Reduce LMG rifle fire effect

ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">It creates a giant blind spot next to the crosshair</div><a href="http://imgur.com/pKy45" target="_blank"><img src="http://i.imgur.com/pKy45.jpg" border="0" class="linked-image" /></a>
What I'm talking about is circled in red. The white circle is the location of the crosshair.

Quite simply, whenever I fire the LMG it creates a giant blind spot in a critical area to the bottom right of the crosshair. I find that I have trouble tracking and leading my aim against skulks and lerks because of this. The simplest solution would probably be to reduce the fire effect, however, moving it further from the crosshair would also work.

Comments

  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited June 2011
    Yeah, they should smaller it a bit.

    Also the alignment while shooting(the weapon up and down animation) feels wrong - like bullets make a curve, or dont come out of the barrel - at least for me.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    edited June 2011
    <!--quoteo(post=1851772:date=Jun 11 2011, 01:30 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Jun 11 2011, 01:30 PM) <a href="index.php?act=findpost&pid=1851772"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, they should smaller it a bit.

    Also the alignment while shooting(the weapon up and down animation) feels wrong - like bullets make a curve, or dont come out of the barrel - at least for me.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I get this curving feeling too, it's like I'm aiming too high and the bullets drop really quickly or something like that.

    I changed the rilfe muzzle flash for the pistol one, much, much better!

    <b>lua/MarineWeaponEffects.lua</b>
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    // The grenade launcher uses this for primary fire also
        rifle_attack =
        {
            rifleAttackEffects =
            {
                {viewmodel_cinematic = "cinematics/marine/pistol/muzzle_flash.cinematic", attach_point = "fxnode_riflemuzzle"},
                {weapon_cinematic = "cinematics/marine/pistol/muzzle_flash.cinematic", attach_point = "fxnode_riflemuzzle"},<!--c2--></div><!--ec2-->

    <img src="http://img1.uploadscreenshot.com/images/orig/6/16110100325-orig.jpg" border="0" class="linked-image" />
  • wulfwulf Join Date: 2008-08-03 Member: 64749Members
  • danshyudanshyu Join Date: 2002-11-01 Member: 2105Members
    The big muzzle flash and the blinding skulk teeth were a balance mechanism in NS1. I suppose only developers can decide if we still need those in NS2 or not.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    I like the blinding muzzle flash, I dislike that its directly over the crosshair tho. Partly because of it being hard to aim, but mostly because it feels wrong. It feels like I aim somewhere, and the bullets curve or goes from my eyes, rather than firing from the hip. I think we should keep the flash, but change the viewmodels angle, and lower it a little bit, so its more like we fire from the hip, as we should.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited June 2011
    What Feha said.

    A clever skulk would circle left to move into the blind spot. But then a savvy marine would simply account for that with his aim. But then a cunning skulk would use that fact to trick the marine and move somewhere else. And it goes on...

    Unless of course the player is using a left-handed weapon. In which case the skulk would want to move right instead. But then that should be reflected on the 3rd-person model anyway, so it's not an issue.
  • TrueVeritasTrueVeritas Join Date: 2006-10-20 Member: 58082Members
    The muzzle flash is terrible, way more blinding than NS1. It may not be the muzzle flash though, it also feels like the FOV is off or something. Either way, it's hard as hell to track skulks when half your screen is gone.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    I didn't honestly notice a problem with it. Doesn't get in my way at all.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <img src="http://i.imgur.com/N5xmF.png" border="0" class="linked-image" />
    <img src="http://i.imgur.com/XEL4N.png" border="0" class="linked-image" />
    Makes it more apparent.
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