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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
Bad pre aim?
You can Headshot AI across the map.
Its like 10 x what ever damage you did :)
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.
I keep forgetting that a number of people have come to GB from games where zeroing isn't a thing.
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...
As does getting shot by someone when all you can see is there eyes.
Hence our choice to use a true first person viewpoint :)
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.
Well, it was an old feature.
I may have simply forgotten to update the UI around it.
Thanks for letting me know.