Easyier AIMING with the M2HB, And TRACERS

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jayhova

Don't hate me because I'm pretty
Feb 19, 2002
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I think we should forget about the animations. I personally would be much more interested in getting it to work right. If there was a mutator to lock the POV to the rear of the weapon I would be more than happy.
 
Feb 29, 2004
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i also personally dont like playing online...i havent done it in a while...i play SP...and the bots dont teeven use the M2HB's!
 

Crowze

Bird Brain
Feb 6, 2002
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The point is, other players wouldn't be able to see you in the correct position, so it would be possible to see them without them having a chance of seeing you. This also means the hitbox locations, so they couldn't shoot you either. Problem.
 

-Freshmeat

Eternally noob
Dec 4, 2003
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How about locking the swivel (?) of the M2HB to the player position relative to the gun? Then the player would be in the right position, allthough it would be a real bother for precision shooting (not very likely anyway). Elevation should still be adjusted with the mouse, and the animation could use that of the kneeling player.

-Freshmeat
 

Derelan

Tracer Bullet
Jul 29, 2002
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the M2HB is perfectly balanced as it is. Fully automatic 50cal bullets with a large box capacity, i dont think the opposition deserves accuracy too. You can pick it up at any time, regardless of your current loadout, even the specialist can use it. It can kill in very few shots, even long range. And having a character floating directly behind it wouldn't incorporate breathing sway.
 

Gnam

Member
Feb 13, 2002
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Yes, please.
I think making a gun unaimable is a poor way to create gameplay balance. If it's really so powerfull that just being able to aim it makes it an uber weapon, then maybe it shouldn't be in the game in the first place. 75% of the time I've tried to use the M2HB, I've ended up dropping it and just making the kill with my AK cause blind firing took too long. Aiming is a basic real life ability which shouldn't be disabled just because of poorly planned game balancing. Not being able to aim it is unrealistic.

Anyway, for 3rd person animations, why not just make a stationary 3rd person animation of the player just standing there with his hands up to the handle of the gun. Even if it doesn't move that's still better than having the guy just standing there picking his nose while the machinegun magically mows down hordes of enemies by itself.

As for aiming, locking the 1st person view behind the sights and then locking the swivel of the gun outside a certain radius (so the player doesn't aim straight up and have the player model be kissing the top of the receiver) should do the job.
 
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yurch

Swinging the clue-by-four
May 21, 2001
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Gnam said:
As for aiming, locking the 1st person view behind the sights and then locking the swivel of the gun outside a certain radius (so the player doesn't aim straight up and have the player model be kissing the top of the receiver) should do the job.
It's not entirely that simple, there always seems a good deal of creative things players can do to 'break' things - and a standing view doesn't really make sense if the gun is crotch-level.
I've got an old unfinished placable-first-person m2 mutator sitting around somewhere (that requires a modified playerpawn) - there's all kinds of exploits you can pull with it.
 

Gnam

Member
Feb 13, 2002
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Yes, please.
What's the worst thing that can happen? As long as the player isn't able to pick up the M2 and run around with it, it's still probably better than what we have now.

When the gun is mounted at crouch level, the animation could be kneeling with hands on the gun.