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Ulysses Knapse
duna corp
708
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Posted - 2013.12.12 00:05:00 -
[1] - Quote
EVE has an interesting thing called "Tracking Speed". All turrets have a tracking speed. If they're forced to track faster than their normal tracking speed, the accuracy of the turret drops. This is an important feature that lets the game have high-damage, high-range weapons without being totally overpowered.
Dust 514 has it, too... to some extent, anyway. Vehicle turrets have a set tracking speed, which is actually just a turning speed, limiting how fast a vehicle turret can turn. However, turrets don't actually become less accurate while tracking, and handheld weapons seem to neglect the concept almost entirely. So, I propose a change...
TURRET TRACKING Turrets, rather than simply having one tracking speed that determines how fast they can turn, have two tracking speeds: Optimal Tracking Speed and Maximum Tracking Speed. Optimal Tracking Speed is the optimal rate of tracking for a turret. If a turret tracks faster than their Optimal Tracking Speed, the spread of the turret increases, causing inaccuracy. Maximum Tracking Speed determines how fast the turret can track altogether. Short-range turrets, such as Blasters, Autocannons and Pulse Lasers, have high tracking speeds. Long-range turrets, such as Railguns, Artillery, and Beam Lasers have low tracking speeds. Additionally, different types of turrets have different rates of Optimal to Maximum Tracking Speed. Hybrids have decent optimal and maximum tracking speeds, Projectiles have low optimal but high maximum tracking speed, and Laser Turrets have high optimal but low maximum tracking speed. Tracking Computers affect both values (Optimal and Maximum) equally.
When zoomed in, Maximum Tracking Speed is lowered to the Optimal Tracking Speed.
WEAPON TRACKING Tracking speed on weapons?! Have I lost my senses? No, sir. In fact, it's the opposite. Now, I'm not saying that ALL weapons should have this, but I think it's a good addition for some. Basically, each weapon would also have two tracking speeds, except it wouldn't work like it does on vehicle turrets. You would have hipfire tracking speed and scoped tracking speed. Hipfire tracking speed determines how fast you can turn before your weapon spread, and thus inaccuracy, is increased (the farther past the limit you go, the wider your spread becomes). Scoped tracking speed determines how fast you can aim while scoped (obviously). Weapons designed for close-quarters combat would have great tracking speeds (SMGs, Gallente ARs, etc.). Weapons designed for longer range confrontations would have lesser tracking speeds (Rail Rifles, Tactical ARs, etc.). Keep in mind that most weapons already have similar mechanics, this would just be improving on them.
Humanity is the personification of change.
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Malkai Inos
Onikanabo Brigade Caldari State
1074
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Posted - 2013.12.12 00:21:00 -
[2] - Quote
If m/k infantry gets raw input along with it (the accuracy loss will do the balancing against DS3 users) then i could get behind it.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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Vyzion Eyri
The Southern Legion The Umbra Combine
2210
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Posted - 2013.12.12 00:23:00 -
[3] - Quote
I think EVE is only trying to simulate what we already have with human error when a target is moving too fast. I already am more inaccurate with fast moving targets than slow ones, and aim assist does help but someone sprinting 50m out perpendicular to my sights is much harder for me to hit than say, someone camping a tower who I've snuck up behind on.
There is no need for a player to really track in eve, the computer does all that, so naturally optimal tracking speed has to be implemented to allow for speed tanking. The only limitation to speed tanking in dust is they the scout suits are so weak it doesn't matter how fast you strafe.
"When nothing is going your way, go out of your way to do nothing."
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Ulysses Knapse
duna corp
709
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Posted - 2013.12.12 00:25:00 -
[4] - Quote
Vyzion Eyri wrote:I think EVE is only trying to simulate what we already have with human error If short-range weapons and long-range weapons had the same tracking speed in EVE, I could believe that.
But they don't, and that's done for balance, and I think it could work for Dust 514.
Humanity is the personification of change.
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Malkai Inos
Onikanabo Brigade Caldari State
1074
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Posted - 2013.12.12 00:35:00 -
[5] - Quote
Vyzion Eyri wrote:I think EVE is only trying to simulate what we already have with human error when a target is moving too fast. I already am more inaccurate with fast moving targets than slow ones, and aim assist does help but someone sprinting 50m out perpendicular to my sights is much harder for me to hit than say, someone camping a tower who I've snuck up behind on.
There is no need for a player to really track in eve, the computer does all that, so naturally optimal tracking speed has to be implemented to allow for speed tanking. The only limitation to speed tanking in dust is they the scout suits are so weak it doesn't matter how fast you strafe. Not quite. It simulates the fact that turret mounts needs to turn in order keep aiming at the target. A fast moving target might orbit faster than the turrets turning speed so it can't keep a solid aim if at all.
Basically a turret can turn, for example, 12-¦ per second in any direction. If the target moves close or higher than 12-¦/sec around your damage will quickly decrease or even vanish.
Mechanics wise, it's a measure to give large high damage turrets a weakness against smaller/faster ships so that large ships are not stronger ships by default.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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Samael Artico
Company of Marcher Lords Amarr Empire
21
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Posted - 2013.12.12 05:12:00 -
[6] - Quote
Ah, good concept! Why is this not implemented yet? |
Negris Albedo
Nuevo Atlas Corporation
37
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Posted - 2013.12.12 22:21:00 -
[7] - Quote
+1. |
Meeko Fent
State Patriots Templis Dragonaors
1710
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Posted - 2013.12.12 22:34:00 -
[8] - Quote
The idea of each weapon aiming differently is very much broken for a FPS.
Much like the suit turning restrictions.
The turret one seems ok though.
DUST is a half decent game.
Be happy its free.
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Ulysses Knapse
duna corp
719
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Posted - 2013.12.12 22:36:00 -
[9] - Quote
Meeko Fent wrote:The idea of each weapon aiming differently is very much broken for a FPS.
Much like the suit turning restrictions. Those are completely different... Also, different weapons already aim differently. The Laser Rifle is always perfectly accurate no matter how much you move or turn, but the Assault Rifle has increased spread when you move or turn. There are other examples, but I'm a lazy bastard and I don't really care to come up with more.
Humanity is the personification of change.
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Ulysses Knapse
Knapse and Co. Mercenary Firm
817
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Posted - 2013.12.20 05:18:00 -
[10] - Quote
Bump.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
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Ulysses Knapse
Knapse and Co. Mercenary Firm
914
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Posted - 2013.12.29 06:00:00 -
[11] - Quote
Bump 2.0.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
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Killar-12
The Corporate Raiders Top Men.
1918
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Posted - 2013.12.29 09:53:00 -
[12] - Quote
Agreed, how would sensitivity be worked into this?
A-Teams win Battles B-Teams win Campaigns C-Teams win Wars
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The-Errorist
Closed For Business For All Mankind
431
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Posted - 2013.12.29 11:09:00 -
[13] - Quote
Killar-12 wrote:Agreed, how would sensitivity be worked into this? I don't think it would or should. |
Ulysses Knapse
Knapse and Co. Mercenary Firm
1094
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Posted - 2014.01.21 14:18:00 -
[14] - Quote
Killar-12 wrote:Agreed, how would sensitivity be worked into this? I don't think that's necessary. Sensitivity would obviously make input more sensitive, but it wouldn't change how spread functions in hipfire, nor would it change the hard limit on scoped tracking speed.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
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