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Weapons don't collide with walls / clipping issue
Reviewed, WishlistPublic

Description

The size of weapons is not relevant in close quarters combat. You can enter with heavy sniper sideways to a building. It would be great if the size of weapon would matter in buildings. So it would be smarter to take a smaller weapons that a bigger one if you predict that fighting will take place inside. It's simply much more realistic, while now it is BF/COD style. {F19760}

Details

Legacy ID
2048932679
Severity
None
Resolution
Open
Reproducibility
N/A
Category
Feature Request

Event Timeline

Byku edited Steps To Reproduce. (Show Details)Jun 6 2013, 6:13 PM
Byku edited Additional Information. (Show Details)
Byku set Category to Feature Request.
Byku set Reproducibility to N/A.
Byku set Severity to None.
Byku set Resolution to Open.
Byku set Legacy ID to 2048932679.May 7 2016, 2:27 PM
samogon added a subscriber: samogon.May 7 2016, 2:27 PM

Well old style ArmA.In one hand we got realism.In another - comfortable gameplay.In any ArmA i'll stuck in every door,expetionally in ArmA2,where was a lot of interactive buildings.Also sometimes i'll still stuck somewhere,but this rare,that in A2 for example.

CXN2615 added a subscriber: CXN2615.May 7 2016, 2:27 PM

This issue swings both ways. Since you are unable to dynamically lower and raise your weapon with complete fluidity like you could in real life, there is a compromise in what will "fit through the door".

BIS should make auto-lowering then. After all games did it a decade ago.

However in this case it's besides the point. The point is that sniper rifle should be the worst possible choice to go into CQC with. It should be clunky as hell in tight spaces.

It's the same reason why NOBODY will ever use MX carbine variant except for maybe more visual variety because there's zero reason to not use longer versions.

its called CQB, CQC is when the combat its hand-to-hand or knife combat

Byku added a subscriber: Byku.May 7 2016, 2:27 PM
Byku added a comment.Jun 6 2013, 8:34 PM

(CXN2615) - bloody hell, i've searched for cqc, weapon size, didn't find that.

MadDogX added a subscriber: MadDogX.May 7 2016, 2:27 PM

Cleared up thread title.

Weapon length is pretty meaningless now. This needs a fix badly to make weapon length an important factor when choosing your weapon (or just deciding how to use the one you're provided with).

I don't see how this is acceptable to be away from realism. Taking a sniper or some other large gun into a CQB situation is and should be a bad idea. Lowering weapons would help with moving around in CQB but if it isn't lowered when it should be to big to fit, you should have a bad time moving around.

OMAC added a subscriber: OMAC.May 7 2016, 2:27 PM
OMAC added a comment.Oct 23 2013, 7:26 AM

Check this out for CQB using sniper rifle: http://www.youtube.com/watch?v=Ax7G0UqoqAg

GShock added a subscriber: GShock.May 7 2016, 2:27 PM

point is with a real no clipping system you need function to be in cover or to shoot from cover. Switching that on and off is "lowering weapon" but also "adjusting stance" so that weapon may come around the corner, above rock, through window, etc.

Without that, everything is messed up not just the CQB but also the AI which is forced to use powerful aimbot since it's obliged to shoot from the open.

This issue is of critical importance, a lot underestimated by DEVs imo.

Enrico added a subscriber: Enrico.May 7 2016, 2:27 PM

One thing that was right to 100% and obvious, how also explain in another track Gshock user, has become exchange of fantasies about how and what a rifle can hit through the aim view.

I dont see this issue whit the more arcade FPS title but you accept this one in a Sim-Game and you belived then it's not complety wrong whit your Caos theory!

You are fantastic!