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Reticule Sway

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#61 Egomane

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Posted 09 July 2014 - 09:25 AM

Thread has been reactivated by user request!

#62 Saint Scarlett Johan

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Posted 09 July 2014 - 09:45 AM

Thanks Egomane!

It's a slow day at work so I'm theorycrafting, I still want reticule sway and now that we have TCs that are intended to increase accuracy they could reduce reticule sway.

Also, phone posts are hard.

#63 Koniving

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Posted 09 July 2014 - 09:52 AM

View PostJohanssenJr, on 08 July 2014 - 04:28 PM, said:

I also think Koniving did a topic on this some time back, but I'm unable to find it.


Was just about to say, I'm glad someone else also came to that conclusion and dig up where it got buried and then saw my name after quoting. :D (Then got absolutely terrified when the thread got locked; but I see what happened and here I am again).

I'm actually going to be making a video on it (most likely tomorrow morning) where I run one of each mech for about 20 to 30 seconds each to compare them or some-such as a demonstration of how it would probably affect them.

One thing I especially like is I've come to notice that whether up close or far away, the reticule sway is exactly the same (so it won't hurt precious mobile snipers more than brawlers or vice versa on its own).

It's also still possible to get consistent headshots at full speed (in an assault) if your timing is good, so it preserves pinpoint aim but at the same time throws a lot more real life skill behind it (unlike cone of accuracies which simply take it away). This is because it fires exactly where your reticule is, when you press fire.

Anyway, for most mechs the sway/bob is rather subtle unless aiming directly next to yourself (and at that close you're not looking at the crosshair anymore), so it'll affect those who get motion sickness significantly less than most other elements in the game (seen the cockpits bob? Holy crap; though most of what makes it nauseous is how unnatural it is for the framework around you to bob and not yourself).

I'll probably leave the original posts where they are (they're huge) and just leave these mostly short vids.
Spoiler

The short vids are pretty up and atom about the topic or semi-related. If no other video, then watch the 'tag' beams on the beginning of this one.


For those wanting to see something longer more than several seconds to several minutes, (my gawd! O_O Why!?)
Here's a really long, voiceless video with lots of weapons fire of both laser and ballistic varieties using 3 different mechs with 3 very different animations to demonstrate how (somewhat) unique it also makes aiming for each mech.


I'll try something with a bit more pizzazz and work soon which also includes all the Clan mechs.

#64 Lugh

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Posted 08 July 2015 - 12:11 PM

Cone of fire isn't going to do anything to laser hit rates.

#65 IraqiWalker

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Posted 08 July 2015 - 01:04 PM

View PostLugh, on 08 July 2015 - 12:11 PM, said:

Cone of fire isn't going to do anything to laser hit rates.

I agree. Cone of Fire is not the way to go.

#66 Saint Scarlett Johan

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Posted 08 July 2015 - 01:53 PM

View PostIraqiWalker, on 08 July 2015 - 01:04 PM, said:

I agree. Cone of Fire is not the way to go.

View PostLugh, on 08 July 2015 - 12:11 PM, said:

Cone of fire isn't going to do anything to laser hit rates.


That's why I adamantly argue against CoF.





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