Most people want the hologram to twist and turn to mimic real players better but that would mean its needs its own path finding system and chances are that would end up making them way more awkward and end up giving them away way more. I figured why not do the following.
Make it so when you hit the hologram it reacts like a normal player. For example make it so its shields light up and burst and his body react as it normally would (like head banging when shot). Even when its shields burst make it so it looks like it bleeds. Also when it normally would be killed (like through a head shot etc) it goes through the death animation before dispersing.
IMO this would greatly improve the chances of it fooling an enemy since all the signs of hitting a normal player are there. The only way to tell it isn’t a player would be recognizing its path and the lifeless reactions to being hit.
As far as I’ve seen the Holograms look a lot more real and your reticule turns red on them. I saw a lot of people being fooled in the gameplays we’ve seen so far. So I think it’s actually pretty useful now.
Why not make the Hologram a “drone”, one that you can steer remotely. You can see through it’s eyes, or maybe a third person camera. The campers would not only blindly attack it, but you’d also see where the camper was hiding.
You would just sit there with a tiny screen attached to your arm!
> As long as I can do the assassination emote on it, I support.
absolutely, just know that when your knife/fist actually enters their back/face your gonna see a most disappointing dispersal. Man that’d piss so many people off
> > As long as I can do the assassination emote on it, I support.
>
> absolutely, just know that when your knife/fist actually enters their back/face your gonna see a most disappointing dispersal. Man that’d piss so many people off
> How about making it appear as a real enemy in promethean vision AND EMP enemies on contact? Nifty idea.
Currently it does show up as a real enemy in PV but the EMP effect would most likely end up making the hologram more like a bomb to send into rooms rather than its desired effect of just confusing the enemy
I want the hologram to have exact player traits. I mean by this is if the player has a waypoint or name over their head that the enimy players can see then the hologram should have it too. Also the coloring and lighting matters. In reach you see a desaturated or washed out colored enimy and no name above the head when looking at them says Im a Hologram are you fooled yet? :’(
Holograms dont have shields, nor bleed, nor have real heads for them to be thrown back upon bullet impact.
wouldnt it be cool if when you shoot them they look towards you but still keep in the same direction? that way when you shoot youre like “Hey that guy looked at me he cant be fake!” until you realize the trollz that was just bestowed upon you
> Holograms dont have shields, nor bleed, nor have real heads for them to be thrown back upon bullet impact.
>
> wouldnt it be cool if when you shoot them they look towards you but still keep in the same direction? that way when you shoot youre like “Hey that guy looked at me he cant be fake!” until you realize the trollz that was just bestowed upon you
> > As long as I can do the assassination emote on it, I support.
>
> absolutely, just know that when your knife/fist actually enters their back/face your gonna see a most disappointing dispersal. Man that’d piss so many people off
> > > As long as I can do the assassination emote on it, I support.
> >
> > absolutely, just know that when your knife/fist actually enters their back/face your gonna see a most disappointing dispersal. Man that’d piss so many people off
>
> this… is awesome!
> Holograms dont have shields, nor bleed, nor have real heads for them to be thrown back upon bullet impact.
They’re to increase the believability of the hologram. IDK about you but I’d be way more enticed to continue shooting something that’s shields lit up or bleed when shot then something where the bullets just sorta phased through them
> > Holograms dont have shields, nor bleed, nor have real heads for them to be thrown back upon bullet impact.
>
> They’re to increase the believability of the hologram. IDK about you but I’d be way more enticed to continue shooting something that’s shields lit up or bleed when shot then something where the bullets just sorta phased through them
youre very right. But I always thought Hologram was meant for
-Trick a sniper so you can find where hes shooting from.
-have someone beat down the hologram so you can either assassinate them or get the first punch.
-Get someone to shoot the Gram first so you can pop out and get the 1st one or two shots.
a few others im not gonna jot down.
I never figured it as something to have someone KEEP ON shooting at it after the first or second shot.
> Most people want the hologram to twist and turn to mimic real players better but that would mean its needs its own path finding system and chances are that would end up making them way more awkward and end up giving them away way more.
Woah, let me stop you there. Holograms are not AI NPCs and thus the term “pathfinding” doesn’t apply to them. They only follow a liner path between the player and their destination, no further algorithms needed.
In order to be more effective, Holograms simply need to mimic the player in terms of orientation and stance - let it turn to face the direction the player is facing, and also let it crouch if the player is crouched.
> > Most people want the hologram to twist and turn to mimic real players better but that would mean its needs its own path finding system and chances are that would end up making them way more awkward and end up giving them away way more.
>
> Woah, let me stop you there. Holograms are not AI NPCs and thus the term “pathfinding” doesn’t apply to them. They only follow a liner path between the player and their destination, no further algorithms needed.
>
> In order to be more effective, Holograms simply need to mimic the player in terms of orientation and stance - let it turn to face the direction the player is facing, and also let it crouch if the player is crouched.
I use terms like “pathfinding” because they are in general easier to understand with less explanation necessary.
I think they’ve done just fine with Hologram. You should be able to tell the difference as long as you’re paying attention. I’m glad it actually appears on the radar and turns the reticle red. It’s a lot more useful now, and will probably be my main AA since Sprint is default.
> > > Most people want the hologram to twist and turn to mimic real players better but that would mean its needs its own path finding system and chances are that would end up making them way more awkward and end up giving them away way more.
> >
> > Woah, let me stop you there. Holograms are not AI NPCs and thus the term “pathfinding” doesn’t apply to them. They only follow a liner path between the player and their destination, no further algorithms needed.
> >
> > In order to be more effective, Holograms simply need to mimic the player in terms of orientation and stance - let it turn to face the direction the player is facing, and also let it crouch if the player is crouched.
>
> I use terms like “pathfinding” because they are in general easier to understand with less explanation necessary.
Fair enough: I’m nothing if not pedantic.
Hopefully though, you see what I’m on about?