Integrate "Raw Input" into the game:
http://fnatic.com/downloads/662This will make the game read mouse movement without engine interpolation or preprocessing, bypassing angle snapping or accel that's built into the XRAY engine. The problem with this is that the menus become unusable because mouse only works when playing the game.
Increase run speed and stamina (+regen stamina at a slower rate while walking) -> levels are much too large now compared to SHOC. Running on stairs also feel awkward since 1 stair step stops you from running for a short moment. Integrate diagonal running (for example, W+D = run + strafe to right).
Remove visual recoil from pistols and weapons. "Visual recoil" is a term for the weapon's firing animation not being tied to the camera recoil, it may seem "realistic" but in the game it destroys your ability to place follow up shots. Esp, with the PBS1 pistol, your camera barely recoil, but the pistol image shoots up above the screen. I would like this to be removed, and the weapon animation adjusted to the default camera recoil value.
-camera recoil: engine moves your viewpoint, since your bullets come out of your eye - bullets will be affected too, this is how a game simulates reocil.
AN94/Abakan: 2shot mode not working correctly, 1st shot has recoil? then the 2nd have more recoil? wtf? - IRL this gun is supposed to have a mechanism that mitigates the 1st shot recoil completely - allowing a 2nd shot to be fired before the recoil impulse is felt. It would allow the gun to fire 1800RPM (600 in game mistake) and place 2 bullets in the exact hole within 300m.
Weapon vs non human NPC: takes too many shots to take down.
Weapon idle sway: needs to be reduced (by a significant amount), and crouching or low crouch will further reduce sway. The SVD is completely unusable because of this.
Weapon tracer: needs to be brighter so we can see where the bullet is landing, atm it's just bullet "impacts" which is inaccurate and may be produced from projectiles bouncing off walls -> inaccurate representation
Bullet drop: weapons don't have enough bullet drop to impact long range gameplay.
FOV with ironsight zoom + scopes: Games limit your FOV when aiming down sight to produce a "zoom" effect, the problem with this is that the FOV zoom % is tied to the preset FOV.
Default 70FOV, with example scope properties of %50 zoom (2x) will produce 35FOV. But if we tweak the FOV "console -> FOV 90" the %50 will snap to the 90FOV, meaning it will produce 45FOV, this should NOT happen. Scopes need to have a fixed FOV.
A pistol zooms more than an AK iron? Seems really weird, irons need a prefixed amount of zoom, so all weapon with iron will zoom the same amount.
Ironsight model: too obstructive, needs a clearer aim point. Preferably a small illuminated tip in the front of each weapon.
Add RDS/alternative sights: give option to attach a red dot scope, not only 4x / rifle scope.
Crosshair: needs to be adjusted to the weapon's hipfire accuracy value, should not be a static round display.
Draw animation: needs to be eliminated for weapon already in your inventory. The character should pull out the weapon and be ready to shoot, not pull out and rack the charging handle.
Rechamber animation: reloads should feature a rechamber animation if you've expended your magazine completely. This will give player the option to tactical reload which have advantage of being faster (replace magazine, no need to rechamber)
Player animation clips through camera if using 90FOV.
Probably this is what I have in mind atm, thanks for the free game guys