Pages: [1] 2 3 4 5 6 7 8 9 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2701
|
Posted - 2013.10.10 22:50:00 -
[1] - Quote
This became a huge thing when 1.4 launched, and it's killed a lot of the satisfaction in the game for a significant chunk of the player-base.
The assumption when 1.4 launched is that is was all because of aim-assist (remember all those threads), yet there was also a matter where hit-detection of various weapons had improved in tandem. This was something you (CCP) said you'd be watching. I hope you've seen by now how laughably short someone's life is under the gun of even a MLT-grade quality.
What do you think makes Dust unique in comparison to something like Halo or Quake? You would think the fact that character advancement allows you to customize your suit would be a large factor, no?
Take a look at this Halo video.
From the point at which the video starts, you can see it takes him a couple direct volleys with his rifle to drop/kill his opponent. It's about 6 seconds or so, and his aim is pretty good. Halo is a deathmatch sort of game where your suits are not custom and the battles are meant to be frantic and short.
Compare that to Dust 514 in 1.4. (this is from CEOPyrex's video)
Aside from the fact that his aim was all over the place and he was barely hitting him, it's even quicker to kill people in Dust, a game where you can fit armor/shield modules and be customized after MONTHS of play. The fact you can drop people super-quick now isn't a newsflash; it's been all over the forums since 1.4 dropped.
I've heard a few suggestions for fixes, but perhaps removing the 10% across the board damage increase you gave with all the hit-detection issues at launch would be a good start.
Please fix this. Fittings, skills, etc. are supposed to matter. Right now you've rendered 90% of skills pointless as a Frontline Starter with a MLT rifle and Zero SP invested can drop just about anyone faster than those guys in Halo, etc. If you want your game to be something different, then realize shooting for faster/more-death-laden gameplay than a Halo, etc. game is not the direction you want to be heading. |
TechMechMeds
Swamp Marines Kleenex Inc.
360
|
Posted - 2013.10.10 22:56:00 -
[2] - Quote
Zeylon Rho wrote:This became a huge thing when 1.4 launched, and it's killed a lot of the satisfaction in the game for a significant chunk of the player-base. The assumption when 1.4 launched is that is was all because of aim-assist (remember all those threads), yet there was also a matter where hit-detection of various weapons had improved in tandem. This was something you (CCP) said you'd be watching. I hope you've seen by now how laughably short someone's life is under the gun of even a MLT-grade quality. What do you think makes Dust unique in comparison to something like Halo or Quake? You would think the fact that character advancement allows you to customize your suit would be a large factor, no? Take a look at this Halo video.From the point at which the video starts, you can see it takes him a couple direct volleys with his rifle to drop/kill his opponent. It's about 6 seconds or so, and his aim is pretty good. Halo is a deathmatch sort of game where your suits are not custom and the battles are meant to be frantic and short. Compare that to Dust 514 in 1.4. (this is from CEOPyrex's video) Aside from the fact that his aim was all over the place and he was barely hitting him, it's even quicker to kill people in Dust, a game where you can fit armor/shield modules and be customized after MONTHS of play. The fact you can drop people super-quick now isn't a newsflash; it's been all over the forums since 1.4 dropped. I've heard a few suggestions for fixes, but perhaps removing the 10% across the board damage increase you gave with all the hit-detection issues at launch would be a good start. Please fix this. Fittings, skills, etc. are supposed to matter. Right now you've rendered 90% of skills pointless as a Frontline Starter with a MLT rifle and Zero SP invested can drop just about anyone faster than those guys in Halo, etc. If you want your game to be something different, then realize shooting for faster/more-death-laden gameplay than a Halo, etc. game is not the direction you want to be heading.
Agreed, I can barely shield people while I revive them anymore, remove 10% buff. |
Archbot
W a r F o r g e d
6
|
Posted - 2013.10.10 23:00:00 -
[3] - Quote
I have to agree with you. Sometimes I can't even react because I die so fast. |
lrian Locust
We Who Walk Alone
174
|
Posted - 2013.10.11 00:03:00 -
[4] - Quote
I agree, too. There's no time to react. The balance is gone: continuous DPS-weapons (e.g. AR, SMG) kill mercs faster than high alpha-damage weapons (shotgun, sniper).
Remove the 10% buff for weapons with aim assist, please. |
lithkul devant
Legions of Infinite Dominion
99
|
Posted - 2013.10.11 00:10:00 -
[5] - Quote
lrian Locust wrote:I agree, too. There's no time to react. The balance is gone: continuous DPS-weapons (e.g. AR, SMG) kill mercs faster than high alpha-damage weapons (shotgun, sniper).
Remove the 10% buff for weapons with aim assist, please.
As someone that uses AR's on a lot of my suits, I completely agree with this, I can kill people way to fast with aim assisted guns, to where a proto suit can not react at all before it is dead. Something needs to happen to relieve what is happening lately. |
Cosgar
ParagonX
5772
|
Posted - 2013.10.11 00:29:00 -
[6] - Quote
Agreeing with everyone above me. The short TTK we have doesn't work with the character building mechanics we have- especially when there's currency involved. Players deserve enough decency to shoot back, no matter if they're wearing MLT or prototype. |
lrian Locust
We Who Walk Alone
175
|
Posted - 2013.10.11 01:54:00 -
[7] - Quote
Another advantage of removing the 10% buff is that shield, speed, armor and stamina upgrades actually start to help scouts.
I've stopped dumping SP into shield and armor, because as a scout I don't care whether I die in 0.2 or 0.3 seconds. |
Meeko Fent
DUST University Ivy League
1113
|
Posted - 2013.10.11 02:12:00 -
[8] - Quote
Agreed, remove it. |
Kelrie Nae'bre
not in a corporation
173
|
Posted - 2013.10.11 04:56:00 -
[9] - Quote
This isn't meant to be early Quake, etc. in terms of how long it takes you to kill someone. I don't know if 10% removed alone will fix it (or if AA still is a factor) but something needs to be done. |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
687
|
Posted - 2013.10.11 05:05:00 -
[10] - Quote
Just my opinion, but I think that TTK is perfectly fine. |
|
Meeko Fent
DUST University Ivy League
1119
|
Posted - 2013.10.11 05:13:00 -
[11] - Quote
Keri Starlight wrote:Just my opinion, but I think that TTK is perfectly fine. Hmm.
Myself I think its a LITTLE too quick.
Removing the 10% damage buff would just reign her into right where it should be. |
Vyzion Eyri
The Southern Legion The Umbra Combine
1420
|
Posted - 2013.10.11 05:45:00 -
[12] - Quote
If we're talking about 1v1 situations with cover, fights can last about 10 seconds.
If you're caught off guard it's only natural you should be taken down mercilessly.
This encourages moving as a team and not running out into the open.
In that regard it's important not to make us invincible as well as immortal.
HOWEVER, I agree that it does make much of the fitting for HP redundant, although with my Exile AR the HP difference between a mlt fit and a proto fit is VERY noticeable (although I don't use aim assist so maybe it's just my aim).
What really is suffering from short TTKs are dropships vs. railguns and/or forges and swarms. |
TechMechMeds
Swamp Marines Kleenex Inc.
366
|
Posted - 2013.10.11 11:51:00 -
[13] - Quote
Vyzion Eyri wrote:If we're talking about 1v1 situations with cover, fights can last about 10 seconds.
If you're caught off guard it's only natural you should be taken down mercilessly.
This encourages moving as a team and not running out into the open.
In that regard it's important not to make us invincible as well as immortal.
HOWEVER, I agree that it does make much of the fitting for HP redundant, although with my Exile AR the HP difference between a mlt fit and a proto fit is VERY noticeable (although I don't use aim assist so maybe it's just my aim).
What really is suffering from short TTKs are dropships vs. railguns and/or forges and swarms.
From what iv experienced it encourages lonewolf mlt suit wearers to sneak around and shoot you in the back. The ttk is ridiculously quick, iv noticed a huge increase in troll play rather than gun fights, I can't even run and pick someone up while using my Logis massive HP to shield them now, begs the question why the fk have I got this HP, it gives me half a second survivability over mlt fits and don't get me started on how badly I **** heavies with my smg. |
Xaviah Reaper
Nyain San EoN.
112
|
Posted - 2013.10.11 11:58:00 -
[14] - Quote
I think all except HMG should lose the 10% buff. those guys need a break. getting out gunned vs a basic AR when you have full hp and an mh82 point blank, isn't logical |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
184
|
Posted - 2013.10.11 14:43:00 -
[15] - Quote
Xaviah Reaper wrote:I think all except HMG should lose the 10% buff. those guys need a break. getting out gunned vs a basic AR when you have full hp and an mh82 point blank, isn't logical
Id agree with that, I mean, I feel like I should be a little more worried when someone with a huge armored suit and mini gun is coming at me (at short/mid range) and I'm kinda not. Another decent option is to increase the kick/recoil on the AR to be more like an AScR to make it a little less of a long range weapon.
|
TechMechMeds
Swamp Marines Kleenex Inc.
366
|
Posted - 2013.10.11 15:01:00 -
[16] - Quote
Bump |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2713
|
Posted - 2013.10.11 15:58:00 -
[17] - Quote
John Demonsbane wrote:Xaviah Reaper wrote:I think all except HMG should lose the 10% buff. those guys need a break. getting out gunned vs a basic AR when you have full hp and an mh82 point blank, isn't logical Id agree with that, I mean, I feel like I should be a little more worried when someone with a huge armored suit and mini gun is coming at me (at short/mid range) and I'm kinda not. Another decent option is to increase the kick/recoil on the AR to be more like an AScR to make it a little less of a long range weapon.
I think a large part of the gripes about the AR is the prevalence of the weapon. Most weapons where hit detection and/or aim is a factor became more powerful in 1.4 though. The weapons that didn't become "better" were ones that couldn't benefit from that sort of thing: Sniper Rifles (still have issues with texture glitches, etc.,), Swarm Launcher (already tracked), and so on.
Weapons with higher rates of fire could benefit from both hit detection AND aim-assist. If a sniper has a hit detection issue (not uncommon), then they take another shot. Weapons like the SMG and AR though get a double benefit from hit detection and aim-assist, which is what made them so deadly.
The 10% bonus was added to damage originally across the board partially because people were complaining about difficulty killing people. That's because when Dust 514 launched in May, there were various rendering, lag, and engine issues that were taking a huge toll on hit detection.
This was said originally:Quote: 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.
This is from a post date MAY TENTH. So, they decided to give a blanket 10% bonus within about 3 days of the new build coming out (Dust's newer build actually launched a week before the 14th).
This means they made this change based on an uproar in about 3 days of gameplay. An uproar where people had problems killing people as fast as they used to... BUT the frustration factor of killing people was largely impacted by these things:
The removal of the Sharpshooter skill
Everyone in Chromosome was used to having augmented reach on their weapons. hard stop that currently takes place at maximum weapon range
Prior to that more recent fix, your weapons did zero damage outside of max range, and there wasn't really "fall-off" Controls/hit-detection issues
This was also acknowledged at the time (3 days post build-launch):
Quote:Aiming and control system in general: We have done a massive amount of updates to this area of the game with Uprising, laying an enhanced tech foundation for all of these systems to iterate on into the future, and of course, this has come with a lot of feedback as well in the days since Uprising deployment. We are aware of the issue that some players are experiencing GÇ£slipperyGÇ¥ feel of aiming and general gameplay experience, and our team is carefully looking into tweaking controls schemes for both keyboard and mouse and the Dualshock controller. For example, we have made changes to the input settings on the mouse which should improve the smoothness and fine aiming. The new values are very similar to those in Chromosome (though not identical). Expect CCP Wolfman to have detailed discussions about this particular issue on the forums here. Again, there are updates to this going out right now as I type this.
Read: -They changed how aiming worked with the launch with a mind to "iterate on it in the future"(and people complained about difficulty killing people). -The bonus to damage basically fixed the "TTK" problem while they worked on the controls and hit-detection (iterated on it)
So, we have a damage bonus that was in part a reaction to an outcry of players reacting to changing what they familiar with, but it was actually a combined issue with: less range, aiming/control, hit-detection/rendering, and fall-off damage issues.
So, if we're at a point where these other issue have been fixed; it's time for the crutch TO GO! |
Rogatien Merc
Red Star. EoN.
1441
|
Posted - 2013.10.11 17:29:00 -
[18] - Quote
I've been an AR apologist for a long time. But since 1.4 dropped... yeah. They have since degraded the Aim Assist from what was OP day one, which I think everyone acknowledges, but the increase in hit detection has significantly increased AR dps.
I will say the path to non-AR FOTM is a slippery slope though... a STD aur laser with 0 SP invested still eats through ~750 hp in less than 0.5 seconds at extreme ranges if it is hot due to the aim assist helping it at range. Nerf the AR and it will be king again. If you nerf AR in conjunction with fixing SG hit detection and a shotty scout can charge through concentrated AR fire to two-shot you in the face... that's too much. A shield-tanked massdriver is still very effective in CQC, and if you nerf AR back to pre-1.4 levels and the AR can't out DPS a weapon that splashes around corners... it is going to return as the weapon to use.
10% nerf might be too much, but I agree there is an issue. |
Meeko Fent
DUST University Ivy League
1130
|
Posted - 2013.10.11 20:30:00 -
[19] - Quote
Rogatien Merc wrote:I've been an AR apologist for a long time. But since 1.4 dropped... yeah. They have since degraded the Aim Assist from what was OP day one, which I think everyone acknowledges, but the increase in hit detection has significantly increased AR dps.
I will say the path to non-AR FOTM is a slippery slope though... a STD aur laser with 0 SP invested still eats through ~750 hp in less than 0.5 seconds at extreme ranges if it is hot due to the aim assist helping it at range. Nerf the AR and it will be king again. If you nerf AR in conjunction with fixing SG hit detection and a shotty scout can charge through concentrated AR fire to two-shot you in the face... that's too much. A shield-tanked massdriver is still very effective in CQC, and if you nerf AR back to pre-1.4 levels and the AR can't out DPS a weapon that splashes around corners... it is going to return as the weapon to use.
10% nerf might be too much, but I agree there is an issue. That's why ALL weapons are going to get this Nerf. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2725
|
Posted - 2013.10.12 20:58:00 -
[20] - Quote
I think across the board would be the best bet, though I can see why people that use weapons that haven't benefitted from the AA/hit-detection or that have other underlying issues would feel that's a bad idea. |
|
Thurak1
Psygod9 D.E.F.I.A.N.C.E
279
|
Posted - 2013.10.12 23:04:00 -
[21] - Quote
As someone that USED to play heavy a lot i totally agree. I now mostly play assault so i can have at least some chance of getting some cover so i can survive a firefight. I have very similar ehps with my assault suit also which is frustrating given how much movement is sacrificed to be a heavy. For now with the crap ccp has handed me i find that my favorite fittings are my assault with scrambler and my assault with duvol and complex damage mod. With either fitting i get some nice mobility and excellent take down power that honestly out shines my heavy with boundless + complex damage mod. Mostly because with the heavy my mobility is so restrictive i die very fast it seems like i am a giant bullet magnet. I now bust out my heavy with a FG only when the situation is going to give me a sizable advantage (ie the team needs a big push out of a CQC area or i am going to do some forge gun sniping or there are tanks to bust) |
Cosgar
ParagonX
5929
|
Posted - 2013.10.13 11:09:00 -
[22] - Quote
Just tested a pure shield tanking fit with a shield recharge delay of 2 seconds. I can't even live long enough to get to cover so my shields can pop. What a joke... |
pegasis prime
BIG BAD W0LVES
1158
|
Posted - 2013.10.13 11:19:00 -
[23] - Quote
I would have to say that the time to kill is a bit quick for a tracking dps game . This only really occurd after the birth if aimassist combind with its twin improved hit detection. Niw the only way round this is either 1 of 3 ways
1 leave it all allone and allow dust to remain a fast pased semi twich shooter.
2 give everything 100% more hp in total.leaving the dps the same
3 lower the dps of every thing by 50% and leave the hp where it is
The first option really explains its self and tge secont 2 options would increas engagement times across the board as well as make for more tactical gameplay as you simply wouldent be able to just appear and kill in less than half a second. Now I can see allot of flame from the ar cod boys who suddenly got good at this game after the introduction of improved aim assist and hit detection.
|
Cosgar
ParagonX
5929
|
Posted - 2013.10.13 11:33:00 -
[24] - Quote
pegasis prime wrote:I would have to say that the time to kill is a bit quick for a tracking dps game . This only really occurd after the birth if aimassist combind with its twin improved hit detection. Niw the only way round this is either 1 of 3 ways
1 leave it all allone and allow dust to remain a fast pased semi twich shooter.
2 give everything 100% more hp in total.leaving the dps the same
3 lower the dps of every thing by 50% and leave the hp where it is
The first option really explains its self and tge secont 2 options would increas engagement times across the board as well as make for more tactical gameplay as you simply wouldent be able to just appear and kill in less than half a second. Now I can see allot of flame from the ar cod boys who suddenly got good at this game after the introduction of improved aim assist and hit detection.
They sot of did 2 for Uprising by introducing efficacy to skils and partially did 3 by removing the weaponry skill. But the problem was instead of focusing on fixing aiming they made knee jerk changes during the first damn week of Uprising, just to have something reasonably presentable on that cute 5/14 release date. Now all those hot fixes that were meant to compensate for what they couldn't fix- aiming, are ruining the purpose of investing SP into your character since we all have huge hit boxes, can't strafe, and automatic weapons fire homing bullets. I'm pretty sure if they rolled back those changes to compensate for aiming problems, TTK would be in a good place again. CoD players be damned since they're going to leave for Ghost anyway... |
pegasis prime
BIG BAD W0LVES
1159
|
Posted - 2013.10.13 11:42:00 -
[25] - Quote
I did have an after thought...... return all aiming and wepon balance back to that of chrome ... this would work especially with the removal of the sharp shooters old bonus whare we saw armies of ar snipers and hmgs that could drop a squad from 79m lol. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2729
|
Posted - 2013.10.13 14:54:00 -
[26] - Quote
I agree with some of the post-uprising changes. Removing sharpshooter was a good idea, because there WERE issues with playing with weapon ranges like that, and they still don't quite have a handle on weapon-range balance either. It works better in the context of EVE because of how engagements work there I think, but they can't cut-n-paste EVE mechanics and skills into Dust.
I was hopefully communicating that the original damage buff and changes were knee-jerk, based on whining people subjected to many changes and issues at the same time. As Cosgar suggests, they probably made that change SOOO quickly because the official launch was coming a handful of days after that.
There's some inherent discomfort in many players with TTK that's longer than a twitch shooter because I think a lot of people haven't played games of that nature. Dust is a lobby shooter with deathmatch, and that kind of design makes dropping people quickly and making your kill-count rise one of the key sources of satisfaction.
Dust isn't quite aiming to be long TTK by strafe-fest either though I think. That's ALSO a different kind of game. If everyone moved faster than scouts, rocket jumped, and we had platforms acting as trampolines and launchers... different kind of game.
The idea in Dust is SUPPPOSED to be one where it takes some time to kill a target... because they're friggin loaded with shields and armor and they spent 3 months becoming an expert in mitigating damage (as opposed to scanning, etc.). A solo player should take awhile to kill another solo player in the same sense that two knights might have to contend with the fact their sword can't just cut through the other guy's plate.
The whole idea of having characters that are purposely "slower" and easier to hit is that they're sacrificing speed/evasion for the ability to tank damage (which barely exists now). To "actually" take down players quickly, you be using teamwork or doing something very intelligent or skillful, not twitching in their general direction. |
TechMechMeds
Swamp Marines Kleenex Inc.
422
|
Posted - 2013.10.13 17:53:00 -
[27] - Quote
Vyzion Eyri wrote:If we're talking about 1v1 situations with cover, fights can last about 10 seconds.
If you're caught off guard it's only natural you should be taken down mercilessly.
This encourages moving as a team and not running out into the open.
In that regard it's important not to make us invincible as well as immortal.
HOWEVER, I agree that it does make much of the fitting for HP redundant, although with my Exile AR the HP difference between a mlt fit and a proto fit is VERY noticeable (although I don't use aim assist so maybe it's just my aim).
What really is suffering from short TTKs are dropships vs. railguns and/or forges and swarms.
The HP difference is huge but grinding to get all proto and costing that much isk to survive half a second longer is not cool. Being a medic repair logi is almost pointless unless out of combat now. |
TechMechMeds
Swamp Marines Kleenex Inc.
422
|
Posted - 2013.10.13 17:55:00 -
[28] - Quote
Cosgar wrote:Just tested a pure shield tanking fit with a shield recharge delay of 2 seconds. I can't even live long enough to get to cover so my shields can pop. What a joke...
Iv found shield tanking seems a bit too hit and run, do or die now. |
Denn Maell
PIanet Express
3
|
Posted - 2013.10.14 00:13:00 -
[29] - Quote
I don't really mind the TTK as it is now. I don't really think it is the problem. I would like to see the game move more towards tactical-squad style FPS. If anything, I think that until recently we were too bullet spongy, shields were OP and Armor Tanking wasn't useful. I wouldn't mind seeing Heavies become a bit more bullet spongy (they are Heavies after all). Assaults just shouldn't be trading shots with each other but trying to out maneuver each other by bounding from cover to cover and maneuvering for advantage. Snipers should pop off a few shots then hoof it to another vantage point before some one finds them. |
Cosgar
ParagonX
5972
|
Posted - 2013.10.14 00:47:00 -
[30] - Quote
TechMechMeds wrote:Cosgar wrote:Just tested a pure shield tanking fit with a shield recharge delay of 2 seconds. I can't even live long enough to get to cover so my shields can pop. What a joke... Iv found shield tanking seems a bit too hit and run, do or die now. More like get hit and die. I can live with getting OHK by ScR, or melted by lasers, but damage mod and proficiency stacked ARs from outside of draw distance is sucking the fun out of this game. |
|
|
|
|
Pages: [1] 2 3 4 5 6 7 8 9 :: one page |
First page | Previous page | Next page | Last page |