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https://i.ibb.co/3C1xWm8/trashgie.jpg
This is a bit misleading though as proven in some games the models are made for the lowered center for the guns and leads to horrible looking animations that take up large portions of the screen when you center the crosshair. Also the lowered crosshair gives a less obstructed field of view to people above you which if you havnt played the test server changes the "lack of verticality" argument people always have had against the crosshairs that the maps supposedly had.
when ADS'ing you will find it easier to spot people and actually aim at them.
personally, I adore it and I play other shooters, too, and I never have problems adapting.
to be honest, I barely even notice it..
The lower crosshair position doesn't stop twitchy players from jumping around, snapping to players from across the map to click their face. Lol, you should've watched people on the test server for the new map, literally jump spamming, quick scoping across the map the entire time. The crosshair being lowered doesn't stop anyone from doing absurd, borderline unintended things in Hunt.
There are other ways to make the gunplay feel more grounded for realism and tactical slower gameplay, but this ant it.
All the lower crosshair position does is throw people off that aren't used to it and if that is Cryteks objective, then its a poor design decision.
I personally look past the clunkiness of this design because the formula is so fun and unique to me, but anytime in the past I've tried to "sell the idea" of this game to my friends that play the same type of tactical shooters and whatnot, they tend to always hit a wall with how the gunplay functions mixed with the lower crosshair position.
I personally think they should add the option to enable a centered crosshair. I want to actually see my whole weapon on my screen when I ADS. It just feels more immersive and there are so many details that you miss in the weapons themselves. Like, the game has these awesome looking weapons/skins but they're all cutoff at the bottom of the screen.
The only good argument for the lower crosshair position being a important "balance" function other than a cosmetic one is to mitigate headglitching. Which I've personally never heard anyone say that until now.
I'm most likely "talking to the wind" on this, but I honestly can't stand it. I go out of my way to play the most grounded, realistic tactical type of shooters I can find. Like, Arma, Squad, HLL, PS, RO, RO2, blah blah. I've been playing the stuff from the literal dawn, like Operation Flashpoint. There are better ways to ground the combat in "realism".
If it was up to me, id do something like what was done in insurgency if the intent was to make the weapons feel a bit more "grounded/weighty". The Bolt actions in Insurgency feel amazing.
I think actully it help with the iron sights. But maybe not THAT far from center. I thought about like making it center and only lowing when using ADS but that would be very weird I think. It would be a weird camera move every time you ADS. Generally I would love to find out how it feels without this because its feels like looking at the sky for no reason basically for most of time.
Though I can go straight to ADS in hunter so I don't need GS crutch.
Adding Gunslinger was one of the best decisions they ever made lol. I mean, I think the whole Hunter Mode was an interesting idea to remove the predictability when you're ADSing and whatnot, but it ultimitly ends up making the game feel more clunky by adding 'extra steps'. It's literally like "COD with an extra step".
Like I said, there are other ways to spice up the weapons handling to make it less predicable and twitchy.
Like doing a 'Free Aim' type of mode like this....
https://www.youtube.com/watch?v=BOYZ1-_rNes
https://www.youtube.com/watch?v=M1aC4puK5R0
Where when you ADS, your weapon doesn't always go directly to the center of the screen and it sways a little when you move it around. Imo, this type of design is as bar raising to First Person Shooter Combat as when they started adding an explicit ADS mode in games.
You're removing the predictability when you ADS, making the game less twitchy and more like how it would be if you were holding an actual weapon and brought it up to your face to look down the sites. You wouldn't be able to rely on muscle memory anymore to quickly ADS and snap to your target.
While with even Hunter Mode, you still can eventually get to that "COD twitchy" point. Gunslinger just makes it easy for everyone lol. Which imo, was a good move.
But like the Hunter Mode, the lower crosshair position feels like part of the same clunky attempt at creating "unpredictability". When it ultimately fails and its up making it annoying for a lot of people.
Don't get me wrong, I enjoy the game and will continue to play it and recommend it to people. I just think some of the decisions for the weapons held the game back a bit. Though the uniqueness of the gameplay makes up for it a lot.
I think part of the decision to keep it the way it is was because of console users. I heard they had a "Free Aim" type of mechanic at one point, but I think trying to do something like this for console users with a controller didn't feel good, or was too hard to implement.
It's the way Hunt was designed to be played, but yeah let's scrap that because COD players cry. "Make it easy for everyone" is not always a good thing, if a game is "not for everyone" then probably it's a worthy one.
I really miss the days gamers enjoyed different and held the adapt or die mentality. Now they hold that to the games devs and put unrealistic expectations on developers to make every game a flavor of vanilla.