I own a real Eotech, XPS-3. The reticle in game is way too big. It should be about 25% smaller or more. Making it smaller will allow for easier long distance shots because right now it's only really good for 0-50m spam shooting, whereas the Aimpoint with its less busy reticle and fine dot can shoot a little further. The current size is how it should look when its magnified, but not at 1x.
In game and in some pictures it looks like this:
It's so big because the camera is zoomed in, like how a magnifier would work, enlarging the target and reticle.
When in RL, in person and living color, it looks more like this at 1x:
For reference, the Army Aimpoint M4s have a 2MOA dot, meaning it covers 2 inches at 100yrds. The Eotech has a 1 MOA dot (1 inch at 100yrds) and a 65 MOA ring. In game, the Eotech dot is more like a 5 MOA dot with 120 MOA ring. The ratio and scale is also a little off. The awkward proportions makes it really weird to aim and use. Most people would choose Aimpoints if not for the blue tint though.
Thanks for reading.
Last edited by CanuckCommander on 2014-08-22 10:59, edited 1 time in total.
i have always thought the same thing to include even how the front site post is to thick on m4/m16 but you explain it far better than i ever could. gj.
+1 for smaller reticle
Also please remove the useless front sight of the US M4 if possible. Or do they keep the front sight of the iron sights attached IRL, even if it isn't a flip-up sight?
Cpt.Future wrote:+1 for smaller reticle
Also please remove the useless front sight of the US M4 if possible. Or do they keep the front sight of the iron sights attached IRL, even if it isn't a flip-up sight?
All M4s and M16s issued to the line units have the A2 style gas/front sight block, which is what's on the rifles in the game.
Yes, that was my primary complaint in the Marines cause it blocked 20% of the sight in the ACOG, but it is what it is. Just gotta deal with it.
Anderson29 wrote:i got an acog on my AR and i dont even notice the front site post...so ......yeah ...i dont agree.
Yeah, the only thing you will notice is what's pictured. The block and dovetail arms for protecting the front sight post from damage.
I wouldn't care either way if they did or didn't incorporate it. The position of the chevron reticle is high enough where the A2 gas block won't really come I to play with aiming.
'[R-CON wrote:Mats391;2034525']
Is this enough or even smaller?
Hi, nice work. Glad to see someone is working on this.
Size is one thing, but it'll take a bit more effort to make it even better, if you're willing.
So first, it should be smaller. I know PR has engine limitations, and that the size should balance engine, gameplay and realism, but I still it's a bit too big to use for longer ranges. The center dot is for sure way too big though, because it's supposed to be 1 MOA (minute of angle), meaning 1 inch in diameter at 100 yards or 91m. The ring is 65 MOA. The dot is used for long range shooting and at close range, you're only supposed to use the ring. From your example, I would say make the ring 15% smaller and the dot 50% smaller (only a pixel big) if that's possible because the ratio/balance between them is weird right now. To compensate, the ring should be 25% thinner as well since the whole thing will be smaller. To test it, create an object 1 inch big in editor and walk 90m away and the dot should only cover the object completely, not more, not less. Same with ring, make object 65 inch in diameter, and it should be that big at 100 yards.
The other problems are about how the reticle looks and not the size. I will list these in the order of do-ability in terms of engine limitation from easy to hard.
- The reticle is not bright enough. It should have a bright red glow to it if that's possible to make.
- I don't know if it's an optical illusion, but the reticle has always seem oval to me in PR instead of perfectly round. Maybe the widescreen option stretches it out, so a solution would be to make the reticle less round in code so that the final product on screen when stretched to the side will appear more round.
- In RL, the reticle isn't 1 single object. It actually is composed of many smaller dots as big as the center dot to make the ring and the 4 hash marks. That's why in some pictures and in RL it looks blurry and fuzzy as it is not solid. I don't know how this effect can be replicated in engine. Perhaps try to draw the reticle with tiny dots on the HUD to create this effect. (This isn't high priority but would be cool). However, one thing to note is that when magnified, the fuzziness goes away for some reason. So the magnified version of the Eotech HUD can have the solid reticle.
- In RL, the reticle is a hologram, so it appears to be projected onto the target no matter what range you're at. In PR, it just looks like it floats there, but not projected. The illusion of projection is actually important to the effective function of the sight as it makes it seem like the reticle is adjusting to the target regardless of range. I don't know how this effect can be accomplished in engine.
Thanks for working on this. I'd say first fix the size and test it out vs bots at various ranges, then work on the aesthetics to make it look better.
Edit,
For the look and feel reference this video, but don't reference this for size at 1x because the camera is zoomed in. Note how small the dot is compared to the ring though.
If you could upload a short video of you shooting the WIP reticle against bots that would be better than just a picture. Preferably on different maps like woodland and urban just to see how it would feel in game. Thanks.
Last edited by CanuckCommander on 2014-09-15 20:35, edited 7 times in total.
Regarding your other points:
- We wont move the dot off center. The weapons are not properly zeroed, so moving the reticle would make it worse in game.
- I think it is blurry enough
- Cant make it glow more or make it more hologram-like
'[R-CON wrote:Mats391;2035080']Made it smaller again:
Regarding your other points:
- We wont move the dot off center. The weapons are not properly zeroed, so moving the reticle would make it worse in game.
- I think it is blurry enough
- Cant make it glow more or make it more hologram-like
maybe i am make a suggestion here but what about add a focus sights version? like we have the backup sights on the scopes what about put but a backup that is just a approached animated version of the iron/reddot sight for better resolution of the sights but with no zoom?
like this (sorry for my paint skills LOL)
Last edited by Roque_THE_GAMER on 2014-09-18 11:40, edited 1 time in total.
Roque_THE_GAMER wrote:maybe i am make a suggestion here but what about add a focus sights version? like we have the backup sights on the scopes what about put but a backup that is just a approached animated version of the iron/reddot sight for better resolution of the sights but with no zoom?
Doing it w/o zoom did not get suggested before i think. But this is still the wrong place for that
[R-CON]Mats391 wrote:Doing it w/o zoom did not get suggested before i think. But this is still the wrong place for that
the problem with big dots (in that case the holo) is if you have a smaller resolution (like me) thats make to difficult to see were you aiming, thats the same problem i have with the M4/M16 iron sights, are really big and the center is to small.
Roque_THE_GAMER wrote:the problem with big dots (in that case the holo) is if you have a smaller resolution (like me) thats make to difficult to see were you aiming, thats the same problem i have with the M4/M16 iron sights, are really big and the center is to small.
What resolution are you playing on? I can try to improve the red dots for those. The ironsights are really huge, even on high resolution. Changing those would require new model tho .
However you will always be at a disadvantage with lower resolution. We cant really do anything against that.