GROUND BRANCH

GROUND BRANCH

Salazar Dec 28, 2018 @ 5:45pm
Eotech Holographic Sight & Eotech 3X Magnifier not working by me
Help see Ground Branch Screenshots i have just those 2. And im stupid or do headshots not kill the Ai? I shot 3 Times 3 ai ouside ca. 30 meters away in the head. But nothing?

Thx.
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Showing 1-12 of 12 comments
Scopey  [developer] Dec 28, 2018 @ 7:47pm 
For the holos + G33 combo to work properly, you need to make sure the optics are at least 2 rail slots apart. It's a known bug that also affects the T-1, it seems.

As for enemies not going down after a headshot… I'm not sure. Kris or John might have an idea.
Salazar Dec 28, 2018 @ 10:23pm 
Originally posted by Scopey:
For the holos + G33 combo to work properly, you need to make sure the optics are at least 2 rail slots apart. It's a known bug that also affects the T-1, it seems.

As for enemies not going down after a headshot… I'm not sure. Kris or John might have an idea.

ok thank you and nice game man :D
Teddy Dec 29, 2018 @ 5:09am 
Headshot on moving object or standing object?
Bad pre aim?

You can Headshot AI across the map.
KrisRedbeard  [developer] Dec 29, 2018 @ 11:07am 
Even a glancing headshot will most likely take a character out (player or otherwise).
Its like 10 x what ever damage you did :)
Drive2xs Jan 1, 2019 @ 4:07am 
I believe missed headshots come down to POA/POI shift from optic to muzzle. On the V3 holo sight under 25m it seems the POI is the bottom hash mark of the outer ring, but passed 25m it becomes the second dot down approximately.

The AR flipup sight also appear to impact at the base of the sight post instead of the top, which makes them unusable to anything but CQB distances.

These differences could also be a POV angle issue causing misalignment.
KrisRedbeard  [developer] Jan 1, 2019 @ 9:26am 
That too.
I keep forgetting that a number of people have come to GB from games where zeroing isn't a thing.
Sentient_Toaster Jan 3, 2019 @ 2:28am 
Not unusual.

At least some (all?) Source engine games bypass the problem by having bullets traced from the shooter's eyes; gun position is irrelevant (including whether there are solid objects between the gun and the target, heh), never mind the location of any aiming devices on the gun, for instance.


DX:HR had (maybe still has) an amusing issue somewhat related to this topic. When a player was firing any of his weapons in ADS, projectile trajectories were such that it was probably something like a truncated Gaussian for modeling bullet spread with the mean being the center of the reticle; i.e. optics/sights automagically zeroed for whatever distance you were firing so that you just had to place the center aim point and chill for a bit if reticle bloom from recoil/movement were an issue. This was and is certainly a common model.

However, if the player added a laser sight, this was modeled as making *that* the source of truth, and completely eliminating spread; wherever the laser impacted, the bullet *always* hit. Again, no need to fuss about distances (beyond artificially short distances beyond which bullets instantly vaporized) or compensating for the fact that the laser did not actuallly point exactly down the barrel but shone from a point near and below. This was all very convenient for the player, as intended.

Except when using the sniper rifles. If the player slapped a laser rifle on a scoped sniper rifle... well, having the laser overrode the previous "dead center in scope/sight = actual aim point". The laser deviated significantly from the center aim point of the scope (being mounted below the barrel of the gun, while the scope was rather reasonably above; Eidos did not implemented any automagic adjustments to the scope to reconcile these) *and* you couldn't see the laser at all when seeing through the scope (but "laser dot = actual aim point" was still in force...), so it led to players shooting too high on what the scope was telling them would be perfect bullseyes...
KrisRedbeard  [developer] Jan 3, 2019 @ 11:59am 
Magic beams from the players eyes always used to bother me :)
As does getting shot by someone when all you can see is there eyes.
Hence our choice to use a true first person viewpoint :)
Salazar Jan 3, 2019 @ 9:24pm 
Originally posted by KrisRedbeard:
That too.
I keep forgetting that a number of people have come to GB from games where zeroing isn't a thing.
how to zeroing my scope cant finde the key for it ingame. thx
KrisRedbeard  [developer] Jan 3, 2019 @ 10:46pm 
Originally posted by Minotaurus:
how to zeroing my scope cant finde the key for it ingame. thx

No controls for adjust your zero (yet?).

That said, if you look under the gameplay settings, there is the option to set the zero for each sight by class, if you so desire.
Drive2xs Jan 5, 2019 @ 8:40am 
Originally posted by KrisRedbeard:
Originally posted by Minotaurus:
how to zeroing my scope cant finde the key for it ingame. thx

No controls for adjust your zero (yet?).

That said, if you look under the gameplay settings, there is the option to set the zero for each sight by class, if you so desire.


I see the option under the gameplay tab, but GUI doesn't seem to work to add sights or zeros.
KrisRedbeard  [developer] Jan 6, 2019 @ 5:04am 
Originally posted by Drive2xs:
I see the option under the gameplay tab, but GUI doesn't seem to work to add sights or zeros.

Well, it was an old feature.
I may have simply forgotten to update the UI around it.
Thanks for letting me know.
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Date Posted: Dec 28, 2018 @ 5:45pm
Posts: 12