Character Not Facing Where They Always Shoot
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Character Not Facing Where They Always Shoot
I find that the characters are a little stiff in their movements. As a result, you are lead to believe that they may not be pointing at you when, in fact, their crosshairs are so you get fragged thinking they were pointing a few feet away on either side of you. This is more evident in close quarter battles within 10 feet of each other.
Re: Character Not Facing Where They Always Shoot
Very true. It's misleading .
Re: Character Not Facing Where They Always Shoot
I agree that rockets, sometimes, fly out at really awkward angles. Albeit I have not noticed same problem with the laser gun.
Re: Character Not Facing Where They Always Shoot
yeah definitely something that should be fixed!
Re: Character Not Facing Where They Always Shoot
Maybe some torso movement, I do not know even.
Re: Character Not Facing Where They Always Shoot
It seems that the arm carrying the attachment, as well as turning of the head, is the indicator, not the facing of the whole torso.
Re: Character Not Facing Where They Always Shoot
It is not the most obvious indicator when you have 6 hostile stormers in the next 5 metres.
Re: Character Not Facing Where They Always Shoot
Today I got hit by a railgun/lasergun user which I thought was safely facing the other direction trying to aim at another player moving towards him, so i began to run straight into his direction. Then all of a sudden the shot comes out from his side and I die... I would have taken cover if I saw him turning.
Re: Character Not Facing Where They Always Shoot
Froyd wrote:Today I got hit by a railgun/lasergun user which I thought was safely facing the other direction trying to aim at another player moving towards him, so i began to run straight into his direction. Then all of a sudden the shot comes out from his side and I die... I would have taken cover if I saw him turning.
Yea, i've had the same thing plenty of times bfore. Making choices who you shoot first is totally useless because of this.
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