I got a HUGE fps boost, BUT I think there is slightly more input lag, I'm not sure. It could be mouse smoothing/acceleration.
Something feels off, I might have been spoiled by Escape from Tarkov. EfT has less input lag than insurgency, so it feels much smoother.
Let me explain what OP means, if bullets came from the barrel of the gun, you'd find your bullets often getting blocked by obstacles. It does this in Arma 3.
When the bullets come out of your character's eyes, you might see a player just poking his head out while leaning with the gun hidden behind a corner. (but still being able to shoot you)
I'm going to have to give your idea a thumbs down. I'm sorry, I have to do it. I guess it can be debated if you're really serious.
I understand what you mean Op. I think this has more to do with the animation system than the lack of inertia. The smaller movements could use some tweaks.
This video may be relevant in regards to FPS animation systems.
The devs need to strike a balance between responsiveness and gunplay.
@maa_bunny It sounds like something that would work well in Escape from Tarkov (a super-hardcore fps) , but I still think the devs should experiment with this in the next patch. They should experiment with unique features before the release date.
Maybe there should be a "comeback bonus" when you win a game after going through a losing streak.
Lets say you get 300 points if you win, if you lose, you get 100 points, plus 200 in the "prize bucket". When you win after your losing streak, you get your 300 points, plus the comeback bonus (the contents of the prize bucket). It will make comebacks feel more rewarding.
I have an idea. If you lose a game, xp gets put into a jackpot bucket. When you win a game, you get your xp for winning PLUS whatever accumulated in the jackpot bucket.
I'm ok with no deathmatch. Without objectives you have random camping. With instant spawning you have reckless behavior. Combine the two and you get random camping and reckless run and gun without anyone caring about avoiding getting killed. This is toxic as hell and the kind of mentality this breeds will poison other game modes.
I do think the wall weapon collision needs to be reworked a bit. Instead of always raising your weapon, it should work like this:
- Weapon collision in Far Cry 3+ was used to just let you know when the autolean/peek was active.
- When you aim down sight, instead your weapon becoming unfirable when it impacts a wall, it would just stop moving and make a 'tap' sound. Your camera would still move a bit, think of it like a rubber band on a pencil, the pencil being the weapon, the camera attached to the rubber band.
I can agree with you on on-screen notifications.