Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

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Moving crosshair
I remember in Serious Sam Classic and HD the crosshair would move depending on how close the object you were aiming was but in this version the crosshair doesn't move. Is there any way of enabling it?
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Showing 1-9 of 9 comments
Solais May 13, 2018 @ 12:25am 
Not anymore, as the shooting system was changed in last patch and doesn't support a moving crosshair anymore.
GäreldFiëld May 13, 2018 @ 12:32am 
Darn. I liked how the crosshair moved with distance. Thanks for the help anyways.
Spaghettacus May 13, 2018 @ 8:48pm 
While it was a neat idea, I always found it a little annoying in close quarters.
GäreldFiëld May 13, 2018 @ 8:55pm 
Originally posted by Pretty Good:
While it was a neat idea, I always found it a little annoying in close quarters.
I always found that it helped with the shotgun and rocket launcher. It helps by letting me know just how far away the enimies are.
Calabeza May 18, 2018 @ 4:44am 
Originally posted by Solais:
Not anymore, as the shooting system was changed in last patch and doesn't support a moving crosshair anymore.
If not a SS4 related secret - why was it changed in the first place? I guess I was the only one who used the moving crosshair.
Artificial May 18, 2018 @ 6:23am 
I kinda liked it too but at the same time, I'm definitely not gonna cry about it as it's a very small thing and sometimes it's actually a little better to have a fixed crosshair.
NSKuber  [developer] May 18, 2018 @ 9:23am 
It's not that they just removed moving crosshair.
They changed the shooting system so that moving crosshair is now simply obsolete.

With older system, weapons were not shooting at where your crosshair is pointing. They were shooting from the "barrel" directly forward (forward - direction of your look). Because barrel isn't placed directly at the point from which player camera is facing, this could lead to situations when center of the screen (crosshair, if fixed) was pointing at one object, while in reality bullet/projectile shot directly forward from the barrel would hit another object. This was the reason for "moving crosshair" existence - to show at which point in space your weapon will actually shoot.

With new system, weapons are shooting directly at the point in space at which your crosshair was pointing at the moment of the shot.

Hitscan weapons shoot (seemingly) from the center of the screen, meaning hitscan weapons with new system are perfectly accurate (ignoring spread in weapon params) and always shoot directly at where your crosshair is pointing.

Projectile weapons with new system still shoot from the barrel. So unless you peek around the corner hugging the wall, or your projectile has very large collision, it will also shoot accurately.

So there is simply no need for the non-fixed crosshair now. It wouldn't change anything. It existed only to show where you actually shoot at, while now you always actually shoot at the center of the screen.

TL;DR With new aiming system, moving crosshair is simply redundant.

P.S. This new aiming system also brings a few "funny" bugs with it.
Try hugging (staying very close) to some big piercable enemy (biomechanoid minor) and shoot at it from the cannon while being in third person view. Results may be unexpected.
Last edited by NSKuber; May 18, 2018 @ 9:24am
Seriously Stupid May 18, 2018 @ 12:05pm 
Since SS4 development directly influences changes in Fusion, yes, it's probably a feature for that game. As such, it's worked its way into older games.
Calabeza May 19, 2018 @ 12:27am 
Thanks for the explanation, stuff like that is always interesting.
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Date Posted: May 12, 2018 @ 8:19pm
Posts: 9