How did they mount a gun on their forhead?

Edited by Moderator - Please do not post inappropriate comments.

*Original post. Click at your own discretion.

I love ALL HALO GAMES :slight_smile: i’ve been playing since Halo on xbox connect and gamespy

but one thing i despise and i wish, no beg to be fixed is the ability to shoot bullets/projectiles from the crown of the head.

I mean seriously…it’s so cheap, finding an outcropping of rocks where a basically non visible amount of head is showing from behind the rocks and BLAM sniped when you have zero chance to shoot them back even if you know where they are and dont see you.

This post has been edited by a moderator. Please do not purposely bypass the word filter.

*Original post. Click at your own discretion.

so Please 343 make the -Yoink!- gun have to actually be exposed to shoot…which means at least shoulders and head visible of an attacker. AS it is now a players GD eyes don’t even have to show…yet they can still see and SHOOT through rocks and buildings alike.Something so simple to add a little realism to the physics of the game but not ever been done.

I don’t care about load out imbalances, over powered weapons, even spawn trapping…but SHOOTING FROM THE TIP OF THE HEAD PISSES ME OFF (unless it’s referring to a dif. shooting from the tip of the head lol sploosh LOL

just make it right.

there was something a while back on here about that. They mentioned it was a problem Bungie tried to fix awhile ago but the issue was if they made it like you said it would look very awkward through through the player’s eyes.

It would feel awkward with the camera positioned where the barrel of your weapon is. You wouldn’t know if you’re actually exposed, and not every weapon’s barrel is in the same place. How would it work for shoulder-mounted weapons?

The camera is attatched to the player model’s head. For the system to be intuitive, whenever there are no objects blocking your reticle, the bullets need to hit the target you are aiming at. You see, if it was so that the bullets actually came out of the gun, it would produce a really frustrating problem.

You can imagine a situation where you are crouched behind a rock, reticle exactly on your opponent’s head. The barrel of your gun is not at the same location as your reticle, it’s a little lower and to the right. If the bullets actually came out of the barrel of the weapon, they wouldn’t hit the opponent. You have your reticle straight at them, there is nothing blocking the path, but you can’t hit because your weapon and reticle are in different locations. And thus as you zoom out wondering what the heck just happened, you notice that instead of being in the opponent’s head, your bullet holes are on the lower right corner of the rock, outside of your reticle, exactly where your weapon is pointing.

To the player, such an unpleasant situation is extremely frustrating. The bullets went exactly the path they would realistically go. However, such an unintuitive gameplay mechanic is unacceptable. It’s much more important that your bullets go where you aim than where the opponent perceives the origin of the bullets to be.

There are four possible solution:

Solution number one: you change the camera to the location of the barrel of the gun. Technically, it works, but it makes you feel like a midget, making objects appear larger than they are. It’s unacceptable for gameplay.

Solution number two: you keep the camera where it is and make it so that bullets come out of the weapon. Works otherwise, but has the exact problem I explained above: bullets don’t go where the reticle shows. Again, absolutely unacceptable.

Solution number three: you change the location of the weapon to where the camera is. In other words, you make the system so that everyone has their weapon glued at their forehead. Again, unacceptable for aesthetic reasons.

Solution number four: you keep the camera at the player’s head, keep the weapon at the lower right corner of the screen and make it so the bullets come out of the camera. Not really perfect and may be problematic for the opponent when they can only see a very small part of the player who is shooting at them. However, it’s by far the best way to do it as the problem only appears in scenarios when a player is crouched behind an object, barely visible.

> The camera is attatched to the player model’s head. For the system to be intuitive, whenever there are no objects blocking your reticle, the bullets need to hit the target you are aiming at. You see, if it was so that the bullets actually came out of the gun, it would produce a really frustrating problem.
>
> You can imagine a situation where you are crouched behind a rock, reticle exactly on your opponent’s head. The barrel of your gun is not at the same location as your reticle, it’s a little lower and to the right. If the bullets actually came out of the barrel of the weapon, they wouldn’t hit the opponent. You have your reticle straight at them, there is nothing blocking the path, but you can’t hit because your weapon and reticle are in different locations. And thus as you zoom out wondering what the heck just happened, you notice that instead of being in the opponent’s head, your bullet holes are on the lower right corner of the rock, outside of your reticle, exactly where your weapon is pointing.
>
> To the player, such an unpleasant situation is extremely frustrating. The bullets went exactly the path they would realistically go. However, such an unintuitive gameplay mechanic is unacceptable. It’s much more important that your bullets go where you aim than where the opponent perceives the origin of the bullets to be.
>
> There are four possible solution:
>
> Solution number one: you change the camera to the location of the barrel of the gun. Technically, it works, but it makes you feel like a midget, making objects appear larger than they are. It’s unacceptable for gameplay.
>
> Solution number two: you keep the camera where it is and make it so that bullets come out of the weapon. Works otherwise, but has the exact problem I explained above: bullets don’t go where the reticle shows. Again, absolutely unacceptable.
>
> Solution number three: you change the location of the weapon to where the camera is. In other words, you make the system so that everyone has their weapon glued at their forehead. Again, unacceptable for aesthetic reasons.
>
> Solution number four: you keep the camera at the player’s head, keep the weapon at the lower right corner of the screen and make it so the bullets come out of the camera. Not really perfect and may be problematic for the opponent when they can only see a very small part of the player who is shooting at them. However, it’s by far the best way to do it as the problem only appears in scenarios when a player is crouched behind an object, barely visible.

How about you view and shoot from the guns POV when you zoom?

> How about you view and shoot from the guns POV when you zoom?

Look at solution number one. That would make your perspective a bit scewed. So, it would look weird. You also have the problem that before zooming you could have nothing blocking your sight, then suddenly when you zoomed in you could be staring at a rock. The perspective change would also be looking very awkward in any case.

> The camera is attatched to the player model’s head. For the system to be intuitive, whenever there are no objects blocking your reticle, the bullets need to hit the target you are aiming at. You see, if it was so that the bullets actually came out of the gun, it would produce a really frustrating problem.
>
> You can imagine a situation where you are crouched behind a rock, reticle exactly on your opponent’s head. The barrel of your gun is not at the same location as your reticle, it’s a little lower and to the right. If the bullets actually came out of the barrel of the weapon, they wouldn’t hit the opponent. You have your reticle straight at them, there is nothing blocking the path, but you can’t hit because your weapon and reticle are in different locations. And thus as you zoom out wondering what the heck just happened, you notice that instead of being in the opponent’s head, your bullet holes are on the lower right corner of the rock, outside of your reticle, exactly where your weapon is pointing.
>
> To the player, such an unpleasant situation is extremely frustrating. The bullets went exactly the path they would realistically go. However, such an unintuitive gameplay mechanic is unacceptable. It’s much more important that your bullets go where you aim than where the opponent perceives the origin of the bullets to be.
>
> There are four possible solution:
>
> Solution number one: you change the camera to the location of the barrel of the gun. Technically, it works, but it makes you feel like a midget, making objects appear larger than they are. It’s unacceptable for gameplay.
>
> Solution number two: you keep the camera where it is and make it so that bullets come out of the weapon. Works otherwise, but has the exact problem I explained above: bullets don’t go where the reticle shows. Again, absolutely unacceptable.
>
> Solution number three: you change the location of the weapon to where the camera is. In other words, you make the system so that everyone has their weapon glued at their forehead. Again, unacceptable for aesthetic reasons.
>
> Solution number four: you keep the camera at the player’s head, keep the weapon at the lower right corner of the screen and make it so the bullets come out of the camera. Not really perfect and may be problematic for the opponent when they can only see a very small part of the player who is shooting at them. However, it’s by far the best way to do it as the problem only appears in scenarios when a player is crouched behind an object, barely visible.

I always wondered why bullets came out of the face in most games. Thank you for helping me understand.

It kind of sucks that this will be an issue in fps gaming for eternity.

> The camera is attatched to the player model’s head. For the system to be intuitive, whenever there are no objects blocking your reticle, the bullets need to hit the target you are aiming at. You see, if it was so that the bullets actually came out of the gun, it would produce a really frustrating problem.
>
> You can imagine a situation where you are crouched behind a rock, reticle exactly on your opponent’s head. The barrel of your gun is not at the same location as your reticle, it’s a little lower and to the right. If the bullets actually came out of the barrel of the weapon, they wouldn’t hit the opponent. You have your reticle straight at them, there is nothing blocking the path, but you can’t hit because your weapon and reticle are in different locations. And thus as you zoom out wondering what the heck just happened, you notice that instead of being in the opponent’s head, your bullet holes are on the lower right corner of the rock, outside of your reticle, exactly where your weapon is pointing.
>
> To the player, such an unpleasant situation is extremely frustrating. The bullets went exactly the path they would realistically go. However, such an unintuitive gameplay mechanic is unacceptable. It’s much more important that your bullets go where you aim than where the opponent perceives the origin of the bullets to be.

Brilliantly put, I was just about to spend ages writing the same thing out but you beat me to it…thanks for saving me the work I guess.

OP, it can be frustrating at times but like tsassi said, it’s the best solution we have at the moment. Even incorporating ADS mechanics doesn’t fully alleviate the problem (e.g. CoD).

> I don’t care about load out imbalances, over powered weapons, even spawn trapping…but SHOOTING FROM THE TIP OF THE HEAD PISSES ME OFF

Hahaha dude this sentance cracked me up. Also I agree, that’s really agrivating when that happens, but after reading people’s posts about the camera on the player model, I can see why it can’t be fixed.

> > I don’t care about load out imbalances, over powered weapons, even spawn trapping…but SHOOTING FROM THE TIP OF THE HEAD PISSES ME OFF
>
> Hahaha dude this sentance cracked me up.

Haha, I didn’t catch that the first time around.

The most Bungie could do to help with this problem was to make the tracers stop coming from the head and slowly move closer towards the weapon barrel with every new Halo. Of course, that is only a visual fix of little importance. :3

This is a terrible thread, you basically just said that you don’t care about a major issue but you do care about a significantly minor one.

I have no idea what you guys are talking about, anyone care to explain?

well now it makes more sense and I agree moving the camera from the head to the chest would look horrible and just NO

I guess the only thing would be to put like a sensor on the actual barrel of each weapon and as long as it had a clear path directly in front of it it would fire properly.

but This complaint doesn’t happen all the time there’s always certain places where it’s exploited

and Why is this a bad thread…cuz i don’t mind being corn holed by a bigger badder weapon…or having someone armor lock away my sticky grenade? so what…they beat me using a power they chose vs what i chose.

I’m not a crybaby.

but I do not enjoy not having a chance EVEN when my rectumcule turns red and they don’t move but i just can’t hit them at all then SPLOOSH sniped in the face

that’s Basically I can shoot you but you can’t shoot me. (i did that in hal0 1 blood gulch…strafing with a ghost then exiting and pushing urself in a rock so you can shoot out but nobody can hit you) hehe

> I have no idea what you guys are talking about, anyone care to explain?

you know how somenone can have just the tip of their head poking up from behind a rock…and still shoot you even though technically the gun is well behind the rock…and they can see YOU but you can’t see them and they still can kill you.

that’s basically what it’s about

> I have no idea what you guys are talking about, anyone care to explain?

In previous Halo games, bullets came out of your face rather than your gun, since that is where the camera was positioned.

> I always wondered why bullets came out of the face in most games. Thank you for helping me understand.
>
> It kind of sucks that this will be an issue in fps gaming for eternity.

Another reason why third person shooters are awesome, like this one is gonna be :open_mouth:

> > I have no idea what you guys are talking about, anyone care to explain?
>
> In previous Halo games, bullets came out of your face rather than your gun, since that is where the camera was positioned.

This is probably how it’ll always be. You want your bullets to go where you’re aiming, so that’s why they won’t make it so the bullets come out of your weapon. On your screen, you could be looking over a wall, but in reality your gun would be clipping into the wall, and you’d end up just shooting the wall.

> I love ALL HALO GAMES :slight_smile: i’ve been playing since Halo on xbox connect and gamespy
>
> but one thing i despise and i wish, no beg to be fixed is the ability to shoot bullets/projectiles from the crown of the head.
>
> I mean seriously…it’s so cheap, finding an outcropping of rocks where a basically non visible amount of head is showing from behind the rocks and BLAM sniped when you have zero chance to shoot them back even if you know where they are and dont see you.
>
> This post has been edited by a moderator. Please do not purposely bypass the word filter.
>
>
> Original post. Click at your own discretion.
> <mark>so Please 343 make the -Yoink!- gun have to actually be exposed to shoot…which means at least shoulders and head visible of an attacker. AS it is now a players GD eyes don’t even have to show…yet they can still see and SHOOT through rocks and buildings alike</mark>.Something so simple to add a little realism to the physics of the game but not ever been done.
>
> I don’t care about load out imbalances, over powered weapons, even spawn trapping…but SHOOTING FROM THE TIP OF THE HEAD PISSES ME OFF (unless it’s referring to a dif. shooting from the tip of the head lol (_))====D
~~~ sploosh LOL
>
> just make it right.

hahaha how did this get edited but not the bottom? but dude this exact predicament is what nades are for scare em out of there hole

…perhaps you should consider flanking ?

FPS’s go by one rule: “If I can see that guy, I can shoot that guy”.

Making it so that you don’t shoot what you directly see would make the game feel very awkward and would overall cause more bad than good.