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Keri Starlight
Psygod9
186
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Posted - 2013.09.06 15:44:00 -
[1] - Quote
I would like to know how do you guys feel about this and I would really like a blue post in this thread.
I want to promote this idea and eventually link it to other related threads, if I get some positive feedback.
Personally, I like the current Aim Assist. The game is now smooth for me...... But some people don't.
Instead of trolling people liking the new Aim Assist calling them scrubs or just the complete opposite (depending on which side you're "fighting" for), I got something to propose here!
Many people are complaining about the fully-automatic weapons such as the standard AR and the Scrambler AR being "laser-accurate" even without ADS.
Even if my opinion is different (I'm ok with them), I would say "give different weapons different Aim Assist levels and stronger magnetism while ADS".
By this I mean that automatic weapons might use a slight Aim Assist overall decrease but still a higher Aim Assist while ADS.
- EXAMPLE (random numbers):
-Assault Rifle (standard model and its variants):
-10% Aim Assist magnetism (keep Aim friction) reduction, from the current status, while ADS
-25% Aim Assist magnetism (keep Aim friction) reduction, from the current status, while hipfiring
(again, numbers are for demonstrative purpose only)
Semi-automatic or Burst, scoped weapons (such as Scrambler Rifle, Burst Assault Rifle and Tactical Assault Rifle) should KEEP the current Aim Assist values for ADS, for 3 very valid and solid reasons.
1. The enhanced Hit Detection improved the full-auto weapon's performances particularly, leaving just a step behind (not much, but still...) the tactical weapons.
2. From what I get (from other people, because my opinion is different), much of the QQ is about the automatic weapons now having better accuracy than the tactical version, with no need to ADS. These people say there is no purpose to use anything else than an AR now, so give these weapons better Aim Assist while ADS (or just keep it like this and tone down the rest just a little bit).
3. Tactical, scoped in weapons need Aim Assist much more than automatic weapons, because the gamepad's thumbsticks are not accurate enough to track a distant target with the same efficiency. Being scoped in, the input sensitivity is proportionally increased and a good magnetism is needed to track the target and to fight against the weapon's recoil.
If you want to decrease tactical weapons' Aim Assist for hipfire just to be fair, you might do that, but they already lack of CQC efficiency for obvious reasons, so I guess it's not actually needed.
To summarize:
-Every weapon needs better Aim Assist while ADS. This will also de-incentivate spray and pray.
-Tactical weapons need an overall better Aim Assist than automatic weapons.
-A possible solution would involve decreasing the overall Aim Assist just a little bit but giving new values for ADS.
Final example (once again, numbers are here just to give a general idea):
- AUTOMATIC weapons:
ADS AA: -10%
Hipfire AA: -25%
- TACTICAL weapons:
ADS AA: -0%
Hipfire AA: - ?% (I don't think this is actually needed, but I won't complain whenever it does feel necessary)
If it's for me, I'd say leave the Aim Assist as it is right now, but I'm trying to be constructive and accomodate other people's opinions. I want this game to get better and its Community to be happy. I'm not doing this for all those QQ'ers insulting people, I do it for the good forumers which have different ideas and they express them respectfully.
Thank you for reading this!
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Pandora Mars
Afterlife Overseers
295
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Posted - 2013.09.06 15:56:00 -
[2] - Quote
Good and constructive thread with some logic, rare to see any of these in this s***storm.
Anyway, my feedback is "leave the Aim Assist alone", seriously, it's not too strong.
Keep it as it is right now. |
Cosgar
ParagonX
4828
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Posted - 2013.09.06 16:10:00 -
[3] - Quote
I don't mind aim assist, but weapons are going to need some serious re-balancing around it, starting with the short term hot fixes that were meant to compensate for aiming issues in 1.0 Uprising. First off, the 10% damage boost to all weapons: Link
CCP Cmdr Wang wrote:Posting the following info on upcoming changes to weapon damage and HMG balance on behalf of CCP Rement since he's knee deep in making these changes. He will also be answer questions and discussing this topic in this thread as well.
Tl;dr version: GÇó In the next hot-fix weapons will all get a 10% damage increase to compensate for the removal of the Weaponry skill bonus. GÇó HMG damage buffed to 18 HP (including aforementioned 10% increase) and given a 5% dispersion buff. GÇó In the near future, we will address range issues by removing the hard stop that currently takes place at maximum weapon range.
In Chromosome, the Weaponry skill gave an across the board 2% damage bonus to handheld weapons per level. Given the low SP cost of the skill (and the fact that itGÇÖs a pre-req for every weapon in the game) the majority of players would just skill straight to level 5 making the skill pretty pointless. So, in Uprising we removed the skill bonus. The side effect of this, of course, is that time-to-kill has increased.
This, combined with some of the control issues weGÇÖve been seeing, has led to combat feeling worse than it did in Chromosome. We will address this with a hot-fix that gives an across the board 10% increase to all handheld weapon damage to put DPS back to where it was. Additionally, weGÇÖve increased HMG damage and reduced the dispersion penalty when moving by 5% to address issues with the weapon.
The removal of the Sharpshooter skill (which gave bonuses to range) has also highlighted some issues with range in general. Weapon classes need unique range profiles. I doubt anyone would dispute that. And the sharpshooter skill was pushing far too many weapons beyond their intended engagement ranges. While itGÇÖs removal has caused some issues, the SS skill was a crutch and it hid more deep-seated problems with range in the game. It will not be coming back.
Right now, all weapons have an optimal and maximum range. Unfortunately, at its max range the weapon simply stops doing damage. This is bad for a whole host of reasons and weGÇÖll be addressing this with a point release in the near future by giving all weapons an optimal, effective and absolute range. Up to the optimal range weapons will do 100% damage (shield/armor profiles notwithstanding) and then drop off slowly towards their effective range. From effective range out to the absolute range damage will drop noticeably but weapons will still do incidental damage even at extreme ranges. |
Draco Cerberus
Hellstorm Inc League of Infamy
284
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Posted - 2013.09.06 17:18:00 -
[4] - Quote
The new aim assist is fine. Any complaints from people are because they are using almost exclusively the KB/M combo in which case I have been told that the mouse magnetizes to the target. Aimbot should be off for KB/M users as they were accurate enough before the patch. Their main concern is their KDR and Isk not the mechanics of the game or how the mechanics pre-patch were causing negative isk gain for many players due to overly accurate response from the Mouse aiming. |
Piraten Hovnoret
BIG BAD W0LVES
33
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Posted - 2013.09.06 17:28:00 -
[5] - Quote
This post says it al
https://forums.dust514.com/default.aspx?g=posts&t=108213&find=unread
Remove the aim Diablo thing. Fully sport the above post, says it al. |
Keri Starlight
Psygod9
191
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Posted - 2013.09.06 17:51:00 -
[6] - Quote
Only bad hitboxes and lag latency in that video. Bullets are not connecting and HP still drop. Aim assist does not make your bullets curve.
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