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ZDub 303
TeamPlayers Negative-Feedback
2303
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Posted - 2014.03.05 12:35:00 -
[1] - Quote
I don't know... maybe its just me but in 1.3 - pre auto aim the TTKs were quite high in PC and even in pubs again people not in MLT gear. Mostly due to lag and poor hit detection. Most fun I've had in this game by far.
I come back and play a few pubs in 1.8 and its just mowing people down like its nbd. There are no tactics... just whoever has more hp at the time usually makes it. I dunno I find infantry combat in 1.8 pretty lackluster myself.
Although, I don't like BF3/4 either... so there is some obvious bias there.
I don't think the reduction is going to be that big of a deal. However, the rifle nerfs and the ehp buff to heavies in 1.8 is gonna cause some serious heavy fotm play methinks. |
ZDub 303
TeamPlayers Negative-Feedback
2303
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Posted - 2014.03.05 12:42:00 -
[2] - Quote
Ydubbs81 RND wrote:I remember gun fights being so frustrating in Uprising because it used to take forever to kill someone. Poor hit detection and effed up aiming system...reloading to down one enemy wasn't really fun.
See i don't remember it being that frustrating. The lag in PC in 1.1 and 1.2 was very frustrating yes, but in 1.3 it felt 'okay' and the high TTKs were a blast. 1v1 fights were always very interesting and teamwork meant more when 2v1 engagements became so one sided. It also gave reps a purpose when people could actually survive a 1v1 and then need reps after.
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ZDub 303
TeamPlayers Negative-Feedback
2306
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Posted - 2014.03.05 12:50:00 -
[3] - Quote
Spectral Clone wrote:Hey ZDub! A bit off topic, but: Do you still run GIMX? Im getting one USB-adapter this week, gonna try it out. Do you have any settings left for dust in GIMX and are willing to share? Post here or pm me ingame if you still have it.
Yes sir, can't really play without it anymore.
Its a bit painful to set up. You have a 10000 pt adjustment you can make to sensitivity and acceleration for hipfire and ads. I think i spent 5-6 games straight adjusting each value up and down until it started to feel okay and see if I could build some muscle memory for it.
I run it mostly so I can use my Corsair K60, which requires custom firmware and is not supported on the PS3.
email me in game if you want.
okay back on topic.
I dunno ydubbs... I think for this you'll just have to see how it plays in game. I think it will be a positive change though myself. But im not as invested in dust as i was in 1.3. |
ZDub 303
TeamPlayers Negative-Feedback
2306
|
Posted - 2014.03.05 13:04:00 -
[4] - Quote
Ydubbs81 RND wrote:
We've always had to think about our fitting. I've always thought about my fittings.....anyone that didn't before is crazy.
But you just described why it is carebear 514. If CCP is catering the game to newbies instead of it just being about skill like "superior reflexes and better aiming"...then that defines carebear.
But what people need to realize is that better players will still be better players. If they nerf something to help out newbies....and make it harder for better players to kill, then guess what? It will be even harder for noobies to kill just as much.
Yes but it makes it easier for 2 newbies to kill 1 skilled player. Higher TTK reduces the ability for a proto-vet to become a 'cod hero'. That is an overall positive change for NPE. |
ZDub 303
TeamPlayers Negative-Feedback
2316
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Posted - 2014.03.05 18:36:00 -
[5] - Quote
Ydubbs... watch the video again.
You start shooting at him at 0:31 and he's dead by 0:32.
He did die in 1s...
You would have died in about 1-2s as well if he was a decent shot. |
ZDub 303
TeamPlayers Negative-Feedback
2316
|
Posted - 2014.03.05 18:39:00 -
[6] - Quote
Vrain Matari wrote:I'm thinking the thing that was frustrating was the disfunctional Hit Detection, and having to reload when you knew damn well you hit the guy.....this will be different because hits will count as hits(mostly) so you'll really be fighting against an effectivly bigger tank but individual skill will make all the difference(yea, i'm convieniently forgetting about AA, but that's another argument).
In surprise/gank situations the extra TTL will amount to tenths of a second.
In no-cover strafing showdowns TTL will go up by maybe a second.
In cover vs. cover by maybe as much as ten seconds, depending on a lot of things.
But these fights should be more interesting and satisfying than the shield-flare fiascos we all remember, which were a sad joke by any measure.
Pretty much agreed. In 1.3 the hit detection was laughable and that was frustrating on its own. But man... strafing for like 5-6s watch health bars go down and down... adrenaline pumping... hoping you'll get the KB and you can run off to regen..
I enjoyed that a lot. I feel like a slight damage nerf to accompany the better hit detection will put us back towards 1.3 which was fun.
Although 1.3 was the time of the MD, which is obv making a comeback with a pretty substantial buff for 1.8 :/
I hate the MD.. |
ZDub 303
TeamPlayers Negative-Feedback
2321
|
Posted - 2014.03.05 19:06:00 -
[7] - Quote
Ydubbs81 RND wrote:ZDub 303 wrote:Ydubbs... watch the video again.
You start shooting at him at 0:31 and he's dead by 0:32.
He did die in 1s...
You would have died in about 1-2s as well if he was a decent shot. The first video? Yea, he died fast because he had 200hp. My point of the video is that I had time to react when he got the drop on me. 1v1s face to face usually last longer. When someone gets the drop on you, they have a supreme advantage and you should barely have time to react.
You only had time to react cause he was a bad shot though. |
ZDub 303
TeamPlayers Negative-Feedback
2324
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Posted - 2014.03.05 21:33:00 -
[8] - Quote
Ydubbs81 RND wrote:Phazoid wrote:why is people wasting their time to answer to this "we want cod kill time because we are noobs"?, just leave this thread and dont look back, the ones that make this thread are the ones that go 0/10 on a match, or that simply rely on AA. COD kill time? Who's asking for that? Yes...please leave this thread because you're talking bullshit. You're under a 2KD and saying I go 0-10 in a match? lulz
So instead of losing 80% of your hp in that situation you would lose ~70%. I'm just not sure this is something to get super dramatic about?
You only survived that fight because you were trying to prove a point I feel like. Lets hang out near cover and wait until someone starts shooting at me. I am assuming you took this clip today, and it feels like you are trying to bias results a little.
In the end its just opinions, im curious to see what you think come 5-6 weeks into 1.8 once the meta has settled a little. I suspect you don't really notice it as much as you might be worried about.
I will admit I think damage mods need a better profile though. 2-4-7 would have made more sense than 3-4-5. |
ZDub 303
TeamPlayers Negative-Feedback
2326
|
Posted - 2014.03.05 21:52:00 -
[9] - Quote
Ydubbs81 RND wrote:No, I didn't deliberately place myself in that situation if that's what you were thinking. Most games that I play, I am able to take a few bullets and react...so I knew if I just record any random game that I would be able to show a situation where I was able to react.
Because the point of it all is guys saying that you don't have time to react. And I wanted to show guys that you do have time to react in this game. If someone is standing still....then you should die. Don't blame the weapons but one's own performance.
The Viziam scr rifle is one that needed a nerf because it's just too much. And tbh, I wouldn't have been so enraged if it were just a weapon damage nerf. But c'mon....weapon damage nerf, damage mod nerf, and the removal of the rifle prof skill attribute?? It is excessive especially with everyone tanking so much.
I understand what you're saying.
The damage mod nerf was a little much but still a good change imo, as long as they give assaults an appropriate rifle bonus to make it more attractive than running a slayer logi with stacked damage mods. AV needs a buff too, but they needed it before the damage mod change anyways.
Weapon proficiency is not being removed. You still get 3% per level, its just 3% to shields or armor based on the weapon's racial affiliation. It is a damage reduction but its not being completely removed.
The overall rifle nerf was long needed. I hate to say it myself as a die hard rifle user but think of it more as a renormalization to make the rifles more consistent with other weapon catagories (shotguns, precision rifles, etc).
I'm sure many more adjustments are in store. It probably was too much at once, but that is the CCP way. |
ZDub 303
TeamPlayers Negative-Feedback
2327
|
Posted - 2014.03.05 22:00:00 -
[10] - Quote
Ydubbs81 RND wrote:ads alt wrote: No because they werent hip firing, and I always land my shots, and who aims at 5 feet from an enemy? And he was using a underpowered gun yet he wtf pwnd you but he sucked
I seriously doubt you land all your shots lulz
You mean your gun doesn't fire like this?
http://www.youtube.com/watch?v=U7wOX2WqbXE#t=22 |
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ZDub 303
TeamPlayers Negative-Feedback
2327
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Posted - 2014.03.05 22:14:00 -
[11] - Quote
Ydubbs81 RND wrote:This is the second rifle nerf. At this rate, they're going to nerf it again by the end of the year.
Plus...the new rifle prof stats are what we have now. The assault rifle has 10% to shields..in 1.8 we will have to level up in rifle proficiency to get what we automatically have now. But we lose the 3% damage per level that we have now.
Source? I haven't seen this anywhere and i'm 90% sure that is not the case.
Assault rifles are +10% to shields because plasma weaponry is +10% to shields. You get that natively, no matter how much skill you have in plasma rifles.
PLC gets it, AR gets it, Shotgun gets it, and that bonus has no bearing on your proficiency in that skill.
But plasma weaponry is a shield biased weapon being made by the gallente.
So Plasma Rifle Proficiency is now +3% to shields instead of +3% to all damage.
So plasma rifle is now calculated as (Base Damage)*(1+Damage Modifier)*(1+x)*(1+y)
Where: IF target=shields THEN x=0.1 AND y=0.3*(AR Proficiency) ELSE x=-0.1 AND y=0
I hope that is somewhat clear. |
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