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Crosshairs Debate

Discussion in 'Ask the Team' started by Hurty, Apr 11, 2014.

  1. I hope no one minds me re-igniting the crosshair debate. I think it's a critical part of the experience to get this right and using what's been done before to draw experience is always a good thing. However, this is the unique world of 40k and as such it should represent the way in which different races are able to use certain weapons and the way in which they are used (firing from hip whilst strafing, aiming from cover etc).

    I didn't see mention in the previous 8-page thread anything to do with the space marines game by THQ. Although this game certainly had it's flaws (the shocking lag mechanics for example) they did pretty much nail the targeting with different weapons.

    For example, the lascannon has a wicked scope and with a click an extra zoom for great accuracy but no crosshair or dot at all when on the hip. That being said the good players with that weapon are able to use it like a shotgun when up close because they know exactly where the beam will come out and use it to devastating effect. The stormbolter has a very wide crosshair to represent a large scatter pattern which can be narrowed with the improved twin-link perk for better accuracy and less recoil. The bolter has a little scatter a nice crosshair but with the targeter is pin-point accurate over a huge distance but again when you get good you can strafe and aim at the head whilst firing from the hip.

    My favourite weapon is the stalker bolter which has a lovely crosshair when zooming but just a small white dot when on the hip. At first I couldn't hit a barn door with it on the hip but with a fair bit of practice I can often take out assault marines in hand to hand combat.

    I think having a permanent generic expanding crosshair would detract from the gameplay and would be a massive missed opportunity to make characters feel like they were specialists in certain fields, like snipers, heavys etc. I think people have to accept that with certain weapons you will need to learn to be good in different situations, if it's easy all the time what separates the experienced from the new players?
    ChewerOfGum, Aconti, Vox and 5 others like this.
  2. Customizable crosshairs, from TF2.
    0SSIFRAGE likes this.
  3. Nicolas Brunoni NicolasBrunoni Lead UI/UX Designer

    Great feedback Hurty Much. We totally agree with these statements. We want each type of weapons to feel different and the reticles/crosshairs will reflect that.

    Space Marine is a solid base to build upon - but since our mechanics are a bit different (with additional stats and gears that can alter the way a weapon behave) we need to expand and adjust the way these crosshairs behave. Even adding new elements to it if needed.

    Take note that won't be at the cost of removing their unique look and feel. We want each type of weapons to varie in gameplay style and the HUD will always support that.
  4. Thanks Nicolas, that's good to hear. I appreciate the response.
  5. Proteus Lychoro ProteusVM Forum Beta Tester

    I hope for one thing with crosshairs.

    Let me change the colour to magenta I like being able to see my crosshair in all environments.
  6. Destroyer67 Destroyer67 Well-Known Member



    Yes, there is nothing more annoying when you cant see you crosshair in battle.
  7. have fun aiming at word bearers :D

    but I agree changing color should be in at least
  8. Lothar Mrmillsy Menial

    I fully agree with you Hurty, Crosshairs may seem like a small part of the game to a lot of people but they are very intrinsic to how a weapon can play/feel.
    Bladerunner and Dark Knight like this.
  9. Yes I agree Christopher, it is often overlooked. But it sounds like the developer considers it to be an important part of the experience so hopefully we will will see some different types of crosshairs and possibly some custom sizing/colour options.
  10. I broadly agree, except for the idea that weapons are perfectly consistent when firing from the hip. The idea that ranged players can take out assault marines in close combat may not be the ideal balance point.

    For example, I don't see it being good balancing that Lascannons get used like shotguns while you're moving if you've played the game enough to know where the beam will always appear.

    The concern I have with that model is that it places a huge emphasis on twitch skills over tactics, which expanding circle aiming and other accuracy limiters were partly designed to counteract. This is, of course, purely a matter of preference.

    I'll take the lascannon and heavy bolter as examples. The heavy bolter is a natural candidate for expanding circle mechanics, because the severe recoil of the weapon is going to make it next to impossible to keep the rounds in a perfectly straight line no matter how superhuman you are. However, if you're stood still with your legs planted and firing away, then the circle will only expand so far. You're not going to be accurate like a sniper, or a marine firing single shots from his bolter next to you, but you're going to be laying down heavy fire in a reasonably predictable area.

    Of course, as soon as you start moving, it all goes downhill. You're no longer planting your body to reduce the recoil, and the bolter will start bucking more wildly. You can spray rounds in the general direction of your opponents, and only a lunatic would want to rush headlong into them, but enemies who are retreating out of your optimal range will be protected from you chasing them, and enemies advancing steadily with more accurate weapons will be able to force you to retreat, or give you the choice of standing still as an easy target and hoping you kill them before they kill you.

    The lascannon doesn't fit so neatly with expanding circles, as they're meant to be pretty accurate over mid-long range. So this would be a good candidate for a crosshair with a guaranteed hit point. However, as soon as you start running, that crosshair is going to hurl around the screen wildly, and its going to take a few moments to centre again once you stop. I'd personally hide the crosshair entirely when you're moving, so you haven't the fainest clue where the shot will go - why? Because its not a weapon you're meant to be using on the move.

    That still gives you the option of an emergency shot on someone at close range, but its going to be a last ditch option if you can't be confident it'll hit an opponent and you have to suffer a long reload time after. Again, your choice between a high risk holding your ground strategy or retreating and losing your ability to effectively support remain a theme of the heavy weapon classes.

    On the other hand, the bolter and lascannon would play very differently. A heavy bolter can still, to a degree, maintain some level of support/discouragement while on the move, but lacks lethality at range and can be driven back by more accurate opponents. The lascannon has a lot of lethal power and accuracy at range, and can threaten more accurate opponents, but its operator is even more reliant on his positioning. If forced to retreat without support, or without somewhere to stop and wait to ambush a pursuer, he's toast.
    ChewerOfGum likes this.

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