Hello Hunters!
We've been attentively listening to your feedback since releasing the devblog and fully grasp your concerns about weapon effective range. We've realised some outdated information in our previous devblog regarding shooting mechanics, which we've already revised based on early closed beta testers’ feedback. We apologise for any confusion caused.
Correction on Glancing System and Crosshair Mechanics
- Red & Pink Crosshair: A red/pink crosshair indicates a narrower angle for full hits but doesn't solely guarantee glancing hits. Precise shooting can still achieve full hits. What this means is that in close-range combat with weapons that are not specialised for such range, such as Assault Rifles, you can still achieve a full hit so long as you shoot more accurately. Do note that this is not the case for long range weapons such as DMR or Sniper Rifles, as they should not be used for close-range-combat.
Illustration for Better Understanding
In the illustrations below, both shots show the angle based on effective range and cursor position (notice the cursor is over the enemy). The red indicates the estimated unit hitbox, while the yellow part of the hitbox shows where a shot needs to hit to be considered a full hit.
Illustration 1: With a white crosshair indicating full effective range, any hit on the large yellow hitbox area results in a full hit.
Illustration 2: With a red crosshair, indicating a range outside full effectiveness, a full hit is achievable by accurately hitting the smaller yellow hitbox area. The yellow hitbox area naturally moves in accordance with your and enemy position. Although challenging, precise shooting can yield full hits. It is actually easier than it looks. This aligns with the new crosshair placement discussed in the previous blog.
We appreciate your understanding and patience as we continue to refine ZERO Sievert. Your feedback is invaluable in this journey so please keep them coming!
Stay sharp out there!
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