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hgghyujh
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92
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Posted - 2013.09.10 23:25:00 -
[1] - Quote
Spec Ops Cipher wrote: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.
if you watch its not that it cant keep up but that it tracks 1/2ish the speed the target is moving, add friction to that which prevents over shooting and that's pretty fsking ridiculous.
on the subject of friction could we get videos of how much it slows down turning when you aim over a target and also how far bullet magnetism works from the target???
Great vid OP |
hgghyujh
Expert Intervention Caldari State
92
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Posted - 2013.09.10 23:27:00 -
[2] - Quote
OH I also noticed that if you dont want to memorize distances it always seemed to stop tracking at around 33% efficiency..... oddly enough that didn't seem to change with base efficiencies, but there you go. |
hgghyujh
Expert Intervention Caldari State
93
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Posted - 2013.09.11 00:04:00 -
[3] - Quote
Jack McReady wrote:that is not aim assist but 2 people strafing in the same direction at the same speeds while ADS please proceed to amuse us more and post again some "proof"
actually it is but in this case it shows the ridiculous range on bullet magnetism |
hgghyujh
Expert Intervention Caldari State
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Posted - 2013.09.11 00:15:00 -
[4] - Quote
Nightbird Aeon wrote:Seymor Krelborn wrote:lol more proof AA is not that bad...
seriously, with this vid all you did was show how AA works, but you did it purley under test circumstances.
in a real battle, the enemy and you wont be moving like that, real battles are much more frantic.
show AA being that overt in a live fire, real battle scenario, instead of with your buddies manipulating the mechanics to prove a point... What this video shows is a great example of the scientific method. You keep all variables constant but the one that you're trying to measure. What aim assist does is allow people to get "close enough" with their own input, and the "auto track" function will take care of the rest. Now... what I would like to see answered is the following: Why do DS3 users get aim assist, when mouse users (when the mouse is basically a DS3 emulator, not raw input) does not get the aim assist? Here's a better point: When people are further away, their radial velocity is smaller than when they are close. I other words: If I am moving at 7.0 m/s: At 20m away from you. move across your screen at one speed (faster) At 80m away from you, that same 7.0 m/s has me moving across your screen slower (from your perspective). From an EVE perspective... the farther a ship is away from you, the less tracking speed you need in order to hit it. That is why blasters track faster than rail guns... because Blasters are short range, and Rails are long range. So.... I understand that controllers may have problems tracking at short range, when the radial velocity is higher... so aim assist levels the playing field with the faster mouse users. However, at longer ranges, radial velocity is lower... so Aim Assist at the same "strength" becomes WAYYYY over powered. The strength of Aim Assist should vary based on your distance to target.
actually this would bee a really good way to look at it, set a turn rate above which there should ba aim a sist and scale it from their. if a players movement across your screen is faster then that tracking speed aim assist if not AYFS! |
hgghyujh
Expert Intervention Caldari State
96
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Posted - 2013.09.11 01:58:00 -
[5] - Quote
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 in many ways this is part of the problem this is meant to be a high health shooter(other wise RTs serve no purpose) and it has become anything but that, and is starting to try to beat COD at its own game, which is a horrible idea, yes cod is successful but, the only way for a new shooter to compete with it is to be something else. I mean hell every shooter out there trys to be COD and whats the only one thats even remotely successful? Battlefield and even they struggle from being cod with vehicles.
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hgghyujh
Expert Intervention Caldari State
96
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Posted - 2013.09.11 02:04:00 -
[6] - Quote
semperfi1999 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'? Went ahead and fixed that, 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. Yes because all of the top players are KBM users The vast majority of top players are DS3 users.
whooops delete this |
hgghyujh
Expert Intervention Caldari State
96
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Posted - 2013.09.11 02:14:00 -
[7] - Quote
Seymor Krelborn wrote:Nemo Bluntz wrote:Seymor Krelborn wrote:kb/m users have a huge advantage over controller users... AA levels the ground. Gotta ask. Have you tried m/kb since Uprising dropped? Or do you just think that its sooooo amazing? I don't use it...I know many who do, and the consensus is, without getting into detail, it works well... I can also make the logical conclusion that if it was terrible, no one would use kb/m.
if it works so well why would any one use the DS3? because they like it, not every one prefers to use the DS3 people are using the M/KB because, as painful as it has been in uprising, they like using mouse and keyboard for shooters over joypads.
I know this i unfathomable but unless an input is completely unusable, and I mean just randomly tells you to go **** your self several times a match, people will continue to use both DS3 AND KB/M because its what they prefer.
your point sir is stupid and self disproving by the very fact that you "prove" that KB/M is op by the fact that people use it, mean while people are still using the DS3........ |
hgghyujh
Expert Intervention Caldari State
96
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Posted - 2013.09.11 02:27:00 -
[8] - Quote
Seymor Krelborn wrote:semperfi1999 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'? Went ahead and fixed that, 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. Yes because all of the top players are KBM users The vast majority of top players are DS3 users. show me statistic proof of this
and yet no one has to ask the prove for the other assumption because that how it must be right??? my old corp used to play with and against all of the top leaderboard player so yes most play DS3 don't believe it? go ******* ask for your self obviously you wont believe any one unless you find out for your self. |
hgghyujh
Expert Intervention Caldari State
96
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Posted - 2013.09.11 02:42:00 -
[9] - Quote
oppps ignor this |
hgghyujh
Expert Intervention Caldari State
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Posted - 2013.09.11 02:47:00 -
[10] - Quote
semperfi1999 wrote:Seymor Krelborn wrote:
it is illogical to count people who don't play.... you made the initial assertion most good players use DS3 without having any true knowledge of this, so who's the idiot?
and shame on you for resorting to personal attacks... it shows that you are frustrated and have no real argument... I expected more from you.
you need to compose yourself.
IM sorry if that offended you but what do you call someone who asks for something that they know A) cannot possibly be obtained and B) have already stated that X %'s of statistics are made up?
technically a troll but 90% of all trolls are actually idiots soo.... |
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hgghyujh
Expert Intervention Caldari State
98
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Posted - 2013.09.11 03:28:00 -
[11] - Quote
Vell0cet wrote:First, thanks for putting the time/effort to test, edit and upload this.
I think the video clearly shows that the magnetism is limited to fairly short distances. My hope is that the design intent here is to discourage the chop strafing tactic. Trying to hit someone who is spastically maneuvering around is not fun, it's annoying and obnoxious. People don't evade fire this way in real life combat, and I hate seeing in games. One of DUST's greatest aspects is the fear of loss of your expensive suit leads to gameplay that is much more similar to real life. There's a tension between wanting to complete the objective, but not wanting to be killed in the process: risk vs. reward, duty vs. survival. Chop strafing and bunny hopping destroy this illusion, as do evasive rambo players who can take out several players while dodging fire. This isn't "hardcore," is evidence that things were broken.
Ultimately, the most important aspect of AA is if it helps retain new players significantly better than before. DUST needs to grow by a couple orders of magnitude to have much of a future (and for us to see all of the amazing ideas CCP has for this game become reality), and that's not going to happen if new players aren't sticking around. AA is in-line with industry standards (if not weaker), and consequently will match new players' (and game reviewers') expectations for how the aiming experience on a console should feel.
I do agree that the TTK has become too low, and the best suggestion I've heard to fix it (and not reverting to chop strafing/bunny hopping) is to reduce all weapon damage by the 10% that was added at the uprising launch. Some weapons will need to be buffed back some, but that can be handled on a case-by-case basis. This will result in module choices having a greater impact on gameplay. Also scouts need a speed buff so it's easier to break AA, but still prevents chop-strafing tactics.
Since 1.4 matches have been the best I've ever played in DUST so far. They tend to play out more realistically to how a real firefight would, there are much fewer 1-sided battles and less proto-stomping in general. I've been getting a few more kills per match and dieing significantly more than before. Combat feels more tactical, with cover being more important than ever before.
I realize that players at the highest levels want to be rewarded for skill more. I have proposed a compromise solution that I think is fair to them, but still keeps gameplay fun for the other 75% of us. AA should have 3 settings [Standard] which is how things are now, [Weak] which has the effects reduced, and possibly 0 magnetism, and [Off]. [Standard ] is available only in pub matches (which are in highsec and has been stated by CCP that they want to be friendly for everyone); it's not available in FW or PC. [Weak] is available everywhere, and conveys a small SP bonus that won't count towards the SP cap (maybe 2%). [Off] is obviously available everywhere and it provides an even better SP bonus (say 10%). This seems like a very reasonable compromise that won't turn off new players, still gives vets who like AA the option, and rewards the most elite players the most. It also means that to compete at the highest levels (i.e. FW & PC) you need to be a better shot.
in real life combat people cant take multiple rounds with complete indifference, I think you are looking for a cover based twitch shooter, which is not what this game presented its self as which is why a lot of vets are fighting the change because, they invested a lot of time playing this game when it was so broken it was largely unplayable, because they liked what this game was promising to be, but this level of AA has taken it the exact opposite direction.
as far as proto stomping goes........ if a guy or even a couple of squads are red lining you they would have done it with out proto gear, proto stomping isn't because of the gear but due to skill of the player or the presence of good squads. If we had better match making, or some sort of bleed off valve for the top 10% of players and a optional safe place for the bottom 30% this would be a none issue.
But strong AA is not the way, Its a **** crutch, that teaches you bad habits and frankly will leave you at a lower level of potential play. But I guess how dare we say any one is bad at something now days. Instead we have to create a system that allows people that cant hit the broad side of a barn, to land enough shots to break that 0-10000 loss streak. We have to pay those people that would rather hide in the red line, because they cant actually play in an area where they could actually get shot. Mean while the sniper that plays on the ground with his team defending multiple objectives at once, and the crack shot that can head shot any one with any weapon in under a second find that all the skills they have been honing are meaningless because they could have sat on their asses and and gotten all the funding and skills they needed given to them. I mean what incentive do they have to be good, or hell to even play anymore..... but thats all right, all that matters is that every one is a winner, and can achieve anything they want with out putting any effort in, because why would any one want to earn what they get. |
hgghyujh
Expert Intervention Caldari State
98
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Posted - 2013.09.11 03:34:00 -
[12] - Quote
Vell0cet wrote:First, thanks for putting the time/effort to test, edit and upload this.
I think the video clearly shows that the magnetism is limited to fairly short distances. My hope is that the design intent here is to discourage the chop strafing tactic. Trying to hit someone who is spastically maneuvering around is not fun, it's annoying and obnoxious. People don't evade fire this way in real life combat, and I hate seeing in games. One of DUST's greatest aspects is the fear of loss of your expensive suit leads to gameplay that is much more similar to real life. There's a tension between wanting to complete the objective, but not wanting to be killed in the process: risk vs. reward, duty vs. survival. Chop strafing and bunny hopping destroy this illusion, as do evasive rambo players who can take out several players while dodging fire. This isn't "hardcore," is evidence that things were broken.
Ultimately, the most important aspect of AA is if it helps retain new players significantly better than before. DUST needs to grow by a couple orders of magnitude to have much of a future (and for us to see all of the amazing ideas CCP has for this game become reality), and that's not going to happen if new players aren't sticking around. AA is in-line with industry standards (if not weaker), and consequently will match new players' (and game reviewers') expectations for how the aiming experience on a console should feel.
I do agree that the TTK has become too low, and the best suggestion I've heard to fix it (and not reverting to chop strafing/bunny hopping) is to reduce all weapon damage by the 10% that was added at the uprising launch. Some weapons will need to be buffed back some, but that can be handled on a case-by-case basis. This will result in module choices having a greater impact on gameplay. Also scouts need a speed buff so it's easier to break AA, but still prevents chop-strafing tactics.
Since 1.4 matches have been the best I've ever played in DUST so far. They tend to play out more realistically to how a real firefight would, there are much fewer 1-sided battles and less proto-stomping in general. I've been getting a few more kills per match and dieing significantly more than before. Combat feels more tactical, with cover being more important than ever before.
I realize that players at the highest levels want to be rewarded for skill more. I have proposed a compromise solution that I think is fair to them, but still keeps gameplay fun for the other 75% of us. AA should have 3 settings [Standard] which is how things are now, [Weak] which has the effects reduced, and possibly 0 magnetism, and [Off]. [Standard ] is available only in pub matches (which are in highsec and has been stated by CCP that they want to be friendly for everyone); it's not available in FW or PC. [Weak] is available everywhere, and conveys a small SP bonus that won't count towards the SP cap (maybe 2%). [Off] is obviously available everywhere and it provides an even better SP bonus (say 10%). This seems like a very reasonable compromise that won't turn off new players, still gives vets who like AA the option, and rewards the most elite players the most. It also means that to compete at the highest levels (i.e. FW & PC) you need to be a better shot.
also tell me when you find a way to prevent people with a 5sec ttl, from chop strafing, I can tell you that short of making them the size of the broad side of a barn you can't when you have a long ttl you get people pressing hard and doing every thing they can not to get shot while they press. the ONLY time cover based shooting works is when every weapon in the game has a high alpha or effective high alpha. |
hgghyujh
Expert Intervention Caldari State
98
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Posted - 2013.09.11 03:43:00 -
[13] - Quote
Csikszent Mihalyi wrote:I'd like to see somebody post a video of them playing with aim assist and actually hitting most shots.
As a mouse user, I'd have no reason not to join the "nerf AA" crowd if I could actually believe that it's OP. But without seeing it with my own eyes, I just can't.
My impression is that people are not upset because aim assist is too powerful, but because it raises the minimum skill, which means that there are less really bad players to dominate. This is understandable, because getting some skill and dominating those who don't have any is one of the more rewarding elements of multiplayer games.
The TTK argument seems to be a bit of a smokescreen. There've been good aimers before, and TTK shouldn't be any different on the highest level of skill. The change to strafe speed (and some hit detection fixes) certainly made a big difference, but mixing up the discussion about TTK and aim assist does not seem right to me.
the problem is you no longer just get hit once or twice now every time AA is allowing people to do 200+hp of damage every time they aim in your general direction with no serious aiming. that's just annoying as hell. |
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