When shooting, depending on when you buffer the volley, the crosshair will either stand still, slightly move to the side, or yank itself to the side. I posted a video showing how different the crosshair movement is on these interactions. My suggestion is a setting that would allow you to lock your crosshair's positioning on the screen once the input has started (allow you to still move it for the same duration you currently can, but lock the range of motion once the input starts so it doesn't yank to the side). Some people might like that it moves with the action, so I definitely suggest making this a toggleable setting. This could allow the same range of motion you have to change the shot before it gets to your foot, but keep it in a consistent location. I do not think the crosshair needs to be on the center of the screen at all times.
#Crosshair Lock
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@sudden inlet please use the LFG discord server https://discord.com/channels/1055140456184426607/1379219748826648808
Bumping this. A feature where the camera follows the point in space you were looking at would be kinda neat
its good the way it is, as a striker you have to look at minimap and predict where the ball will be
You fundamentally do not understand what he's talking about. This has nothing to do with the minimap, it has to do with teleporting to the ball when claiming priority also teleporting your aim along with your character. It's annoying... I don't even think it should be an option change it how it works now. No one wants the ball going to some arbitrary point in space when they just put their crosshair exactly where they wanted it to go already.
By the way, this also happens with Taps/Lobs, not just the Shot input.
its very annoying dealing with this, makes it that much harder to be precise
Well I understand, 3rd is not timed good, like player have range from where he can perform action with ball. For example ball is neutral and u click pass, your character goes to the ball and then passes it. Another example let's say that in video ball is in front of the player(closer to the goal, but in range to shot), what then? He makes few steps, the perspective changes, crosshair is in the different place.
goal or not?
The ball will still go to the crosshair from its current position. I’m not asking to be able to shoot impossible angles, I just do not want the crosshair to yank itself around last second when you have practically no time to adjust it properly.
For the third shot, if you think it’s “timed poorly” then I don’t really think you’ve played against good players consistently. When you’re in the box, you absolutely need to make your input as soon as possible otherwise you’ll lose the interaction every time
I'm sure that you're better player than me, because you're pro, also excuse my english, because that's not my 1st language. I play on mouse and keyboard, when I see ball on minimap, I'm not holding shot button, but clicking it in intervals, changing crosshair placement. I'm elite 700 rp if that matters.
i find this especially prevalent on shots off the backboard
Yeah all of that matters, and my apologies I'm not trying to imply that I'm better than you. I simply am stating that you need to get the input in as quickly as possible to beat out other players vying for that priority. The issue with the yank is that it yanks you at the end of the animation and you have little to no time to actually re-orient your crosshair. Compare this to something like mouse and keyboard, for example, where it locks where you start it and won't move at all after the input starts
would be a nice optional setting to have considering a locking crosshair is already in the game when you use keyboard
Not when you Tap or Lob though. That happens on both controller and mouse. 🙁
Really only asking for this on shooting. Tap or lob doesn't really seem as heavily affected imo
Incoming crosses to either side of the goal are significantly off target if you are trying to rely on where you are aiming your crosshairs. You have to fully assume that if you get yanked towards the ball on input that your aim is going to come with, which means basically aiming more towards the center of the goal in order to put a header into a top corner.
Right, which we think is really goofy and should probably be fixed
Sure I can play around it, and I do, but it's genuinely not always logical and really just shouldn't be a thing to begin with
agreed. That said, I'm not really sure what the best way to implement sticking to the crosshair. Unless they want to like, raycast out to whatever the center of your crosshair is pointing at when you start the input and then rotate around that point in space. That's going to mean if you are really close to the thing you are aiming at, it'll be a really tight rotation.
I think right now for mouse aiming they are rotating around some arbitrary distance out in front of you. It's not perfect, but it's something. And it prevents the tight angles you'd get with raycasting.