We must congratulate them because the position of the soldier’s camera with respect to eye height has been wet, since review #51, although the position still needs to be improved on some objects such as binoculars, and when leaning to the sides without pointing.
This suggestion is about adding head tilt animations when entering the aim mode of the weapon.
Problem:
Currently the camera makes a jump from the height of the eyes to the position of the aiming horizon of the weapon which is fine, the problem is in the lack of accompaniment of the movement of the head and an important problem is that the hitbox of the head does not move accompanying the jump of position of the camera. What makes again that, while we are in pointed mode with the weapon, we have the false feeling of having our head covered and at the height of the weapon (when we aim), which affects our coherence with the environment and makes us an easy target of enemy snipers.
This suggestion consists of adding the animation of head movement and hitbox when aiming with the weapon, accompanying the camera movement and improving the placement and support of each weapon in a faithful way with reality, in the varied positions adopted by the soldier. According to the documented information from the WW2 weapons handling manuals.
Advantages and benefits:
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Improves the perception of the environment and its relationship with the coverage sites.
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It makes it difficult for snipers to get an easy “uncovered head” target.
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Adds realism to the soldier’s behavior and the game experience.
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It helps to improve the setting of the game if soldiers react better to weapons and other players can see it.
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Improves the Defilada and Enfilada position of units such as machine tools that have always been an easy target due to “ossum head”.
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Converts the game to an AAA quality level compared to competing games at the level of weapon behavior and animation, soldier’s movement.
Costs:
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Spend time researching the correct use of the different types of weapons according to the WW2 user manuals.
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Adjust the head and animation of each soldier individually to adapt to the manuals and the behavior of the weapon.
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Adjust the animation so that it is consistent with each type of pose and movement of the soldier.