It's kinda hard not to take that answer as you telling me that it's not enough that I have a 1:3 KDR with that kind of gameplay, that I need to die even more often. Also, you'd be surprised how often it leads to just charging headlong into a room with a small squad of enemies who proceed to open up on me because I had to stop sprinting while they already had their guns at the ready. While the FoV may be better, moving that fast makes it harder to notice threats before they take me down because I'm blindly going around corners and into rooms constantly.
Getting off topic here, but about two months ago Michael Chan said gunplay revisions were coming at some point because yes, hip fire is a bit ez mode especially on the move, etc.
Is it okay if they at least make it so I don't constantly get slaughtered for playing the way I do, like I do in Planetside 2? Because, I mean, in PS2 I'm more effective to my team playing a Combat Medic and going around rezzing people instead of shooting at anyone. Was kinda hoping that in Eternal Crusade I'd get to actually do my fair share of the killing for once.
I'd prefer better fov and worse hip fire accuracy over the current state - I think it would make the game better in every possible way. I really agree that the game should not be promoting blindly hip firing as it is now; the parallel would be how it tries to have a skill based melee system rather than just spamming RMB. But I would require a higher basic fov, so that we have "situational awareness mode" with low accuracy, or the opposite. Regarding shoulders - starwars battlefront allows you to easily switch camera shoulder. Super smooth, and in no way does it mess with balance. I really don't understand why they won't implement it if it's possible.
I'll admit that it'd make sense for a properly-braced and steadied Marine (or anything really) to hit a target more reliably than one moving about. But, I mean, one of the things I heard and really liked about this game a year ago was that they weren't going to go down the usual shooter route of having ADS because WH40k is the kind of setting where you just pour tons and tons of bullets at the enemy. If Zoom becomes so superior to hipfire that it has a clear, objective advantage, what's the real difference between that and just having a standard ADS mechanic?
Running around with fov 20 to be able to hit properly is not what I would call an objective advantage... The line between immersion and balance can be fine, but in this case I still argue that they need to increase the basic ranged fov to at least the melee fov or there is a serious balance issue. Edit: I gave it some more thought and maybe this is one of those super tough nuts to crack wrt immersion and sticking to how the universe and the races work, and pure game play balance. I don't buy the immersion arguments because ultimately I, and probably most other players as well I think, will be more interested in a game that feels genuinely balanced rather than just true to how it should be lore/universe wise and "this is how real combat works". Also: if space marines are supposed to be genetically enhanced, super strong and capable of firing a huge gun on the move, why would it make sense for them to have the situational awareness of a slug?
To be honest, I'm mostly just unhappy about hipfire being nerfed and zoom being buffed because virtually every shooter in existence that offers both options has a distinct advantage for zoom/ADS, and I was looking forward to an MMOFPS where hipfiring might actually be the standard way of doing things. It's like... you have pretty much every other shooter out there catering to your preferred style. Can't I just have this one?
Yeah fair enough pouncey, I hear you. But then we're back non zoom mode being veeeeery narrow in terms of fov. It feels like semi zoomed all the time... If star wars battlefront had a slight accuracy penalty for non zoom fire I'd say it's as close to perfect as things can be in terms of proper fov management.
Is it possible the FoV is supposed to be based on how far your ideal combat range is? The farther off your target gets, the more narrow your view gets?
No, it doesn't change, it's always tiny if that is what you meant. And paired with a low camera and chunky player model... :/