Malygris on 5/10/2007 at 17:09
My gf started playing DX about a week ago after seeing me going through it, and she's been absolutely killing the shit out of everything (even when I suggested it wasn't necessarily the best plan) with a laser-equipped stealth pistol. I made the mistake of scoping my own stealth pistol fairly early in the game, and after finding out how adding the scope buggers the laser I wasn't able to find a replacement until I hit Versalife in Hong Kong. Since replacing my original stealth pistol and slapping a laser on the new one, the thing is amazingly useful. Even at just advanced skill, I still do the vast majority of my killing with it.
Dr. Dumb_lunatic on 5/10/2007 at 20:01
See: this is the problem bit:
Code:
// if there is a scope, but the player isn't using it, decrease the accuracy
// so there is an advantage to using the scope
if (bHasScope && !bZoomed)
Accuracy += 0.2;
// if the laser sight is on, make this shot dead on
// also, if the scope is on, zero the accuracy so the shake makes the shot inaccurate
else if (bLasing || bZoomed)
Accuracy = 0.0;
Which is a bit silly: they ACTIVELY penalise you if you add a scope but don't use it (accuracy of zero is dead on, incidentally, so adding to accuracy is BAD).
Really it should be 'do nothing if not lasing or zoomed, do super accurate otherwise', but such is life.
heywood on 5/10/2007 at 21:37
Actually, I don't mind the penalty so much. The real problem is that the ifs are in the wrong order, so when the weapon has a scope the check for the laser sight is skipped. I don't think it was intentional. It looks like a bug to me. A simple fix would be to change the order:
// if the laser sight is on, make this shot dead on
// also, if the scope is on, zero the accuracy so the shake makes the shot inaccurate
if (bLasing || bZoomed)
[INDENT]Accuracy = 0.0;[/INDENT]
// if there is a scope, but the player isn't using it, decrease the accuracy
// so there is an advantage to using the scope
else if (bHasScope && !bZoomed)
[INDENT]Accuracy += 0.2;[/INDENT]
This change would give you correct operation of the scope when it's enabled, with or without the laser sight, correct operation of the laser sight when it's enabled, with or without the scope, and reduced accuracy if you have the scope but you're not using it or the laser sight.
Dr. Dumb_lunatic on 6/10/2007 at 13:43
Well, yes: but it doesn't strike you as odd that addition of a scope to your weapon suddenly makes it less accurate UNLESS you gawp through the scope?
Is it supposed to represent the scope making the gun heavier or something?
heywood on 6/10/2007 at 16:23
When you add a scope to a gun, the scope mounts usually block the iron sights, so trying to aim it without looking through the scope would indeed be less accurate than aiming it through the iron sights without the scope fitted. The question is, who wouldn't look through the scope on a gun fitted with one? For pistols equipped with a scope, it would be more realistic to show the scope as a zoomed circle in the center of your field of view. The DX scope view is only appropriate for rifles.
DaveW on 7/10/2007 at 23:24
Quote Posted by Malygris
Not that I want to rain on your parade, but when I pull the trigger, bullets don't stop coming out until I release it. So, what?
It does it in bursts. It will fire 5 shots, briefly pause, then fire again. (
http://www.youtube.com/watch?v=NHs9ko9VvxU&mode=related&search=) These are automatic weapons. The Deus Ex gun just fires a burst, but when you hold the trigger down the character simply releases the trigger and presses it again - it's not automatic.
Malygris on 8/10/2007 at 04:12
The break between bursts is nearly imperceptible. Does this really strike you as a point worth basing your argument on?
Dr. Dumb_lunatic on 8/10/2007 at 10:36
There's actually no gap between bursts: it's a single round every 0.1 seconds.
The only thing the burst means is that you can't fire LESS than 5 shots at a time, or in any "non-multiple of 5" integer.
And looking at the way it's set up, I suspect the only reason they did this (contrary to what I suspected above) is to help the AI: coding the AI to effectively use fully automatic weapons is a lot harder than keeping the usual "fire, check target, fire again" system. So I think they just kept that, but made every 'trigger squeeze' release 5 rounds.
DaveW on 8/10/2007 at 12:46
Plenty of games have automatic weapons - I doubt it's that hard to program. The standard Unreal bot support has it (Unreal has the stinger, minigun etc.).
And play with the sound on. The gap between the 5 round burst is noticable.
Dr. Dumb_lunatic on 8/10/2007 at 13:30
That's because there's only ONE sound effect for the 5-round "burst shot", not a single sound effect for each actual traced shot.
The actual stream of traces is uninterrupted. If you look at the distance between the bulletholes on a wall (if you let recoil drag it upwards) it's not separated into 5-round clusters.