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Monkey MAC
Rough Riders..
2340
|
Posted - 2014.04.01 10:42:00 -
[31] - 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).
Hit detection was 1.4
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2340
|
Posted - 2014.04.01 10:46:00 -
[32] - Quote
DootDoot wrote: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...
You posted the test on YouTube? I'd very much like to see this.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Lightning xVx
R 0 N 1 N
509
|
Posted - 2014.04.01 14:03:00 -
[33] - Quote
rpastry wrote: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.
Then it goes back to the ultimate problem, hit detection WAS NEVER FIXED. The stun lock was meant to band-aid it. And I have killed scouts before that speed tank they aren't an issue. |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1898
|
Posted - 2014.04.01 14:13:00 -
[34] - 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... +1. Absolutely agreed Bethy, Lightning.
Great explanation and presentaion, so much better than what i usually say: 'CCP solved hit detection by slathering inch-thich Aim Assist over poor core FPS aiming mechanics, like some unholy union of cheese whiz on rotten fish.' ;)
To Hilmar: This, sir, is definitly not what i call 'eating your vegetables'. If DUST was a child she would be removed from you custody. o7.
I support SP rollover.
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
439
|
Posted - 2014.04.01 14:15:00 -
[35] - Quote
Monkey MAC wrote:DootDoot wrote: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... You posted the test on YouTube? I'd very much like to see this.
No, you really wouldn't like to see it. Its...yeah....
Rail rifle + Bolt Pistol= death at >50meters. Under 50, I die.
You can edit my posts, but you can't edit my sig
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Scheneighnay McBob
Endless Hatred Ishuk-Raata Enforcement Directive
4598
|
Posted - 2014.04.01 14:19:00 -
[36] - Quote
I've said it before and I'll say it again: speed tanking should only be viable when we're talking about fighting vehicles.
There's a reason people don't dance around whilst shooting IRL
I'm from the weird side of the internet
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Django Quik
Dust2Dust.
2646
|
Posted - 2014.04.01 14:27:00 -
[37] - Quote
Scheneighnay McBob wrote:I've said it before and I'll say it again: speed tanking should only be viable when we're talking about fighting vehicles.
There's a reason people don't dance around whilst shooting IRL Speed tanking is about avoiding fire - you shouldn't be able to shoot accurately on the move at all but given the right investment in skills and fittings you should be able to move fast enough to avoid being hit and when you want to fire, stop or very much slow to shoot. This is why you can't fire whilst sprinting.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Master Smurf
Nos Nothi
305
|
Posted - 2014.04.01 14:39:00 -
[38] - Quote
Lightning xVx wrote: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.
Well then they cant do more damage than the other weapons as well
Anyway, minor point. Agree with your overall.
My poor Minnie Scout is really hurting
"Shine bright like a diamond"
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Master Smurf
Nos Nothi
305
|
Posted - 2014.04.01 14:43:00 -
[39] - Quote
Scheneighnay McBob wrote:I've said it before and I'll say it again: speed tanking should only be viable when we're talking about fighting vehicles.
There's a reason people don't dance around whilst shooting IRL
Thats the strafing - even heavies can do that to a certain extent. You can drop that whole mechanic from the game (though I'm sure many would be bummed).
Kin Cats cant help you with that. Kin Cats help you to get in and out of situations before people can focus their fire well enough and that is being negated by stun lock, terrain issues and the mystical slow down for no reason when I am pressing to sprint.
"Shine bright like a diamond"
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NextDark Knight
Hellstorm Inc League of Infamy
339
|
Posted - 2014.04.01 14:49:00 -
[40] - Quote
Yeah, instead of the stun luck you should have knock back to make it more realistic. Shoot a scout in the leg and watch him fall on his face.
+1 if that's what you mean.. Otherwise cry harder please.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Spectral Clone
Dust2Dust. Top Men.
2016
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Posted - 2014.04.01 14:50:00 -
[41] - Quote
I think the snare effect on bullets is the reason why players tank their scouts with huge buffers.
Just sayin'.
Buffers > Speed in Dust 514.
Drop it like its hat.
I´m a fat scout. Do you even lift bro?
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
742
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Posted - 2014.04.01 14:59:00 -
[42] - Quote
Lightning xVx wrote: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.
I fully support this feature being taken out back and shot. I used to think I lagged every time I encountered a heavy and he opened up on me. It's literally impossible to move almost.
...
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BIind Shot
Dirt Nap Squad Dirt Nap Squad.
94
|
Posted - 2014.04.01 15:09:00 -
[43] - Quote
Henrietta Unknown wrote: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.
Why so you can run a minja with 2 pro kinkats 2 pro shields no equipment, side arm or nade with a basic primary... ohhh yeahh. very game breaking.
and he said unto them, "Bring ye all your trolls, that they shall feed".
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DootDoot
Da Short Buss RISE of LEGION
330
|
Posted - 2014.04.01 16:18:00 -
[44] - Quote
Monkey MAC wrote:DootDoot wrote: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... You posted the test on YouTube? I'd very much like to see this.
Yah i'll work on it today.... I Just hate editing... like pulling teeth. |
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1388
|
Posted - 2014.04.01 17:39:00 -
[45] - Quote
deleted
MAG ~ Raven
I GÖú puppies.
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Scheherazade VII
375
|
Posted - 2014.04.01 18:03:00 -
[46] - 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.
my guy runs at 10.38m/s and I feel your pain.
But there are other problems. there are THREE sprint glitches I know of
1. not being able to sprint after shooting, as a scout you need to hit and run, shotgun from behind then move fast before you get spotted.
2. sprinting at half speed for no reason, this is probably after being shot but I haven't noticed it, however I am sure that it happens randomly.
3. moving at double speed and being unable to sprint.
All 3 or 4 of these hinder and impede people who rely on speed. I only use a light frame and not a scout and it's just one of my alts but I love it better than I do any assault build.
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Shijima Kuraimaru
WarRavens League of Infamy
459
|
Posted - 2014.04.01 18:32:00 -
[47] - Quote
Soldner VonKuechle wrote:Monkey MAC wrote:DootDoot wrote:After testing.. Then reviewing my capture card footage from both M/KB and DS3...
It's... sickening.... just wow... You posted the test on YouTube? I'd very much like to see this. No, you really wouldn't like to see it. Its...yeah....
Says it has video proof but won't show the proof.
Either it doesn't really have video proof or doesn't know how to post video proof.
I still can't find tanks on the market. All I see are those HAVs.
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Buster Friently
Rosen Association
2141
|
Posted - 2014.04.01 18:53:00 -
[48] - Quote
TYCHUS MAXWELL 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... 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?
Why would you lead with hitscan weapons? Unless you're trying to compensate for network lag, that's pretty pointless. If you are trying to compensate for network lag, that's pretty pointless too because Dust handles the hit/nohit mechanics entirely on the server side, so you really don't know where you and your target are (server side) in relation to each other.
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1st Lieutenant Tiberius
0uter.Heaven
1403
|
Posted - 2014.04.01 19:06:00 -
[49] - Quote
wow I'd love to see dust from your eyes Lightning, please get that cap card soon o7
+1 to OP topic
The Sinwarden
|
pseudosnipre
Fatal Absolution
657
|
Posted - 2014.04.01 19:53:00 -
[50] - Quote
NextDark Knight wrote:Yeah, instead of the stun luck you should have knock back to make it more realistic. Shoot a scout in the leg and watch him fall on his face.
+1 if that's what you mean.. Otherwise cry harder please. LOL at this guy for thinking CCP has functional hitboxes.
Today is the sort of day where the sun only comes up to humiliate you.
BitterVet the turkey says GOML GOML GOML
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Lightning xVx
R 0 N 1 N
511
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Posted - 2014.04.02 01:21:00 -
[51] - Quote
1st Lieutenant Tiberius wrote:wow I'd love to see dust from your eyes Lightning, please get that cap card soon o7
+1 to OP topic
I will sir VERY SOON granted I don't know how to edit videos so it's just going to be raw footage. Apologies in advance but CCP NEEDS too see this. |
Aria Gomes
R 0 N 1 N
352
|
Posted - 2014.04.02 01:32:00 -
[52] - 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 remember one match I think it was about a week ago. And I seen an enemy heavy get shot with either a Combat Rifle or a Rail Rifle. He jumped in the air to get away from the bullets but his body was stuck in mid-air shaking before he finally fell back down and got killed by some other person with a shotgun.
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Lightning xVx
R 0 N 1 N
514
|
Posted - 2014.04.02 20:27:00 -
[53] - Quote
BUMP |
Aisha Ctarl
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4359
|
Posted - 2014.04.02 20:29:00 -
[54] - Quote
The CR is awful at this, I can go from Usain Bolt to being stuck in concrete the moment someone starts shooting me with one.
I could list the ways how we Amarr are better than you, but your lesser mind wouldn't comprehend it.
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Lightning xVx
R 0 N 1 N
516
|
Posted - 2014.04.04 17:43:00 -
[55] - Quote
BUMP |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
1158
|
Posted - 2014.04.05 23:46:00 -
[56] - Quote
i personally think stun locking needs to be removed on everything except laser rifle. Laser rifle only to make it have an advantage over other weapons. The HMG/AR/CR/ACR/RR/SMG/ARR/any full auto noob weapon are ridiculously good against speed tanked infantry, making it non-viable to run kin cats. The elongated hit box while running, sloth effect, and lag making shots hit while you are behind cover all make the game very unfair and imbalanced. I really hope this issue is addressed
Kills- Archduke Ferdinand
Balance!
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Scheneighnay McBob
Endless Hatred Ishuk-Raata Enforcement Directive
4653
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Posted - 2014.04.06 13:35:00 -
[57] - Quote
Master Smurf wrote:Scheneighnay McBob wrote:I've said it before and I'll say it again: speed tanking should only be viable when we're talking about fighting vehicles.
There's a reason people don't dance around whilst shooting IRL Thats the strafing - even heavies can do that to a certain extent. You can drop that whole mechanic from the game (though I'm sure many would be bummed). Kin Cats cant help you with that. Kin Cats help you to get in and out of situations before people can focus their fire well enough and that is being negated by stun lock, terrain issues and the mystical slow down for no reason when I am pressing to sprint. I know what speed tanking is, and it'll never realistically work against infantry.
Speed tanking is outrunning a turret's tracking, and only works for that.
I'm from the weird side of the internet
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fragmentedhackslash
Arrogance.
244
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Posted - 2014.04.06 15:42:00 -
[58] - Quote
bump. Needs blue tag.
Pain is just weakness leaving your body.
Every day is a holiday.
Every meal is a feast.
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Scout Registry
Nos Nothi
2100
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Posted - 2014.04.06 15:43:00 -
[59] - Quote
Still nothing, huh ... Has anyone poked IWS about this?
Eric put up something similar, here. He thinks its a bug. I think its intentional.
If it's intentional, I think it should be reconsidered ...
Shooting in someone's general direction does not halve his shields or armor. Why should it halve his sprint, movement and rotation speed? |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1925
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Posted - 2014.04.06 16:49:00 -
[60] - Quote
Scout Registry wrote:Still nothing, huh ... Has anyone poked IWS about this? Eric put up something similar, here. He thinks its a bug. I think its intentional. If it's intentional, I think it should be reconsidered ... Shooting in someone's general direction does not halve his shields or armor. Why should it halve his sprint, movement and rotation speed? Lol SR, so many bugs/badfeature that we're having trouble keeping track of them ;)
One is the sprint-no-work after animation(i.e. reload) bug.
The sloth effect is a feature introduced by CCP - it's in the old patch notes, but i forget what patch. As you point out, the mechanics for that CCP-designed(lol) feature are illogical and immersion breaking.
This combination of bug & feature repeatedly kick gameplay and kinetic 'feel' in the nuts. It's some kinda unholy union of bad coding and bad design, and about as pleasant as chewing tinfoil.
I support SP rollover.
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