Free Aim

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Hipocracy

FNG / Fresh Meat
Apr 21, 2009
90
0
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you do not have to say " yes we have decided that the game will have free aim similar to RO and you can take that piece of tape off the middle of your screens " but please just tell me are you leaning towards the realistic feeling free aim from RO or the you can put a piece of tape in the middle of your screen thing?
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
2,774
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you do not have to say " yes we have decided that the game will have free aim similar to RO and you can take that piece of tape off the middle of your screens " but please just tell me are you leaning towards the realistic feeling free aim from RO or the you can put a piece of tape in the middle of your screen thing?

i have asked that question 3 times already, and there's been no answer yet
 

Hipocracy

FNG / Fresh Meat
Apr 21, 2009
90
0
0
Hello

Hello

i have asked that question 3 times already, and there's been no answer yet

tripwire... what the hell do you stand gain collectively from tormenting us with "YOU WILL FIND OUT LATER :) :) :) DUR DUR HURRR..." either this is some sort of ill advised attempt to make me more excited instead of the RAGE i am feeling towards the lack of " ya we think free aim is a good idea " or " ya well Alex wanted to stay true to the original " its more either what i said before or STOP ASKING ALL WILL BE REVEALED IN DUE TIME HAHAHAHAH, DUE TIME.
 

PiX

FNG / Fresh Meat
Mar 20, 2009
306
69
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Sweden
Whose *** is on fire?


This might seem like the main concern to you, but I'm sure they have more important things to concider, gameplay wise. Like wave set ups, other balancing issues. You know.. things that count.
 

fiftyone

FNG / Fresh Meat
May 6, 2006
5,451
284
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Wad-ya mean by 'free aim', iron sights or free aim as in ArmA ?

Thanks.
 

Angry Hillbilly

FNG / Fresh Meat
Mar 20, 2009
175
38
0
Hampshire, England
All i care about is that it is as close to KF mod in style as possible. Mabe 1 or 2 differnces but KF is good as it is. I dont want KF to be a "Uber Realistic" shooter (heh the story line aint exactly happenin in real life). KF is designed to be a good balance between realisam (no crosshair/crap aim while running...etc) and arcade (guns feeling awsome/able to put a bit of tape in the middle of the screen until u learn to aim...etc) But the thing is with KF is that the guns are so well angled that it is VERY EASY to get the hang of the guns and knowing where they are aiming. In 2.5 i know the bullpup so well unless its a stupid range i can fire and be acturate from a VERY long distance. I mean, sure have some inacuracy with when u fire, thats what adds to the panic of the shooter (adding to its awsomeness :D) but I will really be dissapointed if some of the people in the RO community who love realisam and nothing else got their way and you were forced to use ironsights like in RO (I very much doubt this cus the dev team seem pritty awsome and i know Alex or Macro wouldnt allow it :p).

On a side opinion my favorate aiming system i have come across is the aiming system in Resistance and Liberation. With the 3 modes of aim. Now im not sure it would work in KF but heh iunno :p. Im just happy that KF is getting the most awsome makeover that will ever be :D:cool:
 
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Dastard

FNG / Fresh Meat
Mar 20, 2009
44
1
0
Maybe it can be had both ways, with a fixed aim by default and have a free aim button that can be set to either toggle or hold mode.
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
2,774
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well, free aim, at least in RO was meant for realism, to force people to aim with the sights and invalidate puting a dot in the center of the screen to get advantage, once its mastered it becomes quite easy to hit things in free aim anyway, but you can never be certain, but thats the thing, its there to make it worth using th ironsights

@Wilsonam: thanks for the answer, whatever the final decision is, I trust TWI that it'll be for the best gameplay and balance possible
 

Dastard

FNG / Fresh Meat
Mar 20, 2009
44
1
0
I was just saying, that way RO peeps who are used to free aim would still have the option of playing with it, but leave the non free aim as default for accessability and to retain the "arcade-y" feel of original KF.
 

Hipocracy

FNG / Fresh Meat
Apr 21, 2009
90
0
0
I was just saying, that way RO peeps who are used to free aim would still have the option of playing with it, but leave the non free aim as default for accessability and to retain the "arcade-y" feel of original KF.

i never played the original KF so is the whole no crosshair or free aim "arcade-y" feel essential to the overall feel of the game because i think free aim would be awesome though makin it work with dual pistols would be tricky... but i think personally that free aim feels better at least for me . Anyone here hate the feel of free aim on that subject?
 

Zetsumei

Grizzled Veteran
Nov 22, 2005
12,458
1,433
113
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Amsterdam, Netherlands
I think that with or without free aim the game wont start feeling that much different. If you guys played ro, you'll notice that atleast at distances i played in the KF mod you can perfectly hit fine.

The main thing is that people wont be able to draw a dot on their screen or use an alternative program to exactly pinpoint aim, as thats what ironsights are for. I doubt it would ever become like that you cannot hit anything when firing unsighted, as its not even close to that in ro either.

We'll just have to wait and see, but i dont think that free aim or no free aim, is really going to majorly effect the game in any way. Nor the ability to hit targets from the hip.
 
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Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
2,774
0
what is specially good about freeaim is that it feels more alive and the spraying looks cooler too
 

M3tabolic

FNG / Fresh Meat
Mar 23, 2009
116
4
0
Can someone please post exactly what free-aim is and why it's different to just having no crosshair like in the KF mod for us Red Orchestra n00bs?
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
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liandri.darkbb.com
Free-aim or vectorized aim means that if you move your mouse the gun doesn't stay centered but it moves a little faster than the screen turns. When fired it shoots at what it's pointing at the moment. Iron-sights don't magically increase the accuracy of a gun and/or provide zoom but first and foremost center the gun so you can aim it at a point and shoot at it.

Compared to just having no crosshairs this is much better because players can't use tape or markers to create their own fake crosshairs.
Compared to having no crosshairs and reduced accuracy for the non-aimed weapon status it is also better because shooting isn't random. It is skill-based but still so hard to pull off accurately that a huge reduction in accuracy is there, even if it isn't enfored by random factors.
 

fiftyone

FNG / Fresh Meat
May 6, 2006
5,451
284
0
That is why I mentioned the dreaded ArmA.

Iron Sights + Free Aim = win.

Nice reply Murphy.
 

M3tabolic

FNG / Fresh Meat
Mar 23, 2009
116
4
0
Ahh Thanks Murphy. That makes a lot of sense... and it sounds like it will be perfect for KF!
 

[TW]Ramm-Jaeger

Tripwire Interactive President
Oct 11, 2005
1,884
3,097
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www.redorchestragame.com
At this point we probably won't be adding free-aim to KF. Free Aim does make it more challenging to shoot the enemy, and really fits in RO since it is player vs player. With KF being player VS monster, and KF not being as hardcore as RO, it doesn't really seem to fit.
 

Sniperdragon

FNG / Fresh Meat
Mar 24, 2009
135
1
0
Netherlands
At this point we probably won't be adding free-aim to KF. Free Aim does make it more challenging to shoot the enemy, and really fits in RO since it is player vs player. With KF being player VS monster, and KF not being as hardcore as RO, it doesn't really seem to fit.

I just got an idea. Since you already coded the free-aim (You we're experimenting with and without it). Why not make it a toggeable switch?
Leave it off by default, And make a seperate "Hardcore" mutator that adds free-aim, removes grenade counter, removes the ammo counter and makes ammo less effective.