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Lightning xVx
R 0 N 1 N
491
|
Posted - 2014.03.31 03:57:00 -
[1] - Quote
I have to ask you a few questions in regards these subjects, if you don't mind me asking.
1.) What did you do to nerf Speed?
2.) How has hit detection improved from slower-speeds?
3.) If the game CANNOT process people running that fast, why not nerf speed on all suits by 10-15%?
4.) If hit detection has "improved" why not go back to what it was before on Speed Tankers?
5.) Why not have this game mechanic (Stun-Locking) based off of weapon performance? i.e.
* If it's a basic weapon it doesn't do anything to stun lock you. *If it's advance it goes up by low%. *If it's proto have it to where it's at now.
It just makes sense. And I am the ONLY person I know that is a COMPLETE speed tanker running at either 10.33 or 10. 75 on my Amarr no other Scout runs this solely as their fit other then me and I'm sick of ONE bullet that completely halts my movements thus rendering me to run at a snail pace speed. CCP I'm getting a cap card soon and when I get it I will show you what this is doing, because apparently you still haven't seen the effects of this.
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ANON Cerberus
Tiny Toons
428
|
Posted - 2014.03.31 04:03:00 -
[2] - Quote
Lightning xVx wrote:I have to ask you a few questions in regards these subjects, if you don't mind me asking.
1.) What did you do to nerf Speed?
2.) How has hit detection improved from slower-speeds?
3.) If the game CANNOT process people running that fast, why not nerf speed on all suits by 10-15%?
4.) If hit detection has "improved" why not go back to what it was before on Speed Tankers?
5.) Why not have this game mechanic (Stun-Locking) based off of weapon performance? i.e.
* If it's a basic weapon it doesn't do anything to stun lock you. *If it's advance it goes up by low%. *If it's proto have it to where it's at now.
It just makes sense. And I am the ONLY person I know that is a COMPLETE speed tanker running at either 10.33 or 10. 75 on my Amarr no other Scout runs this solely as their fit other then me and I'm sick of ONE bullet that completely halts my movements thus rendering me to run at a snail pace speed. CCP I'm getting a cap card soon and when I get it I will show you what this is doing, because apparently you still haven't seen the effects of this.
I cant speak to other things, but as for the speed locking - slow down mechanic = I say remove it totally. |
Tectonic Fusion
1381
|
Posted - 2014.03.31 04:05:00 -
[3] - Quote
ANON Cerberus wrote:Lightning xVx wrote:I have to ask you a few questions in regards these subjects, if you don't mind me asking.
1.) What did you do to nerf Speed?
2.) How has hit detection improved from slower-speeds?
3.) If the game CANNOT process people running that fast, why not nerf speed on all suits by 10-15%?
4.) If hit detection has "improved" why not go back to what it was before on Speed Tankers?
5.) Why not have this game mechanic (Stun-Locking) based off of weapon performance? i.e.
* If it's a basic weapon it doesn't do anything to stun lock you. *If it's advance it goes up by low%. *If it's proto have it to where it's at now.
It just makes sense. And I am the ONLY person I know that is a COMPLETE speed tanker running at either 10.33 or 10. 75 on my Amarr no other Scout runs this solely as their fit other then me and I'm sick of ONE bullet that completely halts my movements thus rendering me to run at a snail pace speed. CCP I'm getting a cap card soon and when I get it I will show you what this is doing, because apparently you still haven't seen the effects of this.
I cant speak to other things, but as for the speed locking - slow down mechanic = I say remove it totally. Pretty much this...
Solo Player
Squad status: Locked
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Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
619
|
Posted - 2014.03.31 04:05:00 -
[4] - Quote
You go slower when you get shot? Seriously? That's some darksouls zweihander tier stupidity right there.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Lightning xVx
R 0 N 1 N
491
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Posted - 2014.03.31 13:07:00 -
[5] - Quote
Auris Lionesse wrote:You go slower when you get shot? Seriously? That's some darksouls zweihander tier stupidity right there.
I call this game the Dark Souls/Demon Souls of First Person Shooters, but that mechanic negates speed tanking. I could understand if it's a high alpha damage from up close or a full on PROTO weapon but I get stun locked from EVERY weapon at almost ANY distance. CCP, I'm not trying to be disrespectful at all (just being honest) you have not fixed hit detection. Because if you had, then it should work when you speed tank right? But even if you won't reply I will send evidence of it, since (I have a feeling) you don't believe me. |
Lightning xVx
R 0 N 1 N
491
|
Posted - 2014.03.31 13:24:00 -
[6] - Quote
Bump |
Spectral Clone
Dust2Dust. Top Men.
2003
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Posted - 2014.03.31 13:30:00 -
[7] - Quote
Lightning xVx wrote:I have to ask you a few questions in regards these subjects, if you don't mind me asking.
1.) What did you do to nerf Speed?
2.) How has hit detection improved from slower-speeds?
3.) If the game CANNOT process people running that fast, why not nerf speed on all suits by 10-15%?
4.) If hit detection has "improved" why not go back to what it was before on Speed Tankers?
5.) Why not have this game mechanic (Stun-Locking) based off of weapon performance? i.e.
* If it's a basic weapon it doesn't do anything to stun lock you. *If it's advance it goes up by low%. *If it's proto have it to where it's at now.
It just makes sense. And I am the ONLY person I know that is a COMPLETE speed tanker running at either 10.33 or 10. 75 on my Amarr no other Scout runs this solely as their fit other then me and I'm sick of ONE bullet that completely halts my movements thus rendering me to run at a snail pace speed. CCP I'm getting a cap card soon and when I get it I will show you what this is doing, because apparently you still haven't seen the effects of this.
I think the stun lock mechanic is the hit detection fix. It started when CCP released 1.5 or 1.6 (hit detection patch).
Drop it like its hat.
I´m a fat scout. Do you even lift bro?
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Lightning xVx
R 0 N 1 N
492
|
Posted - 2014.03.31 13:42:00 -
[8] - Quote
Spectral Clone wrote:Lightning xVx wrote:I have to ask you a few questions in regards these subjects, if you don't mind me asking.
1.) What did you do to nerf Speed?
2.) How has hit detection improved from slower-speeds?
3.) If the game CANNOT process people running that fast, why not nerf speed on all suits by 10-15%?
4.) If hit detection has "improved" why not go back to what it was before on Speed Tankers?
5.) Why not have this game mechanic (Stun-Locking) based off of weapon performance? i.e.
* If it's a basic weapon it doesn't do anything to stun lock you. *If it's advance it goes up by low%. *If it's proto have it to where it's at now.
It just makes sense. And I am the ONLY person I know that is a COMPLETE speed tanker running at either 10.33 or 10. 75 on my Amarr no other Scout runs this solely as their fit other then me and I'm sick of ONE bullet that completely halts my movements thus rendering me to run at a snail pace speed. CCP I'm getting a cap card soon and when I get it I will show you what this is doing, because apparently you still haven't seen the effects of this.
I think the stun lock mechanic is the hit detection fix. It started when CCP released 1.5 or 1.6 (hit detection patch).
But that's the thing...they didnt fix the hit detection part because my bullets sometimes wont even register even to the guy SITTING in place. It was a way to band-aid the the players who couldnt get shots at Scouts running that fast and because hit detection was not FULLY fixed. But if they want evidence, I'll give it to them once I have my cap card. |
Sgt Buttscratch
R 0 N 1 N
2124
|
Posted - 2014.03.31 13:47:00 -
[9] - Quote
Problem is CCP and their approach to development. When a carpenter works there's a simple golden rule, measure twice cut once. CCP don't have a rule, just the cut, This leads to poor implementation of new content with mostly missed mistake due to poor testing(and a guy to double double check all stat changes). The game is not tested in a competitive atmosphere, meaning that though something looks good on the calculator most the time the numbers don't work in the released version we have to play test. A good example would be my assault scrambler pistol, the weapon would have been the best counter to the magsec (sidearm v sidearm), instead the weapon was butchered, the magsec still delivers great power at 54m I found out, spray n prey outranging and dps(realistically) the cap, my only hope being a clean head shot and victim have a low hep build.
What I'm saying is the stun-lock issue didn't happen their calculators, unless you have video footage of it, they Wil hide being not being able to replicate the situation..therefore it doesn't exist.
Give me my scrambler pistol back....**
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Ansiiis The Trustworthy
Mocking Bird Inc.
951
|
Posted - 2014.03.31 14:07:00 -
[10] - Quote
So you want to give advantage to PRO weapon users? How about no.
Don't be stupid - I can obviously see you.
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Lightning xVx
R 0 N 1 N
493
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Posted - 2014.03.31 14:17:00 -
[11] - Quote
Ansiiis The Trustworthy wrote:So you want to give advantage to PRO weapon users? How about no.
Did you read anything I just put down? Still have it in there but not as prevalent or just tone it down. |
Henrietta Unknown
Sooper Speshul Ponee Fors Dropsuit Samurai
88
|
Posted - 2014.03.31 22:53:00 -
[12] - Quote
Oh, looks like I'm going to have to spec into Minja Lvl 3 and Kincats Lvl 5 if I'm gonna break the game.
Thanks for the tip Lightning. |
alias lycan
Federated Consultants PMC Lokun Listamenn
11
|
Posted - 2014.03.31 23:08:00 -
[13] - Quote
the stun lock needs to go. all it does is reduce speed advantage and makes it harder to move from cover to cover. |
ZDub 303
TeamPlayers Negative-Feedback
2420
|
Posted - 2014.03.31 23:25:00 -
[14] - Quote
Stun lock is so frustrating. 100% needs to go now. |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
4710
|
Posted - 2014.03.31 23:30:00 -
[15] - Quote
Lightning xVx wrote:I have to ask you a few questions in regards these subjects, if you don't mind me asking.
1.) What did you do to nerf Speed?
2.) How has hit detection improved from slower-speeds?
3.) If the game CANNOT process people running that fast, why not nerf speed on all suits by 10-15%?
4.) If hit detection has "improved" why not go back to what it was before on Speed Tankers?
5.) Why not have this game mechanic (Stun-Locking) based off of weapon performance? i.e.
* If it's a basic weapon it doesn't do anything to stun lock you. *If it's advance it goes up by low%. *If it's proto have it to where it's at now.
It just makes sense. And I am the ONLY person I know that is a COMPLETE speed tanker running at either 10.33 or 10. 75 on my Amarr no other Scout runs this solely as their fit other then me and I'm sick of ONE bullet that completely halts my movements thus rendering me to run at a snail pace speed. CCP I'm getting a cap card soon and when I get it I will show you what this is doing, because apparently you still haven't seen the effects of this.
I run @ 10.... But im an E-war specialist. I do feel the game a lot slower too.... The stun lock needs to go.
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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Bethhy
Ancient Exiles. Dirt Nap Squad.
1587
|
Posted - 2014.03.31 23:36:00 -
[16] - Quote
Lightning xVx wrote:I have to ask you a few questions in regards these subjects, if you don't mind me asking.
1.) What did you do to nerf Speed?
2.) How has hit detection improved from slower-speeds?
3.) If the game CANNOT process people running that fast, why not nerf speed on all suits by 10-15%?
4.) If hit detection has "improved" why not go back to what it was before on Speed Tankers?
5.) Why not have this game mechanic (Stun-Locking) based off of weapon performance? i.e.
* If it's a basic weapon it doesn't do anything to stun lock you. *If it's advance it goes up by low%. *If it's proto have it to where it's at now.
It just makes sense. And I am the ONLY person I know that is a COMPLETE speed tanker running at either 10.33 or 10. 75 on my Amarr no other Scout runs this solely as their fit other then me and I'm sick of ONE bullet that completely halts my movements thus rendering me to run at a snail pace speed. CCP I'm getting a cap card soon and when I get it I will show you what this is doing, because apparently you still haven't seen the effects of this.
It's the way CCP has built Hit detection in DUST 514. It is extremely noticeable when running a mouse and keyboard without emulator.
You know when you put your crosshair's over a target and they turn red? That is the only time CCP's servers and your Playstation thinks that bullets will register... There is no dynamic hit detection in DUST 514. It wasn't like this in Chromosome..
This is the change they made on Uprising launch when CCP Wolfman overhauled the Aim system in DUST 514 upon Uprising launch.
So there is one sweet spot for every gun where the crosshairs will turn red and allow bullets to start registering... And those "red" crosshairs will lag when the game is under heavy load... Allowing those moments where someone has no health and 3 people shoot over 200 bullets at them and none register...
When CCP introduced Aim Assist.. It allowed the "Redding" of crosshairs to become a near "Locking" feature for hit detection... Allowing all bullets after the Aim assist "Locks" to register...
When CCP did the so called Hit Detection fixes... All they did was widen the area that DS3 users get red crosshairs... Allowing more bullets to register with near perfect accuracy not achieveable with some of the strongest Aim assists in FPS titles out there....
In almost EVERY FPS game i have played... Your crosshairs are your aim... You learn where your bullets go in them and fire...
In DUST those crosshairs are useless... they merely tell you when you have "Red'ed" AKA "LOCK" the target and are now good to fire.
It's the most stupid, lazy, Sorry excuse for hit detection system I have ever seen.
And it is why HIT detection has been eternally fuked Since Wolfman did this in Uprising launch... It's right now a laughing stock in the FPS world... |
DootDoot
Da Short Buss RISE of LEGION
324
|
Posted - 2014.04.01 00:07:00 -
[17] - Quote
Bethhy wrote:
It's the way CCP has built Hit detection in DUST 514. It is extremely noticeable when running a mouse and keyboard without emulator.
You know when you put your crosshair's over a target and they turn red? That is the only time CCP's servers and your Playstation thinks that bullets will register... There is no dynamic hit detection in DUST 514. It wasn't like this in Chromosome..
This is the change they made on Uprising launch when CCP Wolfman overhauled the Aim system in DUST 514 upon Uprising launch.
So there is one sweet spot for every gun where the crosshairs will turn red and allow bullets to start registering... And those "red" crosshairs will lag when the game is under heavy load... Allowing those moments where someone has no health and 3 people shoot over 200 bullets at them and none register...
When CCP introduced Aim Assist.. It allowed the "Redding" of crosshairs to become a near "Locking" feature for hit detection... Allowing all bullets after the Aim assist "Locks" to register...
When CCP did the so called Hit Detection fixes... All they did was widen the area that DS3 users get red crosshairs... Allowing more bullets to register with near perfect accuracy not achieveable with some of the strongest Aim assists in FPS titles out there....
In almost EVERY FPS game i have played... Your crosshairs are your aim... You learn where your bullets go in them and fire...
In DUST those crosshairs are useless... they merely tell you when you have "Red'ed" AKA "LOCK" the target and are now good to fire.
It's the most stupid, lazy, Sorry excuse for hit detection system I have ever seen.
And it is why HIT detection has been eternally fuked Since Wolfman did this in Uprising launch... It's right now a laughing stock in the FPS world...
Sadly explains so much of the struggle for 10 months.... lazy ccp.... just lazy... |
BL4CKST4R
WarRavens League of Infamy
2347
|
Posted - 2014.04.01 00:14:00 -
[18] - Quote
One thing that bothers me is that CCP tries to keep speed tanking a serious tactic in a big shooter, maybe if this was a tiny map COD style or arena shooter it would make some sense but in a serious shooter it's just silly. In some cases it's just impossible to shoot people. There are times I just say fck it and run away because me and my enemy are strafing so fast neither of us are hitting each other.
Although speed tanking should remain a vital tactic it phases me how they either over buff it or smashes with a hammer so much so that it annoys me specially right now because it doesn't work with the direction of the game they are trying to make, although I'm sure next build they will just change the game direction and we will be back at block 1.
For the Federation!
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TYCHUS MAXWELL
The Fun Police
123
|
Posted - 2014.04.01 00:47:00 -
[19] - Quote
Bethhy wrote:Lightning xVx wrote:I have to ask you a few questions in regards these subjects, if you don't mind me asking.
1.) What did you do to nerf Speed?
2.) How has hit detection improved from slower-speeds?
3.) If the game CANNOT process people running that fast, why not nerf speed on all suits by 10-15%?
4.) If hit detection has "improved" why not go back to what it was before on Speed Tankers?
5.) Why not have this game mechanic (Stun-Locking) based off of weapon performance? i.e.
* If it's a basic weapon it doesn't do anything to stun lock you. *If it's advance it goes up by low%. *If it's proto have it to where it's at now.
It just makes sense. And I am the ONLY person I know that is a COMPLETE speed tanker running at either 10.33 or 10. 75 on my Amarr no other Scout runs this solely as their fit other then me and I'm sick of ONE bullet that completely halts my movements thus rendering me to run at a snail pace speed. CCP I'm getting a cap card soon and when I get it I will show you what this is doing, because apparently you still haven't seen the effects of this.
It's the way CCP has built Hit detection in DUST 514. It is extremely noticeable when running a mouse and keyboard without emulator. You know when you put your crosshair's over a target and they turn red? That is the only time CCP's servers and your Playstation thinks that bullets will register... There is no dynamic hit detection in DUST 514. It wasn't like this in Chromosome.. This is the change they made on Uprising launch when CCP Wolfman overhauled the Aim system in DUST 514 upon Uprising launch. So there is one sweet spot for every gun where the crosshairs will turn red and allow bullets to start registering... And those "red" crosshairs will lag when the game is under heavy load... Allowing those moments where someone has no health and 3 people shoot over 200 bullets at them and none register... When CCP introduced Aim Assist.. It allowed the "Redding" of crosshairs to become a near "Locking" feature for hit detection... Allowing all bullets after the Aim assist "Locks" to register... When CCP did the so called Hit Detection fixes... All they did was widen the area that DS3 users get red crosshairs... Allowing more bullets to register with near perfect accuracy not achieveable with some of the strongest Aim assists in FPS titles out there.... In almost EVERY FPS game i have played... Your crosshairs are your aim... You learn where your bullets go in them and fire... In DUST those crosshairs are useless... they merely tell you when you have "Red'ed" AKA "LOCK" the target and are now good to fire. It's the most stupid, lazy, Sorry excuse for hit detection system I have ever seen. And it is why HIT detection has been eternally fuked Since Wolfman did this in Uprising launch... It's right now a laughing stock in the FPS world...
Well that would explain why I always seem to fail when trying to lead shots with any of the hit scan weapons. What about forge guns though? They actually do require leading a shot, why don't all the projectile weapons work in this way? |
neausea 1987
R 0 N 1 N
104
|
Posted - 2014.04.01 01:15:00 -
[20] - Quote
a scout story: illustrations by emoticon one day a scout got a mission he spooted an enemy he surveyed the area he engaged the target he tried to kill the red dot but was forced to seek cover he died because he got shot and could not move fast enough to reach the cover less than two feet away from him. the moral of the story kids is dont f*ck with my fatty
this is all I have a¦Ñ_a¦Ñ.... GòÜ(GÇóGîéGÇó)Gò¥ .... (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ ......... Gö+GöüGö+ n+¦pâ+(`-ö´)n+ën+¦ Gö+GöüGö+ i need more QQ tears MORE!!
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Lightning xVx
R 0 N 1 N
503
|
Posted - 2014.04.01 01:49:00 -
[21] - Quote
I just came out of a game with Magnus, Noc and Gav...and man we were getting stun-locked liked no one's business I literally walked run past someone who was like 40-50 feet from me and cover seems a MILLION miles away. Because I get, STUN LOCKED. We need to gather evidence about this because it's just not even fair, CCP when we have this evidence PLEASE address it. |
GLOBAL RAGE
Consolidated Dust
33
|
Posted - 2014.04.01 02:04:00 -
[22] - Quote
Location Tampa my ISP ping <1ms ping to LA 79ms ping to Iceland 79ms ping to London 114ms ping to Tokyo 200-210 ping to Adelaide 300+
I normally default o North America, but this past week have been lagging in ASIA and Europe just to get smg kills.
I run my Dragonfly with two red bottle BPOs and dual toxins.
While in Europe I do get speed trapped, but I do not in ASIA. In ASIA I can solo heavies and comandos.
OP why should low latency players suffer high latncy players? |
BL4CKST4R
WarRavens League of Infamy
2348
|
Posted - 2014.04.01 02:11:00 -
[23] - Quote
GLOBAL RAGE wrote:Location Tampa my ISP ping <1ms ping to LA 79ms ping to Iceland 79ms ping to London 114ms ping to Tokyo 200-210 ping to Adelaide 300+
I normally default o North America, but this past week have been lagging in ASIA and Europe just to get smg kills.
I run my Dragonfly with two red bottle BPOs and dual toxins.
While in Europe I do get speed trapped, but I do not in ASIA. In ASIA I can solo heavies and comandos.
OP why should low latency players suffer high latncy players?
o7 neighbor
For the Federation!
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Lightning xVx
R 0 N 1 N
503
|
Posted - 2014.04.01 02:17:00 -
[24] - Quote
BL4CKST4R wrote:GLOBAL RAGE wrote:Location Tampa my ISP ping <1ms ping to LA 79ms ping to Iceland 79ms ping to London 114ms ping to Tokyo 200-210 ping to Adelaide 300+
I normally default o North America, but this past week have been lagging in ASIA and Europe just to get smg kills.
I run my Dragonfly with two red bottle BPOs and dual toxins.
While in Europe I do get speed trapped, but I do not in ASIA. In ASIA I can solo heavies and comandos.
OP why should low latency players suffer high latncy players? o7 neighbor
I never had this problem until it was first implemented a couple a builds ago and it still becomes prevalent the further we go into upcoming iterations. And what your asking I have no idea how to answer, all I can tell you is it's probably based off your connection speed to servers but this problem happens to me regardless of which Region I fight. |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
4722
|
Posted - 2014.04.01 02:32:00 -
[25] - Quote
GLOBAL RAGE wrote:
OP why should low latency players suffer high latncy players?
Because this game has both, and the game's player-base depends on both.
Its not everyone's fault if latency is high, in some countries the internet connection is not all that great. So what you are saying is literally, well f*** everyone that has no access to Perfect (for gaming) internet speeds?
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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gabriel login
Dead Six Initiative Lokun Listamenn
95
|
Posted - 2014.04.01 03:16:00 -
[26] - Quote
i think a big problem with this game is pacing to me when i play this game it feel like its in fast forward. takeing heavy out of the pacing problem for just a sec its logis assaults an scouts there strafing speed is way to high an makes the game feel wrong. as a heavy the game feals more on point but as soon as you get people in your face all you get is this side to side dance off an that is dumb. if people would move 5% up 10% slower heavy dont count as there slow as crap ttk an weapon balance would almost over night fix it self. as we all know a slower person is easy to hit an this would be a bad thing if we did not have as much health as we do. but seeing as we have a lot of hp moving a bit slower would put more emphasis on team play an not who the best rambo is. in my vision of dust scouts would lead the way spotting enemies an hacking assaults would then lead the charge then the heavy then the logi. this would over all be a good thing as now heavys can keep up lavs an drops ship now have more meaning an some weapons that have not ben used in a long time like the tac the burst an the breach without even change the weapons would now have use an to top that combat would look an feel 10x better. its the fast pacing of this game that is most of the problem with its pacing a slight bit slower this means over all a much better game for all as now you would have time to move about the map an not fear that 4 guys will run a mach 2 around you and like i said the game would not lag or look like its laging as much as now the pacing of the game would not over stress the system. |
DeadlyAztec11
Ostrakon Agency Gallente Federation
4914
|
Posted - 2014.04.01 03:29:00 -
[27] - Quote
Bethhy wrote:Lightning xVx wrote:I have to ask you a few questions in regards these subjects, if you don't mind me asking.
1.) What did you do to nerf Speed?
2.) How has hit detection improved from slower-speeds?
3.) If the game CANNOT process people running that fast, why not nerf speed on all suits by 10-15%?
4.) If hit detection has "improved" why not go back to what it was before on Speed Tankers?
5.) Why not have this game mechanic (Stun-Locking) based off of weapon performance? i.e.
* If it's a basic weapon it doesn't do anything to stun lock you. *If it's advance it goes up by low%. *If it's proto have it to where it's at now.
It just makes sense. And I am the ONLY person I know that is a COMPLETE speed tanker running at either 10.33 or 10. 75 on my Amarr no other Scout runs this solely as their fit other then me and I'm sick of ONE bullet that completely halts my movements thus rendering me to run at a snail pace speed. CCP I'm getting a cap card soon and when I get it I will show you what this is doing, because apparently you still haven't seen the effects of this.
It's the way CCP has built Hit detection in DUST 514. It is extremely noticeable when running a mouse and keyboard without emulator. You know when you put your crosshair's over a target and they turn red? That is the only time CCP's servers and your Playstation thinks that bullets will register... There is no dynamic hit detection in DUST 514. It wasn't like this in Chromosome.. This is the change they made on Uprising launch when CCP Wolfman overhauled the Aim system in DUST 514 upon Uprising launch. So there is one sweet spot for every gun where the crosshairs will turn red and allow bullets to start registering... And those "red" crosshairs will lag when the game is under heavy load... Allowing those moments where someone has no health and 3 people shoot over 200 bullets at them and none register... When CCP introduced Aim Assist.. It allowed the "Redding" of crosshairs to become a near "Locking" feature for hit detection... Allowing all bullets after the Aim assist "Locks" to register... When CCP did the so called Hit Detection fixes... All they did was widen the area that DS3 users get red crosshairs... Allowing more bullets to register with near perfect accuracy not achieveable with some of the strongest Aim assists in FPS titles out there.... In almost EVERY FPS game i have played... Your crosshairs are your aim... You learn where your bullets go in them and fire... In DUST those crosshairs are useless... they merely tell you when you have "Red'ed" AKA "LOCK" the target and are now good to fire. It's the most stupid, lazy, Sorry excuse for hit detection system I have ever seen. And it is why HIT detection has been eternally fuked Since Wolfman did this in Uprising launch... It's right now a laughing stock in the FPS world... This explains A LOT, thank you!
Damn it CCP.
Taco Cat backwards is still Taco Cat a¦Ñ_a¦Ñ
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DootDoot
Da Short Buss RISE of LEGION
326
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Posted - 2014.04.01 07:50:00 -
[28] - Quote
DeadlyAztec11 wrote:Bethhy wrote:Lightning xVx wrote:I have to ask you a few questions in regards these subjects, if you don't mind me asking.
1.) What did you do to nerf Speed?
2.) How has hit detection improved from slower-speeds?
3.) If the game CANNOT process people running that fast, why not nerf speed on all suits by 10-15%?
4.) If hit detection has "improved" why not go back to what it was before on Speed Tankers?
5.) Why not have this game mechanic (Stun-Locking) based off of weapon performance? i.e.
* If it's a basic weapon it doesn't do anything to stun lock you. *If it's advance it goes up by low%. *If it's proto have it to where it's at now.
It just makes sense. And I am the ONLY person I know that is a COMPLETE speed tanker running at either 10.33 or 10. 75 on my Amarr no other Scout runs this solely as their fit other then me and I'm sick of ONE bullet that completely halts my movements thus rendering me to run at a snail pace speed. CCP I'm getting a cap card soon and when I get it I will show you what this is doing, because apparently you still haven't seen the effects of this.
It's the way CCP has built Hit detection in DUST 514. It is extremely noticeable when running a mouse and keyboard without emulator. You know when you put your crosshair's over a target and they turn red? That is the only time CCP's servers and your Playstation thinks that bullets will register... There is no dynamic hit detection in DUST 514. It wasn't like this in Chromosome.. This is the change they made on Uprising launch when CCP Wolfman overhauled the Aim system in DUST 514 upon Uprising launch. So there is one sweet spot for every gun where the crosshairs will turn red and allow bullets to start registering... And those "red" crosshairs will lag when the game is under heavy load... Allowing those moments where someone has no health and 3 people shoot over 200 bullets at them and none register... When CCP introduced Aim Assist.. It allowed the "Redding" of crosshairs to become a near "Locking" feature for hit detection... Allowing all bullets after the Aim assist "Locks" to register... When CCP did the so called Hit Detection fixes... All they did was widen the area that DS3 users get red crosshairs... Allowing more bullets to register with near perfect accuracy not achieveable with some of the strongest Aim assists in FPS titles out there.... In almost EVERY FPS game i have played... Your crosshairs are your aim... You learn where your bullets go in them and fire... In DUST those crosshairs are useless... they merely tell you when you have "Red'ed" AKA "LOCK" the target and are now good to fire. It's the most stupid, lazy, Sorry excuse for hit detection system I have ever seen. And it is why HIT detection has been eternally fuked Since Wolfman did this in Uprising launch... It's right now a laughing stock in the FPS world... This explains A LOT, thank you! Damn it CCP.
After testing.. Then reviewing my capture card footage from both M/KB and DS3...
It's... sickening.... just wow... |
rpastry
The Rainbow Effect Negative-Feedback
158
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Posted - 2014.04.01 08:56:00 -
[29] - Quote
on the other side of your 'one shot stunlock' there's the times when scouts are running through bullet streams and taking no damage at all. bet you don't mind that problem so much.
[Removed ASCII Art - CCP Logibro]
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GLOBAL RAGE
Consolidated Dust
33
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Posted - 2014.04.01 10:36:00 -
[30] - Quote
KING CHECKMATE wrote:GLOBAL RAGE wrote:
OP why should low latency players suffer high latncy players?
Because this game has both, and the game's player-base depends on both. Its not everyone's fault if latency is high, in some countries the internet connection is not all that great. So what you are saying is literally, well f*** everyone that has no access to Perfect (for gaming) internet speeds?
Not everyone, just you.
just fckn with ya, but does CCP want to risk thier cash cow on lag514? I thought they wanted an ultracompetative off shoot of EVE. How will EVE corps react to the risk of organized focused latency meta? Are you ok with the EMEA regional players domination pubs, because they have 200+ms lag advantage.
CCP collects all the data and they know, and hell I got the score boards to prove it....every day from opening until 10am EST the games are all the same on the American server.
So I am going to run my 100% BPO Dragonfly in ASIA and harvest heavies-CCP has my data, and a 20% increase to heavies is needed...lol
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