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pd3

Should I be freaking out right now, where's the vection based aiming?

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BS, let the player decide how he likes to play instead of forcing him to play like someone else want or think its right to be played.... With an option people have a choice to adjust features how they like/prefer to enjoy their game + time. Maybe BIS will include a icon/info in A3 mp browser for "aim deadzone on / off "....

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BS, let the player decide how he likes to play instead of forcing him to play like someone else want or think its right to be played.... With an option people have a choice to adjust features how they like/prefer to enjoy their game + time. Maybe BIS will include a icon/info in A3 mp browser for "aim deadzone on / off "....

Well yeah, it should be a personal option that isn't forced. Someone suggested some pages back that servers should force the option, so that there's no disadvantage to people who do use the aiming deadzone. I'd prefer that it'd stay the way it is now in ArmA2, where servers don't force any aiming deadzone setting. But, if it's forced by the server, I'd rather it be a realistic aiming deadzone and not the current aiming deadzone.

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Eyes are never static, but the character should still point his head (to which the camera is tied) and weapon in the same direction. Meaning the weapon should always be pointing generally towards the center of the screen.

Which it does. Max angle of deadzone is like 30 degrees (meaning with a max slider position).

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I would really like to see a system similar to ArmA 2 mixed with Red Orchestra 2. I love how in that game the guns aren't fixed to the player view, but it's a lot less 'robotic' than ArmA 2. In ArmA 2 currently there is a floating zone, when you get to the edge of that zone the camera moves. In RO2 there is a floating zone but the view is constantly moving outside of the floating zone. It is quite hard to describe to somebody who hasn't played RO2, so I recommend just playing it and see for yourself. If we had that type of aiming system in ArmA 3 I'd be amazed.

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