Is this a possible solution to the Slow Scope Animations?
Posted: 2008-09-01 16:09
The Issue:
I think the main problem and complaints of the new scope animations originates not from the fact that it is a tad unrealistic to be bringing the optic to your eye so slowly but from the inability to fire the rifle while the zooming animation is playing. The first person to fire has a great advantage. For example, he can suppress the other person quicker, hindering the other person's shot, etc.
I understand that this animation was implemented in order to "simulate" the time it takes to acquire a target, NOT how long it takes to "put on" the scope.
I suggest:
If it is possible to use the "fade from black" effect (or something akin to an eye refocusing) that is used when a person is spawning-in after the animation of the scope/zooming, then it would greatly improve the situation. Have the .75 scope-in animation's speed, allowing the player to shoot as soon as he can, but also include a black fade (or screen blur) to throw-off his initial shots as to "simulate" that he can't instantaneously acquire the target properly as with real weapons.
To sum up, so during the zoom animation rifle can't be fired, but since the blur/fade is a screen effect, such as the bleeding red screen effect, it would allow players to shoot during that time, albeit very inaccurately.
The blur would be similar to a person's eye adjusting to the focus of the scope from unmagnified vision.
If the fade/blur isn't possible with the engine, then perhaps a camera shake or wobble of some sort would suffice since it also simulates how a shooter can't acquire the target properly with the first try.
Just a suggestion for a possible compromise for the current complaints about the animations.
I think the main problem and complaints of the new scope animations originates not from the fact that it is a tad unrealistic to be bringing the optic to your eye so slowly but from the inability to fire the rifle while the zooming animation is playing. The first person to fire has a great advantage. For example, he can suppress the other person quicker, hindering the other person's shot, etc.
I understand that this animation was implemented in order to "simulate" the time it takes to acquire a target, NOT how long it takes to "put on" the scope.
I suggest:
If it is possible to use the "fade from black" effect (or something akin to an eye refocusing) that is used when a person is spawning-in after the animation of the scope/zooming, then it would greatly improve the situation. Have the .75 scope-in animation's speed, allowing the player to shoot as soon as he can, but also include a black fade (or screen blur) to throw-off his initial shots as to "simulate" that he can't instantaneously acquire the target properly as with real weapons.
To sum up, so during the zoom animation rifle can't be fired, but since the blur/fade is a screen effect, such as the bleeding red screen effect, it would allow players to shoot during that time, albeit very inaccurately.
The blur would be similar to a person's eye adjusting to the focus of the scope from unmagnified vision.
If the fade/blur isn't possible with the engine, then perhaps a camera shake or wobble of some sort would suffice since it also simulates how a shooter can't acquire the target properly with the first try.
Just a suggestion for a possible compromise for the current complaints about the animations.