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Sight Design Discussion
Shinkurex:
Rather than derail the Gun balance discussion further, please discuss Sight modifications here
Thanks,
Shink
Lochiel:
Someone suggested mechanics for changing the angle of the weapon independent of changing the POV; I think that is an unnecessary complication.
I'd be very happy if the markings on the sights corresponded with things like "Max range" "1/2 between Arming range and max range" "Arming range" "1/2 max Range" "1/2 Arming Range". Just take a "test sight" graphic out on the dev firing range, put targets at those ranges, mark the vertical location of the target in the sight picture, and move the markers to those locations. The gunner will still need to adjust for differences in altitude and lead.
Edit: I'm not a big gunner; I think this would really help on the Hades but I don't think this is a big priority.
The Djinn:
--- Quote from: Lochiel on November 01, 2013, 12:50:14 pm ---I'd be very happy if the markings on the sights corresponded with things like "Max range" "1/2 between Arming range and max range" "Arming range" "1/2 max Range" "1/2 Arming Range". Just take a "test sight" graphic out on the dev firing range, put targets at those ranges, mark the vertical location of the target in the sight picture, and move the markers to those locations. The gunner will still need to adjust for differences in altitude and lead.
--- End quote ---
This would be fantastic. I'm always worried about running the Flaks, Hades or Lumberjack on my ships because most gunners don't seem to have any idea of the real range or arc of those weapons. Even a simple thing of "if you're perfectly level with your target, perfectly stationary, and have them sighted into the 4 marker on your sight, a shot will hit them at approximately maximum range." It's only perfectly accurate in that vacuum, but it would help gunners of all skill levels have more accuracy without removing gunner skill from the equation at all.
Sprayer:
I have always been using the LJ sights to determine the angle at which to shoot, that's why I noticed the change pretty quickly. The "1" notch and the "2" notch never really lined up with "1000m" and "2000m" distance to target (that is, put target in between these notches if it is that far away) as I first assumed, but were helpfull nevertheless after some experience with the gun.
If you use the map to determine distances, the max range and arming range markings wouldn't be as helpful as if the notches for 1 and 2 actually lined up with 1000m and 2000m but would still be as helpful as the sights were before, just with the additional info of arming range. Besides, do LJ shots even have a lifetime? I think there's no need to add a "max range" mark to it when you simply reach max range by pointing the gun 45° into the air.
For the Hades: There are a few notches on that gun, 6 I believe, but when the target is on the same height as the gun, the smooth arc makes using any notches besides the uppermost two useless. Removing the visorshield would help aiming that gun a lot more since it sucks to have to lead targets left thanks to that.
zlater75@hotmail.com:
???
There was discussion there about the gun itself. The Lumberjack as the topic is "the gun and gunner skill" thread.. so how did it get derailed??
Also believe the matter of the sight numbers being swapped the wrong way (as the 2 is for short range and 1 for long range on the sight itself) was the point and was ackknowledged by awkm to put forward to the artists.
Only tried to help, say facts on how the original sight m203 vs LJ are different due to missing static front sight on the LJ which means there must be one static sight to be realistic not the direct copy of the rear sight. Sight design was not the issue at all if you read those posts again.
And no.. not telling you how to do your job, shinkurex, just that you are mistaken imo on why this thread had to be made. Pointing it out because it's valid info on the fault on the LJ sight. (wish Imagine could make that paint picture to adress the sight issue).
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