Sights for musketeer

whats wrong wit the tracking? i have no tracking issues

My only issue with having sights is that they got to rework all the models to make sure it all aligns properly.

This is not a simple feat as it requires sighting on every gun to ensure accuracy, something even today’s AAA shooter games screw up constantly (or maybe that’s just Ubisoft’s Rainbow Six Siege).

But that aside, a laser pointer would also work as a compromise. No need to remodel the models, and the laser makes aiming less of a hassle so that people can focus on orb rotation, positioning, and all the other things that healers have to worry about.

While I agree that a ‘laser pointer’ would make things easier, it doesn’t really fit in with the world concept, don’t think I’ve ever heard of a musket with laser sights. A little practice and I’ve been hitting my targets just fine with no real need for a scope

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It’s amazing what a little practice can do in this game, for every class.

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Just my 02c from a new player? The only reason that practice does me good on aiming is I’m using another part of the gun “like a sight”. There is honestly nothing that helps you aim straight and it is pretty much hold up your arm and guess unless you learn to use another part of the gun as a sight. I’m not down for any laser sight in a midevil setting, but a standard sight at the end of the gun (like many other FPS games in Vr have with guns) to line up your shot isn’t really asking much.

Doesn’t matter if the sights are perfect, its the frame of reference is what matters.

And to those of you having no tracking issues, I am very jealous. :stuck_out_tongue:

Its literally impossible to get a feel for the angle of the gun, because its constantly changing. I’ve met other musketeers having the same issues. Its still playable, its just annoying when you know you should have been able to land that critical heal.

I’m not a fan of the laser pointer, that would make the class way too easy.

This is the worst scope in Fallout 4. Its basic AF, but it improves targeting immensely in a VR game. :face_with_monocle:

https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwiSprfrjsDYAhWE7iYKHbujATQQjRwIBw&url=https%3A%2F%2Fimgur.com%2Fgallery%2FCJtWrhT&psig=AOvVaw1i1m0A_ExV_d_L8Sc90Rdl&ust=1515217403890620

At first, I wasn’t feeling the guns in Fallout VR. Shooting from the hip was fine close up but 30feet away it wasnt getting the job done. Then I was like DOH, why don’t I upgrade my guns. Added this little baby and now sharp shooting up to 50ish feet is pretty reliable.

Put sights on the talent tree once it’s implemented but put it on the DPS side of the tree only

Yeah but putting it in the talent tree = waste of a talent tree point as most high level musketeers don’t need the sights at all.

I am not saying sights are something that is a skill cap however. The way this game is designed is a game with a max amount of range in mind already. And since almost all fights are either close up or giant bosses that don’t need sights for, the only thing sights allow you to do is open with a long range orb which barely increases your dps overall considering the orbs musketeers get.

Maybe that’s an issue with the class as well, not having more offensive orbs to take advantage of the range, and the frost orb is trash.

Putting simple sights on a gun and making it optional is a decent idea. Something for people to use if they need it, nothing advanced that gives anyone a real edge. But if you’re gonna put sights on a gun, you’d better make sure it shoots straight using it.

I’m pretty sure the high level Muskies aren’t the ones asking for a sight system.

Even so, if the talent tree allows for Muskies to spec into a little DPS, and accuracy is a DPS loss for that Muskie, putting a talent point into an aiming system may not necessarily be a waste of a talent, but rather a DPS improvement.

That said, I don’t want DPS Muskies competing with Mage and Ranger. They still have the support role to fill, and most Muskies should still be playing as Heal/Support, using the AoE orbs that you don’t have to be dead-nuts accurate to use proficiently. But AFAIK all orbs are AoE, so the more sensible thing is to tell them to shoot at the dirt near the target for a much higher chance of hitting the target… Which doesn’t sound like much fun…

I think alot of you misconstrude the reasoning for the post. Let me explain. Musketeers are healers, not dps, so giving examples of musketeer hitting enemies is completely irrelevant.
This is about having something for the immersion with the gun, not to help hit allies that you can communicate with and tell to run straight at you rather then running around you. This is for mere enjoyment and pleasure, not to make everyone a sharpshooter for w/e reason.
Sure those who absolutely can’t aim may benefit from it, not like that should be a concern of the top musketeers. As whats it to them if some people who can’t aim get something to help a lil. Not like their gonna be taking ur spot in ur guild raids or anything like that. Not like they magically became aware of everything else in the game just cuz they got a sight on their gun.
Gotta get real people, only reason One would cry about people having a sight is cuz their afraid their not skilled enough to keep up with the change.
Has nothing to do with dps, and the benefits it’ll give in fights is neglegible to say the least.

I would hope it takes more to break immersion than whether the musket model (which looks more like a blunderbuss to me, though blunderbusseer has a horrible ring to it) has any kind of aiming attachment.

Ofc, but it’s a VR game, is it not better adding to the immersiveness of shooting rather then not? Never said it breaks immersion not having it.

I guess what I am missing is that I feel I can really aim with the bow, but I can’t with the guns. Heck even making a portion of the top of the gun flat would be enough to sharp shoot. There’s just no solid visual to the guns that allows you to aim down the barrel. They are shoot-from-the-hip guns.

The issue is the barrel is huge and the end of it is flared. “Normal” muskets and arrows allow you to sight down them because you can follow the line of the arrow/barrel and it’s relatively thin. The musket in game is just too large to aim with properly.

A simple iron sight with two pips on the rear and one on the front would fix the issue. I really can’t see how that would be immersion breaking.

That’s my point. Its musketeers who haven’t quite gotten the hang of the system. But I am not against having some sort of assistance for aim. Its just that the “sights” solution impacts a lot more factors than people think. Also for some reason “immersion” is a factor here which doesn’t make sense to me.

I don’t know why you’d ignore the practical factors of having a sight on the gun and argue that it should exist purely as a cosmetic feature. But if this is the case, making it option makes sense…but making it be absolutely useless also makes sense. And I’d think people would keep it off because: it doesn’t do anything, it blocks more sight being absolutely useless.

But now I assume you’ll say its not actually useless and not just for cosmetic purposes. So I can only assume we have to consider the practical effects of having a sight on the gun and what that means for the gun models themselves, how the devs would change all that and align the sight on the gun to shoot straight. Consider the fact that FPS games have to toggle iron sight in a FPS which aligns the shots to the sights itself. You can’t do that in VR. So its not a quick and easy solution at all.

The thing about the bow and rangers is that the bow doesn’t block how you aim with the bow. Its a bow after all. The musket models however…the bullet comes out of the middle of the gun. The only way to aim that is to either use instinct or fire as if the barrel is at your eyeball level. But that’s not easy either because you’re not even holding a gun, you’re holding a controller that weighs nothing like the gun, and can’t steady like a gun. Plus the entire model of the gun blocks you from seeing where you are aiming.

The bow on the other hand only has some string so you have much better visual acuity to adjust your shots and know where they are going to land easier than the gun.

Anyways I have no problem with doing it for immersion…but like I said, putting sights on a gun, redesigning the model, and aligning the shots to match the sight changes a lot of aspects about how guns fire in this game. If that’s the route the devs want to go then great as it improves how easily it is to fire the gun and not only retains the hip firing mechanics but also adds the fire down sight option (since the bullet fires from that position).

If the devs think this is something that they should pursue, they should do it before they add more models to guns in the game that’s for sure.

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You do not need to “align shots to the sight” for iron sights we’re not talking about telescopic sights or pixel perfect hit locations just a reference to tell if you are aiming the weapon straight or not. The ranges that we are shooting at do not require the sight to converge with the path of the bullet.

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Shields are big blue lazors?

I don’t understand why everyone needs to have things their way and only their way. Just agree to make an attachment you can put on the gun while you hold it, its not that big a deal, use it dont use it stop being a bunch debating debbies.

No clue what you’ve been reading, but I don’t understand what practical factors you think i’m ignoring, since you never elaborated on any of it. I stated how it’ll effect aiming aswell as why aiming at enemies is irrelevant and also mentioned how comunication can help with aiming. And as far as changing a model in a game, it’s not as difficult as your making it out to be. As its the picture of the gun that they would be changing, not the coding. If you ever done programing before for any game you would know that it’s not a hard task even as a 3d model.