Gorman wrote:And as I said, we can simply use point-cloud techniques (since voxels are essentially just large points even at 128 range we could start using these techniques - especially since we have no AA).
What is AA?
Gorman wrote:And as I said, we can simply use point-cloud techniques (since voxels are essentially just large points even at 128 range we could start using these techniques - especially since we have no AA).
danhezee wrote:Gorman wrote:And as I said, we can simply use point-cloud techniques (since voxels are essentially just large points even at 128 range we could start using these techniques - especially since we have no AA).
What is AA?
Gorman wrote:Also, headshots at 128 range are too easy, I think people can agree on that at least. With bullet drop you would have to adjust, but when you consider that we do have the ability to use custom scopes, people will very quickly just use custom scopes with mildots or other rangefinding techniques (my first scope had a make-shift rangefinder so I could adjust for bullet drop - not that there was any but I was just interested in making one!).
WEEDBOT wrote:Gorman wrote:Also, headshots at 128 range are too easy, I think people can agree on that at least. With bullet drop you would have to adjust, but when you consider that we do have the ability to use custom scopes, people will very quickly just use custom scopes with mildots or other rangefinding techniques (my first scope had a make-shift rangefinder so I could adjust for bullet drop - not that there was any but I was just interested in making one!).
It's a question of gameplay style and not "ease" or "adjustment" - bullet drop isn't just a minor tweak, it's a reasonably significant change that alters the way the game plays. Hundreds of FPS were fine before bullet drop became the norm.
Gorman wrote:Paratrooper wrote:Also, bullets should decrease in damage the farther the target is from the shooter.
This doesn't make much sense. Even at a few Kms bullets travel quite fast and will still kill.
Imagine Craig Harrison: "Good job you hit the guy at a range of 2.5km, but it just harmlessly bounced off the target's unprotected head".
Bullets are made to travel quite far. Bullet drop is enough, no need for senselessly unrealistically complicating things. People should be rewarded for making super long distance shots, not punished.
danhezee wrote:Gorman wrote:And as I said, we can simply use point-cloud techniques (since voxels are essentially just large points even at 128 range we could start using these techniques - especially since we have no AA).
What is AA?
TheGrandmaster wrote:@KevinL:
Or a server setting perhaps?
Paratrooper wrote:This may prevent aimbotters at farther ranges.
TheGrandmaster wrote:If people can be bothered:
http://paste.pocoo.org/show/557101/
Debate between me, and danhezee/Ace about increased view ranges.
IrishElf wrote:How is camping a problem...? AoS is essentially Counter Sniper: The Game.
IrishElf wrote:How is camping a problem...? AoS is essentially Counter Sniper: The Game.
I like fog personally, but in mat's new client the fog seems to look 'crisper' if that makes any sense. See here to see what I mean.
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