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wolfstriked

The "Aiming Deadzone" in Arma2 has some uses...

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Firstly I wanna start this post off by saying that I have hated "aiming deadzone" from the minute I first fired up Arma2.When your crosshair is moving like crazy onscreen it tends to make you feel off as your brain tries to also follow the actual weapons orientation and your actual body orientation.But if you remove the crosshair you can then put more focus on the weapons orientation to game world.This enhances the game in a few ways....

This is the same thing that Red Orchestra has in that the weapon moves in game slightly before the actual player body moves.Such a kool feature of one of the best feeling FPS games can be easily installed into Dayz by just locking aiming deadzone to one click right and removing the crosshair.This means the cheaters out there cannot cheat by marking their PC screens anymore.Instead,everyone has to learn each and every weapon visually and become proficient at it.

Then it seems to make the clunkiness that Arma2 is notorious for a little less annoying.By setting the aiming deadzone to just one click you remove this feel a bit.I notice a bit more fluidity when moving in the tight enter-able cabin in 3rd person and also 1st person.When aiming out the window it once again feels a bit less clunky.

Two more things to make the weapons feel better in Dayz.

In Arma2 first person the camera is looking out from where the left eyeball would be.The reason this was done is that with the huge scopes that Arma2 has,the weapons would of been blocking the whole view in 1st person.But the weapons look off sitting so far to the right,looking like your holding the weapon out to your side instead of shouldered and a quick move away from sighted.By moving the camera over to the right then it would look/feel better in Dayz,which does not have huge scopes to deal with.....hopefully.;( Also,going from shouldered to sights and back again feels clunky in Arma2 sadly and this camera shift could give a better feel when going from shouldered to optics and back.

One final thing is to remove the weapon raising when you walk into objects.I am not talking about the getting stuck in doorways part but rather the way at certain times the weapon will kick up and then back down.Feels way off and just adds even more to the clunkiness.

Edited by wolfstriked
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SA having no cross hair would be best but the main reason that I first posted this is that people cheat.You make SA with no crosshair and people "WILL" just mark their screens.This sucks for the players that like the added immersion of trying to visually line up the weapon with object in distance.The messed up part of this is that the crosshair is zeroed to around 300m so that far away shots are easier compared to up close shots when using the crosshairs.To even the playing field Red Orchestra made the crosshair free aiming so that you couldn't just mark your screen.I feel Dayz needs this as its easy way to even the playing field,plus it makes interiors feel less clunky.

Maybe a small dot centered onscreen would help in a sense since you can place it near a target and know your in close proximity.This small dot could also have other uses like easier object pickup and even a way to tell bandit from survivor by changing color.

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I have been playing with the aiming deadzone in DayZ recently and actually find it enjoyable, your post makes a lot of good points, so beans for you!

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Hopefully the standalone will remove the crosshair entirely.

.

There is nothing more fun than playing without crosshairs, contacts are so much more scary!

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