ADS 2.0 Feedback

Although it did improve somewhat over what we had before, it still leaves a lot to be desired and is still ultimately very shoehorned and unsatisfying to use compared to push-zoom.

Fundamental design flaw seems to stem from the fact that the RP’s ADS animations are very clunky and don’t translate well to fast-paced gameplay.

Aiming right after jumping or reloading is borderline pointless with the time it takes for the gun to readjust its position. Call it realism, call it design choice but it feels bad and I’d rather not be able to ADS at all during animations than bear witness to this mess.

The slight head-bob after jumping is also very frustrating to deal with because of how heavily it affects the weapon’s state compared to ADS when grounded at any movement speed.

This almost doesn’t seem intentional and I pray that’s the case.

Certain weapon animations are so clunky it is preferable to weapon switch in order to make the gun more stable.

Getting an accurate shot off right after jumping is a guess work of where the crosshair actually is because the models are unreliable at best compared to hipfire/push-zoom.

In the newly added bolt-action rifle specifically, the actual weapon sights are so wobbly during the whole chambering animation that aiming is making my blood-boil, not to mention that it doesn’t even zero out at the previous crosshair location afterwards, it just keeps going up after every shot.

Reloading is similarly very disturbing.

I’d also like to point out the amount of bloom the holographic crosshair has, is excessive when compared to how clean the hip-fire version looks.

The way I see it, this should be toned down.

I’m a bit confused on why spend the development time, effort and resources to make an optional game mechanic that goes against the designers vision and even now, after a plethora of changes and adjustments, is barely serviceable.

I’d like to see this feature be properly polished and implemented so that it at the very least compares fairly to push-zoom that the game was built around and to achieve this the following should be done:

Crosshair and weapon sights should ALWAYS be reflective of where the bullet will go excluding contextual weapon inaccuracy(E.g. player being mid-air).

ADS Animation speeds need to be standardized to not vary based on user movement and shouldn’t be affected by previous animations such as reloads, bolt-actions, jump-recovery.

Visuals should be the last on priority list when designing weapon sight’s. If a player can’t aim properly during the aiming animation then what’s the point of it?

Stabilize gun animations so that the models don’t get in the way of aiming. Like in the example below.

I can barely tell what I’m aiming at in this clip during the ADS animations because of the player/gun model combined with muzzle-flash, this wouldn’t be an issue with push-zoom.

If this option is to stay then I’d want it to be as seamless as possible rather than the current barely good enough to include.

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Status

New

Board

Feedback

Date

18 days ago

Author

elire01

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