Weapon collision - isn't it too small?

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gal-z

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May 20, 2003
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With some experience in CQB and talking to some marines who came to Israel to train in CQB using their M16A4s, I get the feeling that weapon collision isn't significant enough using the long weapons (m16, sig, psg, rc50). It's too easy to move around corners and rooms using these. Compared to bullpup famas and SMGs, not to mention pistols, it's rather easy to handle the weapon collision with longer weapons (I mostly talk about M16 because I use it the most). M4A1, especially with buttstock extracted to 1/2 (1 click longer than fully retracted, exactly between fully extracted and fully retracted), not to mention SMGs and pistols, would have the advantages they should have in CQB - easier handling and less collision, and overall being more comfortable weapons.
 

mat69

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Dec 9, 2001
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AFAIK are the proportions not realistic in INF i.e. a house exactly moddeled in UED (1u = Xm) would look some kind of false, the ceiling would look too low ... so all the maps aren't "correct" scaled. Another thing is that you don't have so many objects in INF as you have in reality, so I think that there are just more things in reality which make cqb hard than there are in INF.
But overall I don't have experience, so these are just some "untested" thoughts.
 

MP_Duke

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May 23, 2002
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The proportions for the new weapons translate correctly for 3rd person view. It is the standard I use since it most accurately dictates any sort of distance. "Feeling" distance in 1st person is highly questionable with a 90° field of vision on a relatively small screen compared to what you see in reality.
 

Arethusa

We will not walk in fear.
Jan 15, 2004
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Honestly, I find the movement model in infiltration to be clumsy, restricting, and stifling; I'm no trained operator and I can sure move with more grace and handle CQB better than I can in game. Given these problems and the fact that the engine's only being kept alive through dark and secret necromantic techniques, I don't think it's worth addressing.

[edit]

Duke, don't forget lack of depth perception.
 
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Rostam

PSN: Rostam_
May 1, 2001
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There was this test not long ago, IIRC, showing that the collision box for the M1S90 was way too long.
That said I agree with you, "gal-z" (should I call you gal or z?). The uzi already offers a unique way of playing thanks to it's short barrel lenght (although me thinks it's overpowered), but when the collision system was coming out I was already hoping that gameplay would be enhanced by it, not hindered (you only seem to get stuck when you want to run away :hmm: ).
 
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MP_Duke said:
The proportions for the new weapons translate correctly for 3rd person view. It is the standard I use since it most accurately dictates any sort of distance. "Feeling" distance in 1st person is highly questionable with a 90° field of vision on a relatively small screen compared to what you see in reality.


MP_Duke said:
Would you screw off with that collision crap. In the end it does not matter that much because you can always push passed the endpoint like so.

If it feels ok in first person, there's no need to badger us about it.
The only weapon that is reallly whack is the shotgun.

...quotet from http://forums.beyondunreal.com/showthread.php?t=135507&page=5


hehe, ... looks like you changed your mind ;)

I agree with your arguments: if the weapon propostions are correct, adjustment to 3rd person view should give proper collision for 1st person as well. I personally could never predict when the barrel of a gun is going to hit the wall, the only thing that changes when moving closer is the granularity of the wall texture... I guess it would require good 3d goggles to really give a realistic feedback on distance.

In the end collision length is a good thing to limit AR usage in CQB and to give a drawback to supressors.
 

Arethusa

We will not walk in fear.
Jan 15, 2004
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gal-z said:
Actually I'd make my nick "GalZohar" but I had a problem and had to re-register, and made "gal-z". Gal Zohar is my real name :p
Cool.