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Lower fov for ranged weapons makes no sense

Discussion in 'General Discussion' started by itisasitis, May 12, 2016.

  1. Sorry for the late reply but yes, this default non zoomed fov is of course what I'm talking about. Making zoom fov high makes no sense and would of course be a balance issue.
  2. Pouncey Pouncey Subordinate

    No, what I mean is that melee are designed to deal with enemies at point-blank range, so they'd have the widest FoV.

    Hipfiring shootytypes are more for dealing with stuff at close-medium range, so their FoV would be narrower.

    Then zoomed shootytypes are more for dealing with stuff at medium-long range, so their FoV would be even narrower.

    If that's the case, then it would seem that the closer the intended target for your attacks, the wider your FoV becomes.
  3. RR52251 Recruit

    Hey, I wanted to say, just to offer a different viewpoint, I think it is good that hip fire is accurate and as stationary, it is more like 'Quake' this way and does not hurt gameplay, in my opinion, I like how zoom gives you better control it doesn't need better accuracy; crouching and stationary allows for a smaller target and the use of terrain, also , I am hesitant to say it, because I think the game and the tabletop are two different things, sharing one awesome universe, but in TT units do not recieve any accuracy bonus for staying still, only if they 'run' they cannot shoot, moving then shooting is the same as stationary shooting. the exception are heavy weapons which is already done well in the game.
  4. Have you tried Storm Bolters and Melta Guns?
  5. Good input RR, but again I think it's really dangerous / bad to argue for certain game design choices just because of how something works in the TT game. When I last played I recall squads being able to spot and fire in a 90 degree arc ahead of them, which would be an argument for a 90 degree fov :)

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