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Showing results for tags 'Aiming'.
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Hi all, Ive been playing this game for quite a while now and I have to admit that the aiming absolutely sucks ass. Its so jittery like is skips a few pixels at a time which makes aiming at a target int he distance super difficult. This isnt anything to do with breahting, its purely to do with moving the mouse to get a target on sight. Its the only game ive ever played that feels this way. Any others find this?
RipGroove posted a topic in General DiscussionEDIT, this is still an issue in v11... v11 I've posted about this a couple of times, this first being back in December 2015 but it is STILL an issue over 2 years later. Here are the original threads (note the original videos have gone now but the info is still relevant): December 22nd 2015 - http://forums.joinsquad.com/topic/9110-jittery-aim-video/?tab=comments#comment-140284 January 15th 2016 - http://forums.joinsquad.com/topic/11334-low-fps-high-pings-jittery-aim/?tab=comments#comment-167878 To be clear I'm not talking about weapon sway as obviously this is intentional, I'm talking about the crosshair's constant micro jittering and stuttering. Worth noting also that since I first encountered this issue back in 2015 I have changed EVERY piece of my PC's hardware including ALL peripherals, so this is 100% not an issue at my end at all. In the past when this was mentioned the general consensus was "it's a known bug on certain maps with certain scopes and the issue gets worse the closer to the center of the map you are" (I actually always had this issue no matter where I was on the maps) or "it's a UE4 thing that devs have no control over and it'll be fixed in the next UE4 update" or "it will all be sorted when v10 with new animations is avaialble". Well we're now on v10.1 and the issue is clearly still there, this was never an "animations issue" as I suspected all along. I seem to get this issue most when using an ACOG at Chora but it does happen on some other maps also. At close range it is not to much of an issue but at medium to long range the reticle jitters around so much that it is near impossible to hit targets. It feels like I'm using coarse sandpaper as a mouse mat as all my movements are exaggerated and jittery. I actually have a very smooth SteelSeries QcK mat and a pretty decent mouse (Roccat Tyon). Also worth noting that my FPS is usually very good on most maps (80-130 at Ultrawide 21:9 3440x1440 all Ultra settings + SMAA), (more like 50-70 on some of the lesser well optimized maps like Al-Basrah) and that SQUAD is the only game I get this in, in all other games I get super smooth mouse movement, even other UE4 games. Here are two videos very quickly and crudely shot with my phone, but it gives you an idea of what I'm talking about, the key here is that both videos show the exact same scope and that I'm using the exact same settings and hardware in both videos, the only difference is the in game map. Random weapon sway is perfectly acceptable but a reticle that keeps jumping about is pretty much unusable at medium to long range, and near impossible to get a headshot on even a stationary target. Smooth aim, as it should be, U.S. ACOG at Chora Valley: WATCH IN FULL SCREEN TO SEE FULL EFFECT Jittery aim, not right, U.S. ACOG at Logar Valley: WATCH IN FULL SCREEN TO SEE FULL EFFECT There is a massive difference between the two, and this jitter really reduces the ability to accurately aim on medium to long range targets with certain scopes. Again it happens more on some scopes and some maps. There is zero issue my end as I only get this issue with certain scopes and maps in Squad. So, is this actually ever going to be fixed as it's REALLY annoying?
So, I mostly play as a sniper and I often find myself in a situation, where I got someone on the crosshair and I shoot and hit the ground right near my gun. Yeah, I know that my scope is above the barrel. I want a gun movement automatically made by the character when the rifle is pointing at a wall-he either tries to put it over and use it to have more stable aim, or just putting it next to his chest. And my situation is totally not the only one. When for example I go to a balcony, mostly there are like 2 inches that take away the perfect view. In real life I could just stand up a little bit, or just displace my gun to a better position. I am sure I'm not the only one experiencing this.
I've bin searching for this topic on the forums and reddit etc, can't find anything about it so feel free to correct me. But one thing i have bin missing from Sqaud is the option to change the gun from from STD to ALT that is in PR https://puu.sh/u0re7/dee47dad91.png Since it is really nice to have the option to remove say only the optic on a gun in that specific roll. personally speaking i just do not use optics, as much as i can avoid it. One reason is that i just like iron sights, and the other is because it takes a lot of space on the screen. And it gives you big blind spots if you are not aiming down sight with optics. Example when not aiming down sight: https://puu.sh/u0swe/795361d7ed.jpg https://puu.sh/u0srj/266fe905c9.jpg https://puu.sh/u0syn/fceb1018c4.jpg So if it is not planned already, i'm suggesting bring back the option on few of the rolls to have a basic rifle with no optics. Example for rolls who i can see it useful for SL, gren, medic, LMG
All the vehicles should woble back and forth when 50cal or Spg start shooting from the flank side of the vehicle, now these vehicles are sooooo static and far away from the realism. of course when we are shooting from the 50cal on a technical the wobeling effect should make us loose accuracy bcs the aiming sight will start pushing up and thats why insurgency cant burst all their munition in a single round its over heated and they will loose the accuracy. spg should woble after the shot but the wobble not gonna affect the accuracy of the shot bcs it occurs bcs of this single shot. 50cal or any weapon on a toyota shouldnt be equal to a HMV or BTR specially in accuracy one more thing the grenade smoke effect should be slower. Make the speed of the smoke like PR so realistic Thank u Dev team lets make squad more and more realistic
Hey guys! I looked for this on the forums but didn't find it. In some other games, your weapon isnt stuck to the same position on the screen at all times, i think it would be great if this was a thing in squad, but its not like in the arma games, where your weapon is completely independent of the screen movement until it reaches a certain point. this video explains what i mean. When you look around both your screen and the weapon move but the weapon isnt stuck to the center and it wont reach the corners of the screen either.
Hello devs, could you add a sensitivity slider for when you are aiming? It helps a lot, specially whit targets that are really far away, it helps whit the accuracy Rising Storm Slider EDIT: for those of you who didnt get it, im talking about a sensitivity slider separate from the looking sensitivity. It should affect your sensitivity when you are aiming, and not just looking around.
I can aim & shoot, but iron sight rifles in CQB, no matter how much drag I add to control recoil (whilst staying accurate), the rifle still jumps up enough that if my taget is moving left or right, I almost always lose them underneath the rifle barrel and die because of it. My KDR is never as good as when I'm playing on the US team with an aimdot. When clearing built-up areas, structures, rocks, etc (any CQB really), I move around with the weapon already sighted as it removes the aiming animation delay. The US RDS allows me to burst fire and adjust my shots without losing my target, even when they are running; there's enough space under the aimdot to keep tracking them. Unfortunately the iron sights don't. How do you CQB against moving targets with iron sight rifles?
https://www.youtube.com/watch?v=qLLKlqDY7N0 Since we're all a part of the tactical mil. sim. genre, lots of factors set the pace of action. And in hypotheticals, increasing the difficulty of weapons handling might set the perfect pace for Squad! Iron sight/Scope misalignment would overhaul animations but could push the need for stance-based combat. And it's featured in Ground Branch and Rising Storm 2, it's extremely realistic and would be game-changing.
Something didnt work properly with the pictures so Im just going to gave you this links instead of them. Something what annoys me and probbably a lot of other players in the Squad and other fps games is zooming the scope .When you use scope which can maginfy, it zoomes in the whole picture instead of only scope. The problem with this is rendering. If you had normal aiming in the games your screen picture would look like 1x outside and lets say 4x inside of the scope, but then your pc would need to render the map twice what dramatically lowers frames per second. Develpers currently have few solutions for this: 1) Is to maginify the hole screen lets say 4x like acog, what Squad and Battlefield currently use. https://www.google.hr/search?espv=2&biw=1680&bih=925&tbm=isch&sa=1&btnG=Tra%C5%BEi&q=Squad+gameplay+acog#btnG=Tra%C5%BEi&imgrc=oyIIYPwPMjpkdM%3A https://www.google.hr/search?q=battlefield+gameplay+acog&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwie8_-ujpvKAhXCgQ8KHS7VAsEQ_AUIBygB&biw=1680&bih=881#imgrc=mSwLu_GEzJmuiM%3A 2) Which is actually pretty retarded, Battlefeild uses it for snipers, is to magnify the scope and make all around it black. https://www.google.hr/search?q=battlefield+snipers+scope&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjfxpS5kJvKAhVFiQ8KHev0DWwQ_AUIBygB&biw=1680&bih=881#imgrc=hRHpkX2iJng2WM%3A 3) Which I think is the best,and which one many of us would like to be in the Squad, and this one really should be implemented in the game. Magnify the whole picture and blure everything outside the scope like you, developers, did in the project reallity. It looks good with the acog and you could probably implemet that for sniper scopes too. And it could be improved by making picure outside little less blurry and maybe to set metal part aroud the magnification glass non blured. Here is how it looked like in the project reality: https://www.google.hr/search?espv=2&biw=1680&bih=881&tbm=isch&sa=1&q=project+reality+gameplay+acog&oq=project+reality+gameplay+acog&gs_l=img.3...94306.101322.0.1015188.8.131.52.0.0.0.331.2124.0j4j4j2.10.0....0...1c.1.64.img..19.0.0.RD8JD5teXJE#imgrc=LqD6UzEn3qQ6cM%3A I know that developers currently have a lot of job fixing bugs and fps dropps but they should really consider this little problem because it acctually improves gameplay for people who care for realistic details, and yeah, just press like button if you approve this oppinion. Sorry for bad English.
Vinny1001 posted a topic in Feedback & SuggestionsSearched "sensitivity" and nothing came up about this. So some games have a sensitivity option for regular hip fire, as well as aiming down sight, and even scoped sensitivity. I understand it's pre-alpha, but I was wondering will that be implemented in? I tried snooping through the config files but didn't find anything that useful. I would like to have the same sensitivity all around, or at least have the option for it, as others may like a lower sensitivity aiming down site. But I think this should be able to be customized for the player because some people like it one way, some like it another. Or, is there a multiplier used for the main sensitivity that multiples it into the scoped sensitivity? Because if that's there, allow us to change the multiplier if we don't want any change in sensitivity between ADS, and hip fire, or if you want .5 of your main sensitivity, so it'd half it when you ADS, and so on. So main question, will this be implemented eventually? Oh, this is mainly a suggestion to add into the game, but also a question because it's alpha and it may already be planned. Thanks!
Lo All Would it be possible to have a slight offset when aiming. I mean righties have the offset right side and lefties Left sied. When one hold the gun the site is never really in the middle of the screen... Maybe summin to think about.
May I suggest having a small fixed aiming deadzone, about the same size or slightly smaller than Insurgency's. And on aiming downsight, the weapon would be randomly lined anywhere within the deadzone. This is to prolong target acquisition, especially for high powered scopes, since the game wont have bullet deviation, and sway may not be powerful enough to hinder fast acquisition.