Reduce LMG rifle fire effect
ScardyBob
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.
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
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.
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" />
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.
<img src="http://i.imgur.com/XEL4N.png" border="0" class="linked-image" />
Makes it more apparent.