Bug: infinite inspect/storage menu reach
Players can pull from “Inspect” menus regardless of distance. Similarly, a prop’s storage menu allows for the same exploit. Inspect windows should automatically close if you’re out-of-range, and storage availability should automatically update based on proximity.
When performing the bug, it also doesn’t update the prop storage’s inventory menu properly when you pull stuff out (leaves behind a second “ghost” icon that you can move to a different location, but it’ll only end up moving where the actual item & icon is).
It might also be a nice quality-of-life suggestion if the “inspect” menus also closed when you exit the inventory, perhaps, or add a keybind for instantly clearing all the menus (or config option).
Bug: items classified as a handguard
The stock, handguard, and barrel are all considered “handguards,” and are all being considered valid placement locations for each attachment/component.
Bug: Eaglefire’s tactical view
Players cannot modify the Eaglefire’s attachments from the Tactical menu opened via “T”.
Bug: Eaglefire barrel
The Eaglefire’s barrel is unnamed and has the camera for its icon potentially viewing it at an unintended angle.
Similarly, the handguard’s icon should probably be rotated too.
QoL: Rail names
Give each rail on a handguard a unique name corresponding to its position. I’d recommend doing it by specifying either:
- angle, such as 90° or 45°
- relative position, such as top or left
- clock position, such as 12 o’clock or 6 o’clock
Similarly, passenger doors on cars could have more unique names based on relative position.
Bug: inhuman animations
Optics control the future of our anatomy.
Bug: icon size not adjusting
For items like the Handguard, I can stack a ton of attachments on them but rather than increase the item’s size it’ll only shrink the icon of it. For convenience, I’ve made a question mark to explain my puzzlement.
Bug: clustered tactical menu buttons
Too many interactable hooks results in this mess. Should instead explode into a more dynamic “web.” Adding lines back to where each attachment hook is, alongside potentially color-coding the interactable buttons in some one, would help clear the web up imo. There needs to be some sort of margin/padding on a 2D level, even if the areas realistically overlap in 3D.
The same applies to third-person view, regardless of how many hooks there are. For third-person it might just make more sense to list them all out in columns or something, rather than try to pin-point them accurately.
QoL: increased 1st/3rd-person visual parity
Albeit wacky given the circumstances, there’s still a lack of visual parity here. Although not super important, it’d be nice if the character model actually aimed down the proper canted sight in both perspectives too, so that other players can see what the person is really doing.
Bug: minor 1st-person ADS Eaglefire clipping
Aiming without an optic makes your first-person camera clip into the backside of the orange-ish bit on the Eaglefire, and as such the face disappears.
Suggestion: optics radial menu + switching improvements
Currently the priority of optics is dependent on the order they were equipped in (this applies to how the optics radial menu sorts optics, and how the the keybinds for switching back/forth between optics decides the next/previous optic).
If possible, it’d be more useful if it was dependent on the item’s location on the gun. Although it wouldn’t always be accurate if it tried to match one-to-one, so it could instead just move around in 360-degrees, and order it like that.
Potential Bug: interaction highlights
Interaction highlights aren’t updated to consider attachments. That also means that the player cannot interact with the Eaglefire except from its receive.