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 [Closed] Rail-type weapons seems not be aligned with the Crosshair.

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WSRainer
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PostSubject: [Closed] Rail-type weapons seems not be aligned with the Crosshair.   Mon Jan 02, 2012 10:38 am

Happens that whether I shot with the Shell Railgun, Shock Rifle or Bullet Railgun (Slot 9) they seem to shot a bit below and to the right of the crosshair. Being below is not a problem, but being at the little right seems to cause some confusion. when I realized enemies positioned a bit to the left may miss the slugs. I understand, since the weapons are all positioned in a kinda 45 angle and not on the center, but I need to know if that was meant not to be aligned with the crosshair.
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PostSubject: Re: [Closed] Rail-type weapons seems not be aligned with the Crosshair.   Fri Jan 06, 2012 3:08 am

There I dont know what to tell you. Rail weapons hasnt been changed at all when it is about the alignment with the crosshair.

There is always a bit of misalignment with all the hitscan weapons. For example, they end up falling below the crosshair, but this is more related to the engine than to aeod. The player class hasnt been changed at all when it is about the view height, which is what could cause the shots to hit below the crosshair.

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PostSubject: Re: [Closed] Rail-type weapons seems not be aligned with the Crosshair.   Fri Jan 06, 2012 9:47 am

I have a solution.

We could make the visible rails act as fake ones, while the accurate ones are actually invisible and don't spawn any trail at all, nor puff, but deal the damage instead. This could at least ensure accuracy without having to forcibly keep adjusting where we aim.

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PostSubject: Re: [Closed] Rail-type weapons seems not be aligned with the Crosshair.   Fri Jan 06, 2012 10:57 am

This actually does sound very good.

Another solution is to live with it as it is, but I don't suggest it, partly because I find this irritating too. Though I got used to it.
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PostSubject: Re: [Closed] Rail-type weapons seems not be aligned with the Crosshair.   Fri Jan 06, 2012 3:10 pm

That's an interesting idea. Whatever works better for you, guys though. Just that I was plenty of sure the railguns worked better since v5 and v4.
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PostSubject: Re: [Closed] Rail-type weapons seems not be aligned with the Crosshair.   Sat Jan 07, 2012 4:13 am

Major Cooke wrote:
I have a solution.

We could make the visible rails act as fake ones, while the accurate ones are actually invisible and don't spawn any trail at all, nor puff, but deal the damage instead. This could at least ensure accuracy without having to forcibly keep adjusting where we aim.

No. No "let's change all the rail weapons around". And if it were to happen, it wouldnt be in a simple "patch".

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DBT AKA "Jesus the pimp" - Major Cooke
"02:37 p.m. - DBThanatos runs around like a little girl"
"Because now, all you see in AEoD was either ripped, processed and/or coded by the AEoD team (or direct contributions FOR AEoD). It might be a ripfest, but is OUR ripfest." -DBT about AEoD v6
"Seven sixteenths of one inch: That's the distance you'd have to move your pinky in order to not sound like an idiot." - maddox
"What I talk about is Doom, because in the end, Doom is all that counts." - Stephen King
"In offline gaming we trust" -DBT & MC


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PostSubject: Re: [Closed] Rail-type weapons seems not be aligned with the Crosshair.   Sat Jan 07, 2012 4:32 am

WSRainer wrote:
Just that I was plenty of sure the railguns worked better since v5 and v4.

Which, is wrong.

V4 used a very experimental and archaic "recoil" method which was extremely imprecise. You could aim at one single map placed spot, fire the gun, and the crosshair would be in a different position. Is hard to notice but is true; so, that makes any result of v4 extremely unreliable.

V5 used a generally perfectly precise method that guaranteed the crosshair to return to the same spot after firing. And even then:

Spoiler:
 

Yes, that's v5. Same with any other rail weapon. It has been this way all the time, all version. And if anything changed, was not AEoD's fault, but the engine's.

Not to sound like a dick but I do need to mention this to everyone:

If anything, the engine's bugs are not to be "fixed" with workarounds in the mod.



_________________

DBT AKA "Jesus the pimp" - Major Cooke
"02:37 p.m. - DBThanatos runs around like a little girl"
"Because now, all you see in AEoD was either ripped, processed and/or coded by the AEoD team (or direct contributions FOR AEoD). It might be a ripfest, but is OUR ripfest." -DBT about AEoD v6
"Seven sixteenths of one inch: That's the distance you'd have to move your pinky in order to not sound like an idiot." - maddox
"What I talk about is Doom, because in the end, Doom is all that counts." - Stephen King
"In offline gaming we trust" -DBT & MC


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