Random, Off-Centre Shots.

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CJwarrior

FNG / Fresh Meat
Feb 14, 2012
389
7
0
Parkland, WA
Hmm, i did sometimes experience this with bullet type weapons, most noticable with gunslinger as i line up my shot, its sometimes a 70% chance to hit, i feel like im playing XCOM. I gotta try paying attention to the guns more and see.
 

Oy The Destroyer

FNG / Fresh Meat
Aug 21, 2014
1,255
8
0
Not Here
I personally haven't experienced it with guns but there are other people that say they have. The guy earlier in this thread said all the shotguns were doing it for him. Seems like a pretty big issue if your shots sometimes go off-centre for no reason.
 

isdatsumchikkin

FNG / Fresh Meat
Apr 24, 2015
36
0
0
This happens with every weapon after coming back from the reload or switch weapon animations, or the bash too. you'll shoot high and miss your shot.
 

random

FNG / Fresh Meat
Jul 19, 2012
1,302
6
0
Seems like there are no projectiles or bullets here, these are the tracers.

To play tracer effects in 1st person properly it required you to have two vectors - muzzle location (where from tracer goes, this works well, because your tracer always goes out of the weapon) and hit location (where to tracer should go), normally it works well too because your tracer go where you aim.

However, i assume that in certain firing modes hit location cannot be identified or updated properly. For example your healing darts will be spawning a tracers that won't follow actual bullet but instead will always be heading into same spot.

Possible solution is to remove tracers from weapons or firing modes that should not even have them in the first place.

it would seem this is the reason why the new commando recoil annoyed me (not the amount, but the method), instead of the feel of kickback, its like the weapon was escaping from your hands aiming up, so on the bad side it feels detached, on the good side is more predictable.

on topic, maybe it really has something to do with barrel position, i remember the times i seen it happen with the RPG were when i changed the weapon recently, so maybe it didnt update in time and the weapon was pointing upward from the switch animation on the server side.
 

Durpy

FNG / Fresh Meat
Feb 6, 2015
264
1
0
New York City
This happens because of bad sync with server connection.

When you fire the rpg, you'll notice your crosshairs (if you have it on) will jump up upon firing. Now put it this way, you click your mouse, and the recoil happens before you shoot..causing that ridiculous shot despite being on point with your aim.

I've had a time where I shot my rpg, nothing happened, but the recoil happened, but upon shooting that blank, I shot again and it was on the dime. It ended up in me shooting one fake round and a real one which registered on the server. So this further enforces my reasoning as to why it happens.

Oh and so far this only happened with Demo weapons.
 

oldmidget

FNG / Fresh Meat
May 8, 2015
1,506
92
0
But the eviscerator is SUPPOSED to go to the center of the screen, there's a big red laser highlighting where the saw will land. It shoots accurately and consistently MOST of the time. The odd times it doesn't is a bug, not a feature. And I will never use crosshairs in KF, it looks ugly and feels super unnatural.


tell that to battlefield haha.

lasers there are only near the center for like half the guns
 

Escadin

FNG / Fresh Meat
Apr 19, 2013
1,567
24
0
This happens because of bad sync with server connection.

When you fire the rpg, you'll notice your crosshairs (if you have it on) will jump up upon firing. Now put it this way, you click your mouse, and the recoil happens before you shoot..causing that ridiculous shot despite being on point with your aim.

I've had a time where I shot my rpg, nothing happened, but the recoil happened, but upon shooting that blank, I shot again and it was on the dime. It ended up in me shooting one fake round and a real one which registered on the server. So this further enforces my reasoning as to why it happens.

Oh and so far this only happened with Demo weapons.

This happens with all demo weapons all the time. Latency doesn't matter -> Play online and you're screwed because recoil applies before the projectile leaves your weapon.

It's one the biggest reasons why demo is absolutely unenjoyable for me. The others are:

  1. Server-sided (and equally badly synched) siren screams
  2. Disappearing explosives
  3. Reloading during extended ZED TIMES (feels like a kick in the groin every time)
  4. Skill tree that doesn't give you much to work with except nuke and [remove aim-requirement from knockdowns]
  5. HSX as your bread and butter weapon until you are level 25 and can go off-perk without losing EXP
  6. RPG as a must-have while it doesn't leave any interesting side-arm options due to it's weight and issues with HSX
  7. Explosives (especially dynamite) are very hard or impossible to throw/shoot above/around close zeds in order to hit something behind them.
  8. Hans' explosive resistance
  9. Ineffective DPS vs SC&FP (not counting the band-aid fix 4x impact multiplier that's never mentioned anywhere in the game)
  10. No explosive chainreactions / interaction
  11. Slow weapon swap
  12. (too) simplistic C4 detonator controls
... just to have them all together for whomever it concerns :p
 
Last edited:

random

FNG / Fresh Meat
Jul 19, 2012
1,302
6
0
This happens with all demo weapons all the time. Latency doesn't matter -> Play online and you're screwed because recoil applies before the projectile leaves your weapon.

It's one the biggest reasons why demo is absolutely unenjoyable for me. The others are:

  1. Server-sided (and equally badly synched) siren screams
  2. Disappearing explosives
  3. Reloading during extended ZED TIMES (feels like a kick in the groin every time)
  4. Skill tree that doesn't give you much to work with except nuke and [remove aim-requirement from knockdowns]
  5. HSX as your bread and butter weapon until you are level 25 and can go off-perk without losing EXP
  6. RPG as a must-have while it doesn't leave any interesting side-arm options due to it's weight and issues with HSX
  7. Explosives (especially dynamite) are very hard or impossible to throw/shoot above/around close zeds in order to hit something behind them.
  8. Hans' explosive resistance
  9. Ineffective DPS vs SC&FP (not counting the band-aid fix 4x impact multiplier that's never mentioned anywhere in the game)
  10. No explosive chainreactions / interaction
  11. Slow weapon swap
  12. (too) simplistic C4 detonator controls
... just to have them all together for whomever it concerns :p

those are very well put, m79 is also out of place as a T3, should be T2, all in all its still not a really weak perk, but its a tad weak plus inconsistent and akward, i still like it quite a bit so im hoping those get fixed by the next big update.