Map Request

-Prime.-Prime. Posts: 42Player
I was wondering if its possible to create a "recoil master" map. Basically just a big room with all the weapons on the wall. Select a weapon you wish to train... Shoot at the wall. Much like the one in CS:GO

It would actually promote people to learn to control their recoil instead of using scripts or macros.
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Comments

  • -Prime.-Prime. Posts: 42Player
    Saccho wrote: »

    Neither do what I'm talking about. Those are more like Reflex and Fast Aiming.
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  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    You can use the training level ingame for what your looking for then? its on the main menu in training called Giunta, there you can find all the weapons and shoot to your hearts content :)
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  • SacchoSaccho Posts: 1,577Player
    edited April 2016
    Target Practice gives you a configurable-distance wall and any weapon in the game to practice with. What feature in particular do you feel is missing?

    Since AAPG doesn't have a recoil pattern system in the same way that CSGO does, a "ghost" crosshair to chase isn't a terribly useful feature to try to implement. The amount of recoil varies with factors like suppression, stamina, how recently you've shot, and more. There's also a significant random component to recoil yaw that a ghost crosshair wouldn't be able to predict, just approximate. Because of how AAPG's system works, you're always trying to keep the crosshair on-target as opposed to the CSGO system where the point of aim differs from the point of impact.
  • Keebler750Keebler750 Posts: 3,612Beta Tester
    what about a randomly moving target that the map tallies your hit percentage on? You'd have to compensate for all the movement and still make hits. Target doesn't have to be far away, either.
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  • -Prime.-Prime. Posts: 42Player
    Saccho wrote: »
    Target Practice gives you a configurable-distance wall and any weapon in the game to practice with. What feature in particular do you feel is missing?

    Since AAPG doesn't have a recoil pattern system in the same way that CSGO does, a "ghost" crosshair to chase isn't a terribly useful feature to try to implement. The amount of recoil varies with factors like suppression, stamina, how recently you've shot, and more. There's also a significant random component to recoil yaw that a ghost crosshair wouldn't be able to predict, just approximate. Because of how AAPG's system works, you're always trying to keep the crosshair on-target as opposed to the CSGO system where the point of aim differs from the point of impact.

    Excellent point. However, adding each of the elements you just mentioned above "loss of stamina, health" could be part of the map. Think of them as options on the other wall. Also an option to change distance would be nice.

    As Keebler said, randomly moving targets with a tallied hit would be awesome.

    Its just a nice way to train instead of shooting at pop up targets or circles that randomly generate in a new position for 1 second;.
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    Check out these AA:PG Guides and tutorials here
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