Why is the sniper rifle not hitscan?

True. But "barely" matters at 1,000m.
Drop is approximately proportional to the gravity and to the square of the flight time.

For me aiming is realistic enough as it is:
A scope of year 3000+ rifle should be able to compensate for vertical angle and gravity. Tiny, cheap drones of 2021 can.
Edit: This would also require some distance measurement, but cameras with big enough offset would do. They could also share the same lens. Or use some time of flight laser system. Or simply use the focus. Chameleons gauge distances with a single eye just by focusing.
Atmosphere is almost nil in all outdoors environments where we can land and do on foot stuff. In pressurised environments ranges are short.
We are still required to manually lead a shot on a moving taget.
 
Last edited:
I kinda agree a bit. Also, would be hard if you got instashot by enemy snipers before you had a chance to do anything, so it works both ways.

However, maybe a more important question would be, why can't you ZOOM in on sniper rifles? The scope is useless... or is there some mod you can get?
 
You should be able to shoot 225m with an iron sight, but the engineered sight increases zoom.
Ah great, so there are mods that increase the zoom reticle on the rifle. Otherwise, it's just pointless geometry. Should be a 2x 4x 8x etc zoom like real life rifles.
 
Nice one. Much less overkill with a burst of small bullets. Thanks also for showing that a Scope can be a very useful modification.

Funny how the last mJ (milli Joule) of shield can deflect a whole Plasma bullet of several MJ (Mega Joule) without bleed through. These things make a big difference in Starcraft.
yeah, i mentioned that in here too https://forums.frontier.co.uk/threads/cant-wait-for-combat-2-0.581271/

if frontier does not fix a thing on this "Long Range" Weapon, i switch over to the "Long Range" Shotgun.

Well, the wars of the future will be fought by throwing rocks at each other (albeit with a mass of Millions of Tonnes, and speeds measured in Mega-metres/second.....)
Source: https://www.youtube.com/watch?v=v2os9pqsTrw

(Im still angry that they removed that feature)
 
The slowness of the plasma rounds is just FDev's idea of trying to balance, invent a completely pointless weapon. It's suppose to be future, a true sniper weapon would be an instant one hit kill that would be silent. Obviously this would make combat very easy from a distance, but also almost impossible, as soon as one dead body is found the NPC's would take cover and be looking for you, probably with thermal googles or night vision, then - boop, your head explodes, because you've been seen. Back to orbit for you, mission failed, pointless to return, just logoff and call it a night.

I've no idea what I wanted from Odyssey; but, with the exception of the atmospheric effects, what I got was major disappointment.
 
The slowness of the plasma rounds is just FDev's idea of trying to balance, invent a completely pointless weapon.
I can hit a walking target with an Executioner on 100m most of the time, you just need target experience then you know where to aim. Just fly to an anarchy system and wipe out the (lawless)guards of a small settlement. You should do that from rooftops and if you trigger the alarm jump away and try again when they shut off the alarm, or go to supercruise and back to reset the settlement.
 
I can hit a walking target with an Executioner on 100m most of the time, you just need target experience then you know where to aim. Just fly to an anarchy system and wipe out the (lawless)guards of a small settlement. You should do that from rooftops and if you trigger the alarm jump away and try again when they shut off the alarm, or go to supercruise and back to reset the settlement.
only works partially.
tried that i think yesterday on a heist. while yes, they shot down the alarm and patrol as usual after a while, they still stay in a "high alert and hostile" stance.
as soon as i moved even close to them, they started to fire at me.

Also when i fired at maybe 30m, several of my Projectiles just went "through" the body, as if the hitbox of the projectile was much smaller than the visual.



It has nothing on Supreme Commander. More like Early Command&Conquer pathfinding.
Same Developers. Jon Mavor wrote the graphics Engine for Total Annihilation and was lead Programmer on Supreme Commander, Steve Thompson worked on both, 'Sorian', an AI Modder in Supreme Commander worked officially on Supreme Commadner 2 and Planetary Annihilation. Just to name a few.
Just because the Pathfinding is different, the rest of the similarities dont matter?
TA, SupCom, SupCom2, PA and PA Titans all share the same "Core Gameplay". In some cases even the Units are a reference to eachother. Just like all (well most) Command and Conquers share the same Core.

Supreme Commander is known as the spiritual successor of Total Annihilation. Planetary Annihilation is also a spiritual successor to Total Annihilation, less to Supreme Commander though. Planetary Annihilations Titans then again added Features from Supreme Commander back into the Game.

Yes, Pathfinding changed a lot. SupCom was pretty "classic", units got stuck, collided with eachother, and calculation was overall not really great.
With SupCom 2 a "bubble" was added to make Pathfinding and Intersecting more smoth. The same System was then used for Planetary Annihilation.

The biggest differences are the Star-System or Planetary Maps, and symetrical Balance through one Faction only, where TA and SupCom had classic Square Maps and different Factions with different Units and all that.
(To be honest, thats one reason why i dont like PA that much)
 
Last edited:
Back
Top Bottom