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Looking for accurate Grenade Launcher reticule

#1 User is offline   GB3 Icon Posted 17 December 2007 - 05:03 AM

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I am looking for an accurate grenade launcher reticule. By accurate I mean that I want a reticule that allows the AI to be reasonably accurate when using the weapon. The grenade launcher reticules that I am familiar with require the player to intuitively hold high over the desired impact point. If the AI uses the same weapon the grenades always fall short unless the target is within 40-50 meters.

THX

#2 User is offline   migryder Icon Posted 17 December 2007 - 11:33 AM

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View PostGB3, on Dec 16 2007, 11:03 PM, said:

I am looking for an accurate grenade launcher reticule. By accurate I mean that I want a reticule that allows the AI to be reasonably accurate when using the weapon. The grenade launcher reticules that I am familiar with require the player to intuitively hold high over the desired impact point. If the AI uses the same weapon the grenades always fall short unless the target is within 40-50 meters.

THX

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#3 User is offline   thales100 Icon Posted 17 December 2007 - 11:41 AM

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Reticules wont make AI more or less accurate m8, but the accuracy, stabilizaton time and .prj settings you will find in the .gun and .prj files.
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#4 User is offline   Buehgler_AS Icon Posted 17 December 2007 - 10:16 PM

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I'm confused.... I do not think I have EVER seen anyone complain about the AI being INACCURATE with a GL in GR. Now if I only had a nickel for every time someone has complained about catching a 150m GL shot squarely in the head, well I would be on a nice warm beach near the equator rather than here :)

Seriously, as niccola already said, as far as I know the reticle has no impact on AI aiming ability. AI performance is strictly a result of .gun and .prj settings. I think the algorithm that the AI uses to aim can get "confused" with projectiles that require a lot of arc, but I have never seen them have any trouble with a "normal" GL. This is in fact why we (Alpha Squad) has always limited the number of GL armed tangos on our missions in order to give the players a fighting chance.
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#5 User is offline   GB3 Icon Posted 18 December 2007 - 07:45 AM

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I wasn't very clear in my first post. What I'm really talking about is reticule position. I did some playing around with reticule positions in a mission that I have altered. It is a remake of the last mission on the mosque map from "Under the Blood Sun". Except that I have over 200 baddies assaulting. From my testing I've come to the conclusion that reticule position does affect AI accuracy with small arms but RPG7's are still deadly because of the projectile's blast radius.

I am going to alter the reticule position on some of my grenade launchers to try and address the issue in my first post.

#6 User is offline   doubletap Icon Posted 19 December 2007 - 06:59 PM

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I assume you're refering to the Ghosts A.I. accuracy, not the enemies. If you notice, the enemy A.I. is very accurate with gl, and the freindly a.i. should use all the same mechanics. So I don't see how the reticule would affect the freindlies if it has no effect an the baddies. I don't have the knowledge to actually answer your question, I'm just offering some ideas.
Come to think of it in all these years I don't remember actually seeing one of my troops fire the gl, it never seems to happen in my field of view, I only hear it, lol.

This post has been edited by doubletap: 19 December 2007 - 06:59 PM

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#7 User is offline   GB3 Icon Posted 23 December 2007 - 05:45 AM

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A.I. is very effective with the RPG's. Less so with the GL's. The issue seems to be with the projectile trajectory arc for the GL's. The ret position is only effective for a narrow range.

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