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Re: Weapon Deviation Indicator

Posted: 2010-03-25 10:17
by [k]MuffinMaster
AgentMongoose wrote:The blurring would be best in my opinion. If it could blur around the sight reticle for a moment or two it would simulate the human eye refocusing to the sight.

My $ .02
I think the blurring should be the other way round.
With better accuracy the edges of the screen should start to blur more and more.
Why?
The the more you focus, the higher your accuracy, the more "tunnelvision" you get.
as soon as you move, the deviation will go up and the tunnel will disappear or become
wider until you start focusing again.

Re: Weapon Deviation Indicator

Posted: 2010-03-25 11:53
by Tim270
Could this be linked to an animation?

For example, there is some 'sway' animation where the gun is returning to the origin, when it gets there it will be the same time as deviation has settled, so essentially when your gun moves back to being perfectly still you are 'accurate'

Just an idea.

Re: Weapon Deviation Indicator

Posted: 2010-03-25 18:45
by sickly
Tim270 wrote:Could this be linked to an animation?

For example, there is some 'sway' animation where the gun is returning to the origin, when it gets there it will be the same time as deviation has settled, so essentially when your gun moves back to being perfectly still you are 'accurate'

Just an idea.
As I understand it, the animation either has to loop (see FH2) or just use it once, not for subsequent shots (i.e. there's no way of triggering the animation each time).

The other thing is that even if you could do that, you still wouldn't be able to gauge deviation; just know when it has settled.

Imo, the sway they use in FH2 is unnecessarily confusing (i.e. it doesn't represent deviation). (It still looks great of course.)


I've looked at all the different ways of doing this and the deviation meter thing seems to be the most practical....if it can be done.

Re: Weapon Deviation Indicator

Posted: 2010-03-25 22:43
by GeorgRavioli
well i've never played FH2, so I can't judge you guys on that, but I must say a very transparent meter of the deviation of the weapon would be sweet and very helpful. I don't see how it could be unrealistic at all; in real life, do you never know when you are going to hit your target?

The only thing I would suggest is that, like with the HAT weapons, when you move your weapon the meter goes back up a little and when you reload you have to start over at the top with the lever. But yes, that would be a great idea.