#Dgun reticle/FX

1 messages · Page 1 of 1 (latest)

quasi sky
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A slight continuation of this thread #1106640049619091466 message

I'd like to recommend a small update to the Dgun reticle UI until (or in addition too, depending on how it works) the comupdate goes through, since at that point the projectile will hug the ground.

I recently had a game on ATG where my dgun missed some pawns by a hair - though mostly due to the fact that in the canyons, if you're aiming at the mountainside then the projectile will fire with elevation in mind.

From the player view especially, the second photo, it looks like the projectile is enveloping the pawns. But it's actually going over/threading between them.

Updating the UI for aiming the dgun to include some indication of verticality, as well as targeted units flashing (with respect to verticality specifically) could help with any confusion regarding hitting or missing your shots.

Tagging people involved in the previous conversations @lone pecan @red pollen @sweet zephyr @weary holly

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Dgun reticle/FX

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I don't know who manages graphics but one other small thing to mention is that the hitbox for the dgun is particularly smaller than it's effects (4 elmos, I guess? I have no idea what that unit of measurement is.) And in some of the screenshots throughout the conversation the pawns are definitely being touched by the FX but the hitboxes are not touching. I guess that should be an internal conversation if you guys want to have it about what could be changed if anything should be changed, but I did want to bring that up as well.

lone pecan
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I would ask is there a valid gameplay reason to have d-gun shots pass over the top of ground units

sweet zephyr
lone pecan
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By clicking between the target unit and the Commander rather than on the other side?

sweet zephyr
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this is for dguning ground rather than units

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if the dgun is going over units with the order being placed on the unit
then that is an aimposition error

red pollen
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I had nightmare occasions with dgun targeting a few times. It's just not ideal how it is

quasi sky
# sweet zephyr yes its to force the player to aim properly

I'm not - entirely sure that's a reasonable expectation since the closer a unit is to the commander the harder it is to aim at it. When I see a reticle like that - most other games do not have any verticality in mind, so I am beyond the unit I want to hit in order to target more accurately.

sweet zephyr
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i use the aim at ground instead of at unit option

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so i never deal with this specific issue

quasi sky
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I just hit D and then click in the units path.

red pollen
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Basically the question is more of making it easier for players to know what the dgun is expected to be targeting. Or even if this is an addressable problem at all

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> game tells you it will fire at this location with a special weapon with a nice indicator
> you fire it multiple times, firing at weird directions missing the target, because the targeting is finicky and the indicator told you it was in the range
> game tells you it's 'what you see is what you get'
> imconfus.jpg
quasi sky
# quasi sky I just hit D and then click in the units path.

Well that isn't completely accurate - I hit D and then pull my mouse out and away from the commander in most cases because the reticle will move slower the further away you are from the center of the circle (the commander) so it's easier to aim.

If I just clicked on the unit, it'd probably miss because the commander would aim where the unit was, not where it's going. Plus I would miss the other ones as I am trying to multi-target here by aiming in the spot that is most likely to hit all of them.

So I did "attack ground" but trying to attack ground accurately at the base of the commander isn't as easy with a column like this.

red pollen
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If the cylinder or whatever indicator helps resolve the issue then great, I'm afraid it won't have any impact as we often just fire dguns like crazy. But will help at least on the 'debug' side

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Ok that's what I had to say on the matter, I'm out for my own sanity now