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Author Topic: [0.9.9.5 Win7] crosshair memory inconsistent  (Read 1914 times)

ortoslon

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[0.9.9.5 Win7] crosshair memory inconsistent
« on: January 17, 2012, 08:35 »

When I shoot at a visible square, the crosshair position is remembered and offered the next time I shoot. If I shoot at an out-of-sight square (say, diagonally, aiming as far as the game lets me), it isn't. This makes shooting enemies shown by Intuition 2 and Tracking Maps tedious.
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snowstorm

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Re: [0.9.9.5 Win7] crosshair memory inconsistent
« Reply #1 on: January 17, 2012, 11:34 »

Yeah, but it seems kinda fair since it's not a valid aim.
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ortoslon

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Re: [0.9.9.5 Win7] crosshair memory inconsistent
« Reply #2 on: January 17, 2012, 11:48 »

It is valid: I put my crosshair nine squares northeast, pull the trigger, the bullet goes there. The invisible part of the path being colored red merely indicates a drop in accuracy.
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ParaSait

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Re: [0.9.9.5 Win7] crosshair memory inconsistent
« Reply #3 on: January 17, 2012, 11:58 »

It makes sense. But I agree it's very annoying for corner/radar shooting.
That said... actually corner/radar shooting is a technique you're not really supposed to do IMO. :P The fact that a lot of builds need to rely on such tactics is really a problem.
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Klear

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Re: [0.9.9.5 Win7] crosshair memory inconsistent
« Reply #4 on: January 17, 2012, 12:48 »

I always though that corner shooting (which I imagine as firing blindly while revealing just the gun from cover) was A) something a marine such as doomguy should be able to do, B) badass.
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Re: [0.9.9.5 Win7] crosshair memory inconsistent
« Reply #5 on: January 17, 2012, 12:53 »

I think it should be fixed as a glitch and implemented as a feature. Somehow.
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Kornel Kisielewicz

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Re: [0.9.9.5 Win7] crosshair memory inconsistent
« Reply #6 on: January 17, 2012, 14:22 »

Initially, it was done so for the following reason -- there's a rule that says that if the last target is not visible, ditch the target -- otherwise, you could fire somewhere, move to the other edge of the map, and suddenly when targeting it would go all the way back.

However, thinking about it made me realize that the easiest way to fix this is to just reset the target on any move action.
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