|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Spec Ops Cipher
Seraphim Initiative..
602
|
Posted - 2013.09.10 14:12:00 -
[1] - Quote
All suits track and are tracked equally well.
Assault Rifle tracks to 60m Scambler Rifle tracks to 60m HMG tracks to 50m SMG tracks to 30m Shotgun tracks to 16m Scrambler Pistol tracks to 55m!
Mass drivers, forge guns, flaylocks and plasma cannons do not track.
With thanks to Scat Mania and Big Popa Smurff Highlights - http://www.youtube.com/watch?v=3-qZ4LG8lGY |
Spec Ops Cipher
Seraphim Initiative..
602
|
Posted - 2013.09.10 14:15:00 -
[2] - Quote
Ynned Ivanova wrote:Turn it off, if its so offensive. You watched a 4 minute video in 1 minute? Congrats! Auto-aim is ridiculous. |
Spec Ops Cipher
Seraphim Initiative..
607
|
Posted - 2013.09.10 14:43:00 -
[3] - Quote
Jack McReady wrote:congrats several people just insulted their own intelligence with their owns posts.
actually the video shows that aim asssist is not able to track you down, strafing at 1/2 is enough to outrun it.
and what it does not show is that as soon as you touch your stick it stops assisting you.
in short, all the whiny scrubs ranting about aim assist are after all still only whiny scrubs. Actually, it continues to assist when you aim too. You only need to keep the crosshairs semi-close to your target for it to lock on and follow it. However it's extremely hard to show that in a video, because all you would see is someone strafing, being followed perfectly. |
Spec Ops Cipher
Seraphim Initiative..
607
|
Posted - 2013.09.10 14:57:00 -
[4] - Quote
Seymor Krelborn wrote: show AA being that overt in a live fire, real battle scenario, instead of with your buddies manipulating the mechanics to prove a point...
http://www.youtube.com/watch?feature=player_detailpage&v=6QI4wmuzjmU#t=95 1.35 |
Spec Ops Cipher
Seraphim Initiative..
608
|
Posted - 2013.09.10 15:10:00 -
[5] - Quote
2-Ton Twenty-One wrote:Spec Ops Cipher wrote:All suits track and are tracked equally well. Assault Rifle tracks to 60m Scambler Rifle tracks to 60m HMG tracks to 50m SMG tracks to 30m Shotgun tracks to 16m Scrambler Pistol tracks to 55m! Mass drivers, forge guns, flaylocks and plasma cannons do not track. With thanks to Scat Mania and Big Popa Smurff Highlights - http://www.youtube.com/watch?v=3-qZ4LG8lGY Good video however I wish you had tested more. Tested for bullet magnetism Tested hitbox size while standing and on the move. Tested hitbox for grazing rounds. However this video does show fast suits can easily break aim assist if they increase the SIZE of their strafe pattern left to right instead of taking small rapid steps left to right and slightly back and forth like they have learned to, changing your strafe pattern to longer strafes would help combat aim assist in a significant manner. It also shows heavys have a larger disadvantage to aim assist then any other suits due to a slowest strafe speed and strafe acceleration. Also i did not see the HMG tested. Full video is too long to upload atm, so no promises there. While it seems AA is easy to break, a little guidance allows it to keep the lock on on any strafing pattern. Basically, anyone who tries to hit you, will. |
Spec Ops Cipher
Seraphim Initiative..
611
|
Posted - 2013.09.10 15:31:00 -
[6] - Quote
I would like to point out, for those that may not know by now, that CCP will be taking another look at aim assist.
CCP Logibro wrote:Hey guys Please post your general feedback for Uprising 1.4 in this thread. For any technical issues you may encounter, please use this threadWe are aware of the numerous complaints about the current aim assist, and it is something we will be looking at
|
Spec Ops Cipher
Seraphim Initiative..
619
|
Posted - 2013.09.10 15:55:00 -
[7] - Quote
Jack McReady wrote:Banning Hammer wrote: Tracking the target is the hardest thing in a FPS game, a monkey can actually point the crosshair in the general direction of the target. But aiming for the head and tracking the target accurately as is moving, is extremely hard to do. It is what makes the difference from a "good" player to a Pro player.
your point is? since aim assist does not do this for you, why complain? Nemo Bluntz wrote:Jack McReady wrote:arent you done posting nonsense when you are out of arguments? point is, it does not magically aim keeps the aim on the target nonstop. 1/2 strafe speed the TRACKING. I think you're only commenting on the test and not the implications of what that means in an actual game. While in a match, you get someone in your AR sights up to 60m, (which is huge) and you can throw a volley of bullets at them and connect with, what? 5-6 before they realize what is happening, then they start to move (usually in a sprint, which the strafing is significantly slower, especially when you're not a scout), so you might lose the track, move the stick just to get back and have them touch your sight, then you get another 5-6 shots in. Which is most likely a kill at that point, with little work, at crazy long ranges. With that context, can you see why some people are anti-AA, at least to this extent, in a 'high health' shooter? and why would this be different without AA? there was aim assist before in dust, even in close beta and no one ever complained about it. what most people dont get is that there were significant changes to hit detection and movements speeds and a 10% dmg buff over the course of the dust development. those changes just stacked up to a very low TTK. AA is just the tip of iceberg and actually had the least impact, you still have to aim by yourself but you shots now actually connect. I disagree. People went from hitting 40-50% of shots to 80-90% overnight. A lot of what you have being saying in this thread is blatant lies, such as aim assist not working when moving, aim assist not working when you try to aim... I sincerely hope you are not in a position of power at Dust Uni - you shouldn't be. |
Spec Ops Cipher
Seraphim Initiative..
624
|
Posted - 2013.09.10 16:04:00 -
[8] - Quote
Jack McReady wrote:Spec Ops Cipher wrote: I disagree. People went from hitting 40-50% of shots to 80-90% overnight. A lot of what you have being saying in this thread is blatant lies, such as aim assist not working when moving, aim assist not working when you try to aim... I sincerely hope you are not in a position of power at Dust Uni - you shouldn't be.
show us the video of the epic aimbot during a firefight. it does not exist because it is not how aim assist works... sorry to bust your tunnelvision. I'm sure we could record one.The only reason we haven't already is because it would be difficult to show how much was the player and how much was the assist. Surely you must have noticed that aim assist is making it REALLY easy to kill with a lot of weapons, such as AR and SMG, your character follows them almost automatically. |
Spec Ops Cipher
Seraphim Initiative..
627
|
Posted - 2013.09.10 16:10:00 -
[9] - Quote
Baal Omniscient wrote:I SEE! If your opponent strafes normally, it magnetizes for about 0.2 seconds but if your opponent strafes side to side at 2m per minute, you can actually track them without having to adjust your aim! That is soooo OP!
Now, how do I convince enemies to do that...
Edit: However, shotguns having that much tracking with such a large hit radius is a little much tho The tracking is identical for all weapons and suits. The video is only a small part of the testing, and the reason I was in short strafe cycles was because we were determining the range at which aim assist works for each weapon.
With some input from the user, it becomes easy to stay 100% on target. The assist does too much. |
Spec Ops Cipher
Seraphim Initiative..
627
|
Posted - 2013.09.10 16:51:00 -
[10] - Quote
Monkey MAC wrote:Spec Ops Cipher wrote:Baal Omniscient wrote:I SEE! If your opponent strafes normally, it magnetizes for about 0.2 seconds but if your opponent strafes side to side at 2m per minute, you can actually track them without having to adjust your aim! That is soooo OP!
Now, how do I convince enemies to do that...
Edit: However, shotguns having that much tracking with such a large hit radius is a little much tho The tracking is identical for all weapons and suits. The video is only a small part of the testing, and the reason I was in short strafe cycles was because we were determining the range at which aim assist works for each weapon. With some input from the user, it becomes easy to stay 100% on target. The assist does too much. If I might enquire, when you do long strafing patterns, did you get longer stick or the same, also what about a static input? Against someone who isn't using the right stick at all, long strafing patterns are better. To be honest though, against someone who is actually playing, you gotta try throw em off, because as long as they can vaguely follow you, AA will make sure their bullets hit you. |
|
Spec Ops Cipher
Seraphim Initiative..
627
|
Posted - 2013.09.10 17:42:00 -
[11] - Quote
Monkey MAC wrote:Spec Ops Cipher wrote:Monkey MAC wrote:Spec Ops Cipher wrote:Baal Omniscient wrote:I SEE! If your opponent strafes normally, it magnetizes for about 0.2 seconds but if your opponent strafes side to side at 2m per minute, you can actually track them without having to adjust your aim! That is soooo OP!
Now, how do I convince enemies to do that...
Edit: However, shotguns having that much tracking with such a large hit radius is a little much tho The tracking is identical for all weapons and suits. The video is only a small part of the testing, and the reason I was in short strafe cycles was because we were determining the range at which aim assist works for each weapon. With some input from the user, it becomes easy to stay 100% on target. The assist does too much. If I might enquire, when you do long strafing patterns, did you get longer stick or the same, also what about a static input? Against someone who isn't using the right stick at all, long strafing patterns are better. To be honest though, against someone who is actually playing, you gotta try throw em off, because as long as they can vaguely follow you, AA will make sure their bullets hit you. Would you say prehaps, just theorising here, the reason its too strong is because it appears to be almost perfect against chop/short strafing!! I believe what CCP have done is they have added an anti-chop strafe function, and havent turned this off for whatever reason when the character doesnt chop strafe?? I know it would be hard to test, but I am asking wether or not CCP programmed it to be a counter to the chop strafe technique!! I'm only strafing short because it stays in the autolock zone, where it will follow without any user input. It lets us find the maximum range it will work for. If you try shoot me while I'm running across the screen, so long as you make some effort, aim assist will ensure you get the kill. It's too strong in all situations. |
Spec Ops Cipher
Seraphim Initiative..
629
|
Posted - 2013.09.10 18:05:00 -
[12] - Quote
Seymor Krelborn wrote:Autoaim Bot514 wrote:Seymor Krelborn wrote:Nemo Bluntz wrote:Seymor Krelborn wrote:because some of us prefer a controller and feel like having a huge advantage of M/KB is 'balance'? im a sad panda so I changed your quote , not necessarily for you, but for what a lot of pro-AA pad players sound like. what you did was make me look like English is my second language...ill repeat... kb/m users have a huge advantage over controller users... AA levels the ground. Except kbm doesn't have raw input, it emulates ds3. Protoman didn't need scrub excuses to own with ds3. the bottom line is that the game is more brutal and competitive now....I know I die a lot more now, I think that's good. and honestly this was the best move against stomping, it surpasses any matchmaking fix... why are people really against a mechanic that levels the playing field, I mean we all have this advantage...awesome aimers are even more awesome and bad aimers are now better.... overall the game feels tighter and combat is more bloody, and more people who try dust for the 1st time will keep playing... so seriously give me good reasons why AA and the hit detection fix are bad. I think I just gave good reasons why its good... Lowers time to kill - devaluing SP Discourages tactical modules on suits, its all EHP fights now. Scouts are getting murdered left right and centre. They used to have a chance in 1 v1's, now they don't. Heavies are having a rough time too, once they start being hit, it doesn't stop. The extra HP only goes so far.
|
Spec Ops Cipher
Seraphim Initiative..
629
|
Posted - 2013.09.10 18:18:00 -
[13] - Quote
Seymor Krelborn wrote: this is a team tactics FPS, know your role, what you describe are the results of Rambo tactics...theres no place for that here.
Wrong. Its a MMOFPS. In that order. It isn't battlefield, and its intended to be a HTTK game. You're trying to make it into a low time to kill game. |
Spec Ops Cipher
Seraphim Initiative..
632
|
Posted - 2013.09.10 18:24:00 -
[14] - Quote
Seymor Krelborn wrote:Spec Ops Cipher wrote:Seymor Krelborn wrote: this is a team tactics FPS, know your role, what you describe are the results of Rambo tactics...theres no place for that here.
Wrong. Its a MMOFPS. In that order. It isn't battlefield, and its intended to be a HTTK game. You're trying to make it into a low time to kill game. I agree its mmo but its also tactical... if you deny that, then your playing wrong... Of course its tactical, but it was designed to be MMO/FPS. A game where its worth aiming for the head in a firefight, because it will lower the time it takes to kill the enemy from 4s to 2s. A game where choices and progression are meaningful, and worthwhile, and it is being spoiled by auto-aim. |
Spec Ops Cipher
Seraphim Initiative..
640
|
Posted - 2013.09.10 18:49:00 -
[15] - Quote
The Robot Devil wrote:Autoaim Bot514 wrote:No laser? This thing bends the laser so it can land hits.aimbot ftw Wrong. It does not. The LR aim assist is no different than the rest of the aim assist. Actually it does, the gun doesn't move, the player doesn't turn, but the beam can go off centre about 30 degrees, purely from aim assist. You can't see it from your perspective, but the victim can. |
Spec Ops Cipher
Seraphim Initiative..
640
|
Posted - 2013.09.10 18:52:00 -
[16] - Quote
Beren Hurin wrote:I'm beginning to appreciate how people think they can continue to play the exact same way after significant changes and expect to do well. Especially when you can see this video, and see that strafing wider would help, or sprinting one way, stopping and shooting, and sprinting some more would be better than the tight strafing that people are used to. The vid is for testing the limits, not avoiding it. Short strafe is completely covered by aim assist, you only need hold R1 and win. |
Spec Ops Cipher
Seraphim Initiative..
640
|
Posted - 2013.09.10 18:53:00 -
[17] - Quote
Nemo Bluntz wrote:Cosgar wrote:Anyone know any good FPS to play, because I've finally realized Dust isn't one anymore... Payday 2 is pretty dope. And its not an FPS, but War Thunder is f2p on steam. Its ok. 7 days till GTA5 XD |
Spec Ops Cipher
Seraphim Initiative..
643
|
Posted - 2013.09.10 19:38:00 -
[18] - Quote
Pilot was Foxhound Elite, *supposed* to be on patrol lol |
Spec Ops Cipher
Seraphim Initiative..
684
|
Posted - 2013.09.11 10:33:00 -
[19] - Quote
KEROSIINI-TERO wrote:Questions, mostly @Spec Ops and @Big Popa (and others to think about):
1) If not touching controls, the AA tracks target slighty? Correct?
2) If tracking by your control method, the AA is still in effect and adds to your manual aiming? Correct?
3) If you are manually tracking with DS3 controller, the AA still assists and will not shut down? Correct?
4) If you are manually tracking with MKB - what will AA do? Turn itself off or continue tracking? Remember that both DS3 and MKB are BOTH active in dust and you can use both at the same time (even hybrid control which is a good option)
Sorry for late reply kero -
1) yes 2) yes 3) yes 4) I don't know. Might have to look into it |
Spec Ops Cipher
Seraphim Initiative..
684
|
Posted - 2013.09.11 10:48:00 -
[20] - Quote
DildoMcnutz wrote:Spec Ops Cipher wrote:KEROSIINI-TERO wrote:Questions, mostly @Spec Ops and @Big Popa (and others to think about):
1) If not touching controls, the AA tracks target slighty? Correct?
2) If tracking by your control method, the AA is still in effect and adds to your manual aiming? Correct?
3) If you are manually tracking with DS3 controller, the AA still assists and will not shut down? Correct?
4) If you are manually tracking with MKB - what will AA do? Turn itself off or continue tracking? Remember that both DS3 and MKB are BOTH active in dust and you can use both at the same time (even hybrid control which is a good option)
Sorry for late reply kero - 1) yes 2) yes 3) yes 4) I don't know. Might have to look into it I use mouse/controller combo and have found if aim assist is on it sometimes makes my crosshair go up and to the right randomly and almost violently, another corp member had the same experience and we had to turn AA off. I assume the AA was trying to track but got confused and didn't know what to do though im not really sure. May not happen if your using a keyboard as no input is going through the controller then. Makes sense, thanks for the input : ) |
|
|
|
|