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Sputnik (DayZ)

Gun movement is not synchronized with crosshair...

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The crosshair is only to show you where you are looking, not where your weapon is pointing. Your weapon has no crosshair in that regard.

 

Personally I like it, not because its "realistic" or not (it really isn't), but because it makes people think. Its a game design element, because this is a game. You can't just storm into a building with a big, powerful AKM and clean house (unless you were to do it properly, in which case you'd probably not be simply ramboing in there). You might have to think about actually taking your time and thinking through your movements, positioning yourself so that you won't need to worry about how long it takes you to swing your weapon around. If you get snuck up on, you should have been paying attention to your rear (that's what the freelook is there for). It means you have to pay attention to the game world you are taking part in, instead of just focusing on the "next sick frag at Berezino".

Edited by Hells High
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Arma 3 has the same weight based system as dayz.

 

Not just gun sway something that Dayz severely lacks atm.

 

All I am saying is the gun momentum , dexterity , and weight system all are far better than what we had before and with some refinement it can be perfected but even then its darn good right now and see little flaws in the current implementation.

 

Right now it offers certain weapon types a very noticeable advantage at close quarters while still giving the other weapons enough responsiveness to be viable at short distances.

 

It simply feels right.

How often do you play Arma 3? I started playing it more recently and I'd rather have Arma 3's weapon movement over DayZ's any day, any time, and under any circumstances. DayZ has Something but it isn't It. Do you follow? I couldn't see DayZ's gunplay being successful with what we have now, no matter how many tweaks you make.

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Gun play is terrible only if you try to play it like twitch shooter  ;) .

If you think about it, you would "move" MP5 faster then longer and heavier AKM or M16.

 

Let's also not forget it is a game. Some mechanics might be a bit clunky, but they usualy have meaning.

In case of gun lagging behind cursor this mechanics should make lighter weapons better for close combat, since they do not lag that much.

 

Personally I like this gun dexterity thingie. I would hate it in Counter Strike or BF, but in Arma or DayZ I'm all for it.

 

edit: And before I finish my post and mention CQB, Gibonez beats me to it O_o.

 

 

The gun sway is the same no matter if you use a pistol or a long heavy rifle, so weight weapon mechanics you talking about is not existent, it's a bug then.... 

Edited by Sputnik

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Arma 3 has the same weight based system as dayz.

 

Not just gun sway something that Dayz severely lacks atm.

 

All I am saying is the gun momentum , dexterity , and weight system all are far better than what we had before and with some refinement it can be perfected but even then its darn good right now and see little flaws in the current implementation.

 

Right now it offers certain weapon types a very noticeable advantage at close quarters while still giving the other weapons enough responsiveness to be viable at short distances.

 

It simply feels right.

 

 

 

 

 

Arma 3 does not have the same weapon sway! We must be on talking about two different things...

Edited by Sputnik

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When you move your weapon left/right/up/down is lags behind and not synced to the center of your screen (crosshair)... It feels terrible and unnatural in my opinion and keeps me away from dayz...

 

Question is: is it a bug or a new feature?

 

Thank you

 

 

freeaim...

 

is what made red orchestra great....*besides *dead center after running hipshooting*

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Arma 3 does not have the same weapon sway! We must be on talking about two different things...

 

166a967bf5.jpg

 

read that those two new systems were just added to arma 3.

 

It is called sway but its more like weight and dexterity.

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The gun sway is the same no matter if you use a pistol or a long heavy rifle, so weight weapon mechanics you talking about is not existent, it's a bug then.... 

 

Now that is weird, I remember that moving with SKS was slower than with pistol.

So with SKS the rifle lagged more, with pistol it was almost instant.

 

If both rifle and pistol had the same speed of moving, it is surely bug.

Edited by Hombre

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The thing is, we're playing as survivors not military personnel.

 

As survivors most wouldn't know how to handle a gun so I can see where this sway, weight and dexterity would come into play. Not everyone would be able to pick up a rifle and just know how to handle it or could handle it properly.

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I have nothing against weapon sway, but I do believe that at the moment the gun sway is a little off. I mean... I'm pretty sure I'd sway a weapon (some of them, at least) way quickier to the direction I'm facing than I can do that in the game.

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Le sigh. I hate that "We're playing as survivors not military personnel."

How about we play as ourselves? How about not arificially limiting players to some random roles since we get zero knowledge of the story so far?
/Rant

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Le sigh. I hate that "We're playing as survivors not military personnel."

How about we play as ourselves? How about not arificially limiting players to some random roles since we get zero knowledge of the story so far?

/Rant

/Rant Accepted

 

Agree with you 100%

 

Yea, saying that "We are not military personnel, just ordinary survivors!" is a bit of a bullshit excuse now. How about we avoid hyper-realism? Sounds like a grand idea. 

 

Honestly, if they want to still argue we have no training, how about we make inserting an IV near impossible? Need training for that as well.

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The crosshair is only to show you where you are looking, not where your weapon is pointing. Your weapon has no crosshair in that regard.

 

Personally I like it, not because its "realistic" or not (it really isn't), but because it makes people think. Its a game design element, because this is a game. You can't just storm into a building with a big, powerful AKM and clean house (unless you were to do it properly, in which case you'd probably not be simply ramboing in there). You might have to think about actually taking your time and thinking through your movements, positioning yourself so that you won't need to worry about how long it takes you to swing your weapon around. If you get snuck up on, you should have been paying attention to your rear (that's what the freelook is there for). It means you have to pay attention to the game world you are taking part in, instead of just focusing on the "next sick frag at Berezino".

This.

Since there is no PERFECT way to "limit" our movement to promote more tactical and reality based gunplay, this thing we have is the best mechanic i can come up with.

Have next to no experience of Arma3 but if it has this thing implemented better, then by all means i'd happily have that.

Any game mechanic that makes an IRL soldier a scarier adversary than Korean kid high on red bull is the way to go.

Edited by Intactus

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Le sigh. I hate that "We're playing as survivors not military personnel."

How about we play as ourselves? How about not arificially limiting players to some random roles since we get zero knowledge of the story so far?

/Rant

 

Well if this was the case then the game would have to be tailored for every single person that's playing it, which is impossible. So, I believe the majority playing would have very limited knowledge of actually using a gun hence the way the game plays.

 

IN the game you play as a random survivor, you can roleplay this or not it still doesn't change this fact.

Edited by R.Neville

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