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hgghyujh
Expert Intervention Caldari State
283
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Posted - 2014.02.12 10:39:00 -
[1] - Quote
sooooo when is the promised fix to AR kick gonna happen CCP(you know the one that turbo controllers abuse)?? why is there not a weapons stability mechanic that decays slowly instead of a quick reset? most pull per shot weapons have it.
frankly its also breaking the CR, for pull per shots not using an over heat function why not use a kick mechanic that increases exponentially with firerate instead of relying on fire rate hard caps.
this isn't bitching I really want to know is it technical issues, did you test it and find these things didn't work, for performance reasons???? |
BL4CKST4R
WarRavens League of Infamy
1891
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Posted - 2014.02.12 10:54:00 -
[2] - Quote
hgghyujh wrote:sooooo when is the promised fix to AR kick gonna happen CCP(you know the one that turbo controllers abuse)?? why is there not a weapons stability mechanic that decays slowly instead of a quick reset? most pull per shot weapons have it.
frankly its also breaking the CR, for pull per shots not using an over heat function why not use a kick mechanic that increases exponentially with firerate instead of relying on fire rate hard caps.
this isn't bitching I really want to know is it technical issues, did you test it and find these things didn't work, for performance reasons????
CCP has stated that this is working as intended.
Armor and Shields are not the same!
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hgghyujh
Expert Intervention Caldari State
284
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Posted - 2014.02.12 11:03:00 -
[3] - Quote
BL4CKST4R wrote:hgghyujh wrote:sooooo when is the promised fix to AR kick gonna happen CCP(you know the one that turbo controllers abuse)?? why is there not a weapons stability mechanic that decays slowly instead of a quick reset? most pull per shot weapons have it.
frankly its also breaking the CR, for pull per shots not using an over heat function why not use a kick mechanic that increases exponentially with firerate instead of relying on fire rate hard caps.
this isn't bitching I really want to know is it technical issues, did you test it and find these things didn't work, for performance reasons???? CCP has stated that this is working as intended.
did they..................... I don't know why I bother, well boys and girls so much for the even playing field console, heh this means the you would of had to spend less on competitive peripherals for a computer then you will have to for a console.
just lock this thread and be done with it, tho with bullet mag I guess it makes zero difference any ways. |
killertojo42
Sardaukar Merc Guild
0
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Posted - 2014.02.12 11:04:00 -
[4] - Quote
To be honest, CCP needs really adjust the kick on weapons, rail rifles need to power per shot frankly because they lose all accuracy so quickly and the tactical assault rifle has way to much kick so much so that a duvolle is more spot on at full spray and weirdly enough, your spray is a lot of times more accurate hip firing than aiming , this isn't halo, CCP needs to fix it
When walking on the battlefield i stand alone
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hgghyujh
Expert Intervention Caldari State
285
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Posted - 2014.02.12 11:13:00 -
[5] - Quote
killertojo42 wrote:To be honest, CCP needs really adjust the kick on weapons, rail rifles need to power per shot frankly because they lose all accuracy so quickly and the tactical assault rifle has way to much kick so much so that a duvolle is more spot on at full spray and weirdly enough, your spray is a lot of times more accurate hip firing than aiming , this isn't halo, CCP needs to fix it
the tac is broken because CCP is not using kick mechanics that would balance it, I mean it could have been where it was a few builds ago when it was OP if it had a kick that increased exponentially with fire rate that would allow for quick finishing bursts while still requiring trigger control to hit things.
and actually that kick would balance the RR if it wasn't for bullet magnetism the one thing CCP has balanced perfectly on implementation like EVER and its going to be broken because they are hiding their broke hit detection behind a garbage mechanic, like sweeping dirt under a rug.
again not trying to be a **** about this but, **** show me your math CCP, please. |
killertojo42
Sardaukar Merc Guild
0
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Posted - 2014.02.12 11:38:00 -
[6] - Quote
hgghyujh wrote:killertojo42 wrote:To be honest, CCP needs really adjust the kick on weapons, rail rifles need to power per shot frankly because they lose all accuracy so quickly and the tactical assault rifle has way to much kick so much so that a duvolle is more spot on at full spray and weirdly enough, your spray is a lot of times more accurate hip firing than aiming , this isn't halo, CCP needs to fix it the tac is broken because CCP is not using kick mechanics that would balance it, I mean it could have been where it was a few builds ago when it was OP if it had a kick that increased exponentially with fire rate that would allow for quick finishing bursts while still requiring trigger control to hit things. and actually that kick would balance the RR if it wasn't for bullet magnetism the one thing CCP has balanced perfectly on implementation like EVER and its going to be broken because they are hiding their broke hit detection behind a garbage mechanic, like sweeping dirt under a rug. again not trying to be a **** about this but, **** show me your math CCP, please. CCP gets burst weapons right better than anything on kick but considering they'll probably nerf CRs in the end it doesn't matter but there are two shining examples of guns with near proper kick, SMGs and the combat rifle assault variants
When walking on the battlefield i stand alone
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hgghyujh
Expert Intervention Caldari State
285
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Posted - 2014.02.12 11:46:00 -
[7] - Quote
mmmm not really CRs are ******** OP the only reason it goes unnoticed is that the RR with bullet mag require slightly less skill.
CR is perfect below 5RPS above 8RPS the kick is laughably underwhelming. |
killertojo42
Sardaukar Merc Guild
0
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Posted - 2014.02.12 11:50:00 -
[8] - Quote
hgghyujh wrote:mmmm not really CRs are ******** OP the only reason it goes unnoticed is that the RR with bullet mag require slightly less skill. Oh i know they're OP but they also are outranged by assault rifles so they're not terribly OP in any sense except close up then even SMGs have a hard time competing
When walking on the battlefield i stand alone
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hgghyujh
Expert Intervention Caldari State
285
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Posted - 2014.02.12 11:57:00 -
[9] - Quote
killertojo42 wrote:hgghyujh wrote:mmmm not really CRs are ******** OP the only reason it goes unnoticed is that the RR with bullet mag require slightly less skill. Oh i know they're OP but they also are outranged by assault rifles so they're not terribly OP in any sense except close up then even SMGs have a hard time competing
oh you mean ACRs yea their fine could even use a few more rounds in the clip IMHO, but the CR is devastating at almost any range as long as you always hip fire |
killertojo42
Sardaukar Merc Guild
0
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Posted - 2014.02.12 12:05:00 -
[10] - Quote
hgghyujh wrote:killertojo42 wrote:hgghyujh wrote:mmmm not really CRs are ******** OP the only reason it goes unnoticed is that the RR with bullet mag require slightly less skill. Oh i know they're OP but they also are outranged by assault rifles so they're not terribly OP in any sense except close up then even SMGs have a hard time competing oh you mean ACRs yea their fine could even use a few more rounds in the clip IMHO, but the CR is devastating at almost any range as long as you always hip fire True about the hipfire but then it feels that way with every dust weapon
When walking on the battlefield i stand alone
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hgghyujh
Expert Intervention Caldari State
285
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Posted - 2014.02.12 12:10:00 -
[11] - Quote
killertojo42 wrote:hgghyujh wrote:killertojo42 wrote:hgghyujh wrote:mmmm not really CRs are ******** OP the only reason it goes unnoticed is that the RR with bullet mag require slightly less skill. Oh i know they're OP but they also are outranged by assault rifles so they're not terribly OP in any sense except close up then even SMGs have a hard time competing oh you mean ACRs yea their fine could even use a few more rounds in the clip IMHO, but the CR is devastating at almost any range as long as you always hip fire True about the hipfire but then it feels that way with every dust weapon
yea its worse this build AA (in particular bullet mag)is not as pronounced in ADS, tho even without AA ADS is just garbage, I think its cause the effects of kick are more pronounced at least visually and control wise in ADS. |
killertojo42
Sardaukar Merc Guild
0
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Posted - 2014.02.12 12:15:00 -
[12] - Quote
hgghyujh wrote:killertojo42 wrote:hgghyujh wrote:killertojo42 wrote:hgghyujh wrote:mmmm not really CRs are ******** OP the only reason it goes unnoticed is that the RR with bullet mag require slightly less skill. Oh i know they're OP but they also are outranged by assault rifles so they're not terribly OP in any sense except close up then even SMGs have a hard time competing oh you mean ACRs yea their fine could even use a few more rounds in the clip IMHO, but the CR is devastating at almost any range as long as you always hip fire True about the hipfire but then it feels that way with every dust weapon yea its worse this build AA (in particular bullet mag)is not as pronounced in ADS, tho even without AA ADS is just garbage, I think its cause the effects of kick are more pronounced at least visually and control wise in ADS. You're probably right about the visuals on ADS sights by the way i removed my AA im the options and have benefited and been more accurate ever since
When walking on the battlefield i stand alone
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abarkrishna
WarRavens
292
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Posted - 2014.02.12 12:24:00 -
[13] - Quote
It's called burst firing. You can have the exact same effect by holding the trigger no longer than 3 seconds taking a very brief pause just long enough to stop kick. Anyone who complains about it should just quit playing dust.
No you kill this blueberry hacking the CRU we are camping. I already killed the last 2.
When will they learn!
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killertojo42
Sardaukar Merc Guild
0
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Posted - 2014.02.12 12:35:00 -
[14] - Quote
abarkrishna wrote:It's called burst firing. You can have the exact same effect by holding the trigger no longer than 3 seconds taking a very brief pause just long enough to stop kick. Anyone who complains about it should just quit playing dust. All games do it but few games have as much a combination of kick and power as dust weapons,I mean we're 7 feet tall genetically modified clones and still the guns have too mych kick for us
When walking on the battlefield i stand alone
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hgghyujh
Expert Intervention Caldari State
286
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Posted - 2014.02.12 13:05:00 -
[15] - Quote
abarkrishna wrote:It's called burst firing. You can have the exact same effect by holding the trigger no longer than 3 seconds taking a very brief pause just long enough to stop kick. Anyone who complains about it should just quit playing dust. can you reset your fire rate in less time then it take to tife the next round?? ill answer no. |
hgghyujh
Expert Intervention Caldari State
286
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Posted - 2014.02.12 13:06:00 -
[16] - Quote
killertojo42 wrote:abarkrishna wrote:It's called burst firing. You can have the exact same effect by holding the trigger no longer than 3 seconds taking a very brief pause just long enough to stop kick. Anyone who complains about it should just quit playing dust. All games do it but few games have as much a combination of kick and power as dust weapons,I mean we're 7 feet tall genetically modified clones and still the guns have too mych kick for us
That because kick is a excellent balancing mechanic for shooters. |
killertojo42
Sardaukar Merc Guild
1
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Posted - 2014.02.12 13:15:00 -
[17] - Quote
hgghyujh wrote:killertojo42 wrote:abarkrishna wrote:It's called burst firing. You can have the exact same effect by holding the trigger no longer than 3 seconds taking a very brief pause just long enough to stop kick. Anyone who complains about it should just quit playing dust. All games do it but few games have as much a combination of kick and power as dust weapons,I mean we're 7 feet tall genetically modified clones and still the guns have too mych kick for us That because kick is a excellent balancing mechanic for shooters. True but too much kick ruins everything and takes a lot of skill out of the gameplay especially for a guy like me that likes fighting at longer ranges with my rifles
When walking on the battlefield i stand alone
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1266
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Posted - 2014.02.12 13:35:00 -
[18] - Quote
hgghyujh wrote:BL4CKST4R wrote:hgghyujh wrote:sooooo when is the promised fix to AR kick gonna happen CCP(you know the one that turbo controllers abuse)?? why is there not a weapons stability mechanic that decays slowly instead of a quick reset? most pull per shot weapons have it.
frankly its also breaking the CR, for pull per shots not using an over heat function why not use a kick mechanic that increases exponentially with firerate instead of relying on fire rate hard caps.
this isn't bitching I really want to know is it technical issues, did you test it and find these things didn't work, for performance reasons???? CCP has stated that this is working as intended. did they..................... I don't know why I bother, well boys and girls so much for the even playing field console, heh this means the you would of had to spend less on competitive peripherals for a computer then you will have to for a console. just lock this thread and be done with it, tho with bullet mag I guess it makes zero difference any ways.
They did. I am sorry to report that I opened a [Bug] thread about this a long time ago. A dev actually visited, inquired about details, then came back later and said it was working as intended. I'd take the time to dig it up and find it for you but it is buried pretty deeply in the ether at this point and I am lazy.
Still, I think most of us will agree that a weapon should take more time to recover from kick than accrue said kick. I think we all also agree that kick should start from the first round fired, not half a mag later. Hopefully CCP come to see this at some point.
Fun > Realism
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