Assault Rifle clipping (Warning - Mini-rant)


OneWhoBinds

 

Posted

I have to admit, a lot of the time - it's little issues that determine if I like or dislike a set, moreso than performance. Things like the over-the-top animations for Dual Pistols, or how the Broadsword/Battle Axe/War Mace animations are not only mostly identical, but seem to be so ponderous, that I can't suspend my disbelief enough to see 'That is a person wielding a weapon' over 'that is a person waving around something they can barely lift to pretend they are wielding a weapon.'

But the one that just slapped me in the face when I was designing a new character was the Assault Rifle clipping issue.



(In-game unlockable versions... the Council guns, the Nemesis guns, and the Tommy Gun... are not pictured. Not that I expect them to be any better.)

Seriously... is there some easy fix to this, or are we just to accept that Assault Rifle stocks have to occupy the same location as the character's forearms? Even with the hip-shooting the set has to deal with, this constant and inescapable clipping just drives me crazy. Especially as it's not just one or two, but every single available model.

What is the justification that leaves this kind of clipping in across the board?

Whew... sorry about the mini-rant. I just had to get that off my chest.


-This Space Intentionally Left Blank.-

 

Posted

Agreed.
I personally hate the Frankengun, and wish it would get a revamp to at least look SOMETHING like a gun with bits bolted on. There ARE such things as modable weapons systems in reality, I'm pretty damn sure they could make one in the world of CoH given the tech they have.


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