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.
Disabling auto-lock in FPS mode
Moderator: Moderators
Disabling auto-lock in FPS mode
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.
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.
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esteroth12
- Posts: 501
- Joined: 18 May 2006, 21:19
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.

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.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 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
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
