LeCom wrote:Icarus North wrote:just develop the game around tactical maneuvers and such.
cause this is what I did. This is no modern AoS ffs where you can simply kill them all by headshooting them. That's neither realistic, nor really interesting. I noticed that when setting your mouse accuracy to an extremely high value, the aiming part is annoying; and I already fixed it, but don't have the update finished yet. However, if you don't want anything else than headshooting people, go playing AoS because this is not the right game for you.
VoxelWar is a balanced game: for every weapon there's something to counter/defend. If you thought a bit about the whole thing or knew something about World War 1, you would find out that artillery is only effective in an open area. Heck, I even wrote that on the VXW page. If you entrench or fortify yourself, you are almost invulnerable to mortars/whatever. This also involves engineering.
My mouse accuracy is at Windows default. I'm not trying to criticize and I have been a big exponent of this game (as you know), but honestly it was only just about possible to shoot one enemy player, and that took half a mag. I quite often only play the game for a few minutes as I tend to ragequit (yes I know).
It just seems it won't let you be precise- IRL, as far as I have experienced when shooting, you have Up/Down/Side-to-side floating migration of the sights, which you have to try and cancel out/mitigate. Heavier/Longer rifles are hard to deal with obviously.
While I may get spawnkilled just like you in AoS, I can fix it by switching server.
I want VXW to revive my flagging appreciation for Voxel games, it's really good, but not quite ready for an event yet.
Any news on the Variable/Extra zoomed scope?
Also, the static, embedded style of gameplay
is what I'm looking for, I think it might be nice if the game encouraged players to take certain roles to ensure balance- like sniping, artilleryman, digger etc.