Disabling auto-lock in FPS mode

Disabling auto-lock in FPS mode

Requests for features in the spring code.

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bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Disabling auto-lock in FPS mode

Post by bwansy »

While in FPS mode, when you move your crosshair close to radar dots, it would automatically lock on the dot. Without targeting facilities, the radar dots are far fom accurate, thus spoiling up the fun of sniping. It would be good to have a way to disable this auto-lockon function (e.g. hold shift or alt etc).
I came up with this idea because I enjoy controlling the sniper in FPS mode, and it is really fustrating to wait until the randomly floating dot moves to be at the right position. :roll:
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

that was mainly to fix exploits with artillary, missiles without burnblow, etc.

so it ruins the point if its toggleable :wink:
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

It's the bassackwards game design that makes weapons have long ranges but the units not being able to target them beyond a certain range being the way the range limitations were implemented.

Targeting range should be limitless (if you have LOS of course) and weapon range be the only limit, but this was not implemented, I think because it would have meant scripting changes.

:(
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Asking that you know precisely where an enemy is before you snipe it with a weapon that has no area of effect whatsoever and requires 20 seconds to reload is ass backwards?
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

But you do know where it is
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Honestly there is more important stuff than that.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Caydr wrote:Asking that you know precisely where an enemy is before you snipe it with a weapon that has no area of effect whatsoever and requires 20 seconds to reload is ass backwards?

SO I can't custom snipe with a sniper, even if the range is like 500 out of the range?>
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

bamb wrote:It's the bassackwards game design that makes weapons have long ranges but the units not being able to target them beyond a certain range being the way the range limitations were implemented.

Targeting range should be limitless (if you have LOS of course) and weapon range be the only limit, but this was not implemented, I think because it would have meant scripting changes.

:(
I don't think there's an effective way to calculate a weapon's physical maximum range, never mind that most real life weapons never get used at their theoretical maximum range because they are too ineffective or inaccurate then.
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

I dont see why it wouldnt be possible to do a quick vector trace of where the shot will go, and if it will go out of the weapon's max range, not permit that shot to be fired.

Of course, as has been said before, FPS mode is just a gimmick. Its not meant to be used seriously in any capacity, and the devs do have more important things to work on :P
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