FO3's firing delay

Post » Sat May 28, 2011 4:00 pm

In Fallout 3 there's this sort of delay between when you press the R trigger (or click) and the gun firing, I found it completely ruined the handling with all of the automatic weapons. My first question is if anybody else other than me has noticed this? And my second is obviously, will it be fixed in New Vegas?

EDIT: also, will the Varmint Rifle's thumbhole be used in the final game? I'm a svcker for fancy stocks and the current animation ignores it completely...
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Amber Hubbard
 
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Post » Sat May 28, 2011 11:41 am

In Fallout 3 there's this sort of delay between when you press the R trigger (or click) and the gun firing, I found it completely ruined the handling with all of the automatic weapons. My first question is if anybody else other than me has noticed this? And my second is obviously, will it be fixed in New Vegas?


What version hardware have you played it on? I know what you're referring to when shooting the Submachine Gun for example, where there's a slight delay before the gun shoots off, but I've only experienced it on the 360/PS3 at rare occassions when there's so much stuff already loading up onscreen that the framerate slows down. Hopefully it's resolved, I agree.

Another issue I have is the delay when switching weapons using the D-Pad while on foot (not in pipboy). 360 not so much, but at level 20 on the PS3, every now and then, there's a three second delay switching from one weapon to another, as the game tries to load the new weapon up.
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Robert
 
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Post » Sat May 28, 2011 7:44 am

i THINK this is related to your weapon condition. i get it a lot with the 10mm pistol in particular but other times i don't get it at all.
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City Swagga
 
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Post » Sat May 28, 2011 6:13 pm

i THINK this is related to your weapon condition. i get it a lot with the 10mm pistol in particular but other times i don't get it at all.


Good point. I forgot about weapons condition, as most of the time I have weapons at 50% and better. I know certain weapons jam the weaker condition they get.

I'll have to play again to be sure, but during certain framerate slow downs, I remember a slight delay during shooting of the submachine gun after pressing the trigger in a crowded scene. Still playable even so.
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Code Affinity
 
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Post » Sat May 28, 2011 3:30 pm

Get it with laser weapons aswell.
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Stephy Beck
 
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Post » Sat May 28, 2011 6:04 am

It has nothing to do with condition, but it really messes up the shooting unless it's in vats.
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Breautiful
 
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Post » Sat May 28, 2011 3:59 pm

It has nothing to do with condition, but it really messes up the shooting unless it's in vats.

Quick response is critical to staying alive and unwounded, I agree. It's like popping out from around the corner, pressing the trigger on the weapon, and nothing happens so you have to duck back under cover as the bullets whiz by.
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Jessica Phoenix
 
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Post » Sat May 28, 2011 3:53 am

It has nothing to do with condition, but it really messes up the shooting unless it's in vats.


http://geck.gamesas.com/index.php/FWeaponConditionRateOfFireXX
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Sabrina Steige
 
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Post » Sat May 28, 2011 10:33 am

It didn't seem to really affect me.

Obsidian said that they've really worked on combat and tweaked it lots, so I'd say - and hope - that they've fixed it. I'd be very surprised if it wasn't fixed.
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Laura-Lee Gerwing
 
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Post » Sat May 28, 2011 8:47 am

I noticed this as well in Fo3.
Sometimes when I walked around in the Wastes or in the underground with a Chinese Assault rifle and fired it, there was a very noticeable delay in the weapon's reaction.
From time to time it wouldn't even fire if I held the trigger for 2 seconds or so. It would do the recoil animation, but with no muzzle flash nor change in ammo.
This might be my game though, it likes to do weird stuff for no apparent reason :facepalm:

Anyways, I REALLY hope they do something about it, it would get really annoying at times where I thought I had the advantage on the ghoul charging at me, but I end up burning his flesh with my muzzle fire and shooting around myself in panic.
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Hazel Sian ogden
 
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Post » Sat May 28, 2011 1:06 pm

What version hardware have you played it on? I know what you're referring to when shooting the Submachine Gun for example, where there's a slight delay before the gun shoots off, but I've only experienced it on the 360/PS3 at rare occassions when there's so much stuff already loading up onscreen that the framerate slows down. Hopefully it's resolved, I agree.

Another issue I have is the delay when switching weapons using the D-Pad while on foot (not in pipboy). 360 not so much, but at level 20 on the PS3, every now and then, there's a three second delay switching from one weapon to another, as the game tries to load the new weapon up.


I have had this problem as well. It usually happens to me when there is alot going on on-screen. But, thats the only time when it happens, which rarely happens.
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Lyd
 
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Post » Sat May 28, 2011 2:04 pm

For FO3 Non-Automatic Weapons firing is controlled by the Animations and nothing else and for all except 1 weapon of this type that happens at either frame 1 or frame 2 of the animated sequence this means it happens at either 0.0333 or 0.0667 of a second generally not humanly perceivable of a time frame -> means if you were having issues it was because of the game bogging down -> generally not an issue for PC users but the consoles svcked for this.

And for Automatic Weapons it was generally a combination of sequence tags in the animations and the ROF of the Weapon plus its condition and those game settings dealing with condition to ROF.

Also the game was bugged so that no matter what Automatic weapons DO NOT EVER FIRE their first shot in the ROF so a ROF of 5 per second for the first second would only shoot 4 times then after that second it would fire normally at 5 per second.
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Alexandra Ryan
 
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