[PS3] Uncharted 2

Nice work Shifty. Does it affect free aim? I tend to use the fine aim mode a lot, even at close range. That may be one of the reasons I was struggling up close.
 
Yes. In my tests before filming, I could fire an AK47 from a distance and the scatter of shots would fall within the perimeter of the reticule, but at close range everything landed down and left, with hardly anything hitting within the range of the reticule.

It didn't affect the grenade launcher from what I tried, but now I think about it, I was aiming near the top of the wall before I learnt that object edges were accurate. And that's scenery edges. Don't know if targeting a person's edge is accurate, but I presume not as the area for being an 'edge' seems large enough that almost anywhere on a head would be near the edge. I'd expect the shots to be accurate in this case. Instead I see my shots trailing behind close targets.

Shooting in the village level was the same. Shooting in the ice caves threw up a little variation. Starting at the top end and running down to the first wall, if you turn and shoot the snow banks it's off, but shooting the steps seemed to be on target.

I had wondered if it was to do with the 3rd person view, over the right shoulder. But when the view shifts over the left shoulder, it doesn't hit down and right, so placement of hits seems to be independent of view.
 
Hope they fix it soon.

But when I'm that close I usually try to get the melee.
 
Interesting. Now it just leaves the question of what you were doing trying to shoot enemies from that close range without taking cover.;)
The event that really made me suspicious was when I approached an enemy in the night level. He was reloading and completely open. I was right up against one of the small walls, my gun clearly over it, and he was just the other side. I emptied a clip and all my bullets impacted the top of the wall. When you're up close the offset is even more pronounced; the angle that the bullets leave the barrel is extremeyl exagerated. That having failed, I ran around the wall and got killed.

It was too darned wrong to be a fault in my play, so I put my investigating shoes on and went investigating.
 
I posted on the official beta forum. Don't know if there's more direct way to report bugs or not.

Have you read the latest reply in your thread ? It claims it`s intentionally to prevent shooting around corners...but that doesn`t explain why it happens in the open with other players instead of walls.
 
That doesn't make sense to me. If you have a line of fire from the view, then you have a line of fire. Plus if the reticule is on someone in the distance the offset won't happen. It would only prevent 'shooting round a corner' (which I don't get) on nearby enemies.
 
You have a noisy controller. :eek:

Does it trigger if you're approaching a bit of cover then shoot -over- it?

P.S. If you need help making a video of you shooting at someone else, I'd be willing to give a hand.

Doing a little testing of my own: you should use machinima 'stage' level, since it has all weapons.

I was able to reproduce your video easily. Shooting at my feet, though, no problems whatsoever.
Shooting at an angle, either high or low also meant no problems. In the machinima level there are some broader pieces of cover. Shooting the upper side of them doesn't cause the issue, it seems. Nor, strangely, does shooting the upper corner.

I tossed up a canister onto a wall and shot at when I was way too close, firing at its lower-left corner, and all three times I blew myself up.

Again, in the stage mode there's a big block set into a wall. Approaching that, aiming way up, it seems to trigger it.

Also, I tested the sniper rifle and the FAL, and scopes seem to eliminate this issue. The GAU also seems to aim straight.
 
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This will be interesting to see. Remember that they talked about some kind of advanced system they had in place for live-patching their online game? I can't remember that we've seen it in action during the beta, although i'd have expected to. Maybe it's not in the final version, but if it is, we may see it in action soon then. Will be interesting.
 
Following the discussion in the official forum, I understand what they're doing, and it does appear to be intended (which makes a lot more sense given the complexity of the error), but I think it's a whack solution! They don't appear to be determining bullet trajectory from the gun, instead using player's view, or something a bit odd. Surely the ideal solution is the determine intended target with a ray intersection test from centre-screen, and then use a second ray intersection test originating from the gun and travelling to the target point? This would be accurate and not look stupid, and not have any unwelcome side effects either.

I can't see a reason not to do this. The current system is, best as I can see, still needing two ray intersection tests. Is there a fast hack for calculating screen-space rays originating from screen-centre? Or are they still having to do the same amount of processing to get the wall-impact position whether the ray is from the screen or the gun barrel?
 
Downloaded the BETA Trail. The aiming is RETARDED!!! If my crosshair is pointing at someones head it should hit that guys head. In uncharted, apparently my aiming accuracy is diminished the closer i get to my target, not the further away my target is, which ofc is the case in real life.

I dont understand why they put crosshairs in the game to begin with, if they planned on something utterly stupid as this.

If somebody is close to me and the reticle clearly shows im aiming in their general direction (they are 1-5 metres away, so aiming in their general direction means you will hit them) i should ****ing HIT THEM!!!

Firing without aiming is ridiculously innacurate. Either remove the crosshair or make it accurate, there is no point in having an aiming indicator if you dont hit where the aiming indicator shows anyway.

If somebody runs towards me, and i clearly aim my gun at them, i should hit them. I should hit them more and more the closer they get. Yet it seems that the point where you are the least volnerable to gunfire is when your standing right next to the barrel of the gun. The whole mp game is terrible for me right now, because if i meet people close, i will not hit them with my shots even when the aiming reticle clearly shows me aiming for their head or chest or whatever, and they will run a bit closer and melee me to death. They should already have been dead.


I will pickup uncharted for its single player, but if things are like this in the final game, i will definately stay away from the multiplayer part.
 
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