Machine Gun before it was cool. |
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#13
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The only thing I would change is add some sight misalignment! It seems incredible that the player can just keep his eye perfectly aligned with the sights (sans breathing) whilst spinning around and searching for targets.
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#14
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I think the iron-sights shouldn't snap to the centre upon bringing them up, but should rather point off-centre in the free-aim direction you'd been aiming at before snapping to IS.
E.g. the weapon's pointing to the top-right corner whilst in free-aim out of ironsights, you snap into ironsights view and it's still aimed off-centre, pointed at top-right corner of the screen (within the IS movement limit boundaries). Thus, players would have to realign their sights meaning no instant dead-on zeroing on the centre of the screen. And the system transfers over from free-aim, so with practice you know what to expect when going ironsights.
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Nie stój w bramie, gdy krowa ryczy!
SteamID: AThousandD ![]() |
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#15
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Personally I love the free aim it keeps people from putting a dot on the center of their screen with a magic marker.Something people do alot in mainstream games that have modes with no cross hair.
I had a friend try RO2 he said he would do just that with a little mark on screen.I was like "yes try that see how that goes for ya" knowing it wouldn't work but not saying nothing.He said this game is glitched the camera is off center ... or something. Being a call of duty player he had a rough start in RO I did help him overcome the learning curve.Only after I told him he could call in a care package using the radio playing as commander ![]() I can't help but tease my friends lol
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![]() "Its easier to find men to die than to suffer the patience of war" Caesar Last edited by TheRealGunther; 07-01-2012 at 04:52 AM. |
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#16
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Quote:
So even if your iron sights are perfectly aligned (which isn't really true, if you actually look at what happens to your iron sights while spinning around, they do de-align.... just not for very long) your eyes on the iron sights and what you want to aim at are not.
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#17
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Please describe how its effect is similar to mouse acceleration.
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#18
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Quote:
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#19
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Quote:
If you see an enemy 10cm to the right of your gun, it would always require the exact same mouse movement to hit him. Just as a cup standing on your table that is .5 meters away will always require the same activation of your muscles in your body. Basically if I look at a cup on my table i can close my eyes and grab it. Of course with something as accurate as shooting you won't be able to perfectly shoot someone at 200m but you should be pretty close. The issue with free aim is that it uncouples the relation between your mouse's movement and gun's movements depending on where the gun is on your screen. Meaning a target 10cm to the right of your gun on screen, could require either a small amount of movement or a lot depending on the free aim status. This adds a factor of unpredictability of where the gun is pointing. Now there is a max to the free aim radius which is set so you can use that and make sure you always use big rotations to aim well. But its sort of unnatural. People can learn to control it with practise, but actually controlling your muscles and using the proprioceptive feedback rather than visual is so natural to people in daily life that I think those things should be easy in game as well. Similarly, the free aim system is set up such that with a small movement the free aim will move the gun faster than the screen. With big movements the free aim will hit its limit and the gun will move as fast as your screen is moving. Meaning that this system makes your mouse movement speed relatively faster when making small aiming adjustments, while when you want to make big movements it makes your mouse effectively slower. Which to me seems sort of counter intuitive. I already use a very low mouse sensitivity.
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Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm. |
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