💡 What is motivating this suggestion?
When moving sideways through a doorway, peeking railings, or being pushed by AI weapons have a tendency to point straight up into the sky, sometimes irrationally which undermines realism and common sense.
💡 What is your proposal?
Weapons should, in most cases, be dropped into a low ready or pulled backwards towards the operator to allow for clearance while still being usable. Especially in cases of a player or AI pushing you the gun should remain trained on target at all times.
💡 Exactly and specifically, what should be changed and how?
A change in animations and weapon placement when your weapon is put in close proximity to objects in the world.
#Get rid of weapon being aimed at the ceiling by proximity.
22 messages · Page 1 of 1 (latest)
it's far more fun to disable ranged weapons at extreme close range. it's analogous to grabbing/moving the opponent's weapon and it makes for more interesting combat
Until you get rushed by a double barrel AI in prison in a doorway and your muzzle goes to meet Jesus leaving you not far behind.
Might be how I move around maps and take corners but in over 120 hours of playing the game I've never even noticed this mechanic
Try to grab someone's gun before they shoot you. You'll be full of holes before you can say "Detroit Urban Survival Training". It's simply not how firearms work.
That's perfectly fair, but I don't think it's unreasonable to not want my barrel pointed into ceiling when I pop a doorway to light someone up down the hall. The proposed change wouldn't hurt your method of play at all, but would certainly improve my enjoyment of it.
it makes fighting in door ways a pain with like a rifle, and the ai will run into me and still able to shot me while I cant
exactly that, the few times its come up were primarily in Navy Base or Prison where AI will rush you in swarms. So one SAS will push me and raise my rifle while the commando eviscerates me with a submachine gun. Other than that my major issue is if you're trying to peek perpendicularly to a doorway, as you pop through your rifle will jump up.
Sorry to debunk this post as i have the same issue but the immersion of the game matters more than my satisfaction in peaking.
SVT-40 length: 1,226 millimetres (48.3 in)
Average door measurements: 80 inches by 36 inches
the gun is indeed wider than a door, thus the game is correct making you raise your gun if you get to close to someone or something. try pointing a baseball bat at someone only having your arm over the grip and a hand on the hitting part of the bat. have them walk towards you and push you with a arm or shoulder
thats perfectly valid, and it shouldn't be a weapon that you peek a doorway with in most cases anyways. But also, for the sake of immersion, I would drop my weapon low before I raised the barrel if I had to, and that does nothing to address the issues of someone rushing you and your barrel being forces up
as a counter balance to this maybe take down the post and suggest a "gun shove" or a "bash" that will make the use of long guns more reliable. of course they make it so you cant shoot, doesn't mean we can't get handy dandy with a wooden stick with a bullet in it.
if we're talking in terms of immersion, I feel both a bash and proper handling of a firearm would be preferable.
this is a videogame
there's nothing wrong with wanting a little realism and immersion, especially if it makes logical sense
There is if it makes the gameplay less interesting and diverse. It also doesn't make logical sense in the game's existing rules, wherein melee strikes deal far more damage than almost any bullet
The gun being longer than the width of a door is a very odd comparison. If you are using a long rifle and go through a doorway sideways it's not difficult to keep the gun relatively aimed the entire time.
I've done this with an M1 (43.5in) and you just poke the barrel first and then lean out. When you are going room to room you can keep it aimed as well by pulling it back so the stock is further back instead of seated in your shoulder. Sure that has an impact in that you don't have it well seated against recoil but it's still not the current aiming at the heavens.
I've found that the end of the SVT, maybe other rifles too, seems to have a larger collision box for disrupting aim than the physical size of the gun. The way the mp40 and other smgs get pressed back towards you when you are near something is what I'd prefer to see in game. Maybe a blend of the two so that up to a certain point you pull the rifle back and only at extreme close proximity do you aim up or down as you currently do.
...how are you letting them get this close to begin with?
I now just had a encounter that reminded me of this thread in prison a AI barrel stuffed me with a shotgun i could not shoot them because they ran right up to my face I survived but that was pretty yikes he was able to get shots on me but i could not shoot him and i had a uzi had to take some steps back
As I've said, the AI pushes you rather aggressively in places like Navy or Prison. Regardless, it doesn't really matter how it happens. Let's just say I'm terrible at the game, that doesn't undermine the core fact that how weapons are displaced by proximity right now doesn't really make sense.
Bumping this because it's highly annoying when getting SAS swarmed and the first thing they do is make you point the rifle up while they have no problems making you into Swiss cheese due to proximity