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The Current State of Things
- All viewmodels (first person gun models) are positioned the same way. aside from dual pistols
- The "original guns" – E-11 and Pistol – have muzzlepoints that are lined up with the viewmodels at FOV 80. They are misaligned at FOV 97.
- The "new guns" – T-21 and CR – have muzzlepoints that are lined up with the viewmodels at FOV 97 (the max FOV).
- The "scoped guns" – EE-3, Westar M5, A280, and DLT-20a – have muzzlepoints in the center of the first person screen, so that when you scope, the shot flies straight down the scope. This also means they're completely disconnected from the viewmodels.
- "Unscoped" SBD has the same muzzlepoint as T-21, or possibly E-11, not sure.
- "Scoped" SBD has the same muzzlepoint as scoped guns. The muzzlepoint changes dramatically when you scope.
The Problem
- All guns except the "new guns" have muzzlepoints inconsistent with the viewmodels.
- Gun muzzlepoints are also inconsistent with each other, an unnecessary complication for a newbie to have to make sense of.
The Solution
- Change all default blaster muzzlepoints to the "new gun" muzzlepoint, which is what lines up with the first person viewmodels at FOV 97.
- Have "scoped gun" muzzlepoints change to center-screen when scoped, the same way that SBD scope works.
(I know SBD's scope is an ability rather than an alt-fire. I don't know whether this affects the difficulty of implementing this.)
The Result
- Simpler blaster muzzlepoint rules. (Unscoped is always in the same place, scoped is always in the same place, consistent across all guns.)
- Accurate first person viewmodels, cementing first person as the absolute "most intuitive" aiming experience.
footnote: This fix does not apply to dual pistols nor to proj/ruptor. Although... it COULD apply to ruptor, now that I think of it. Not that anyone ever uses unscoped ruptor, since unscoped ruptor is 20 damage shots every... second, or whatever.
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