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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1165
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Posted - 2014.04.06 17:06:00 -
[61] - 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? it doesn't halve it, i think it just brings it down to a certain level. If you don't speed tank, and plate stack, it does nothing. If you fill your lows with kin cats, it brings you down to the speed of the plate stacker.
Something seems just a little bit unfair about thisGǪ..
Kills- Archduke Ferdinand
Balance!
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Scout Registry
Nos Nothi
2107
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Posted - 2014.04.06 17:08:00 -
[62] - Quote
Vrain Matari wrote: 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.
Sloth Effect = "Bullet Impact" ... was it 1.6 Patch Notes?
Betcha $20 they turn up Sloth Effect each and every time they turn down Aim Assist.
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Haerr
Molon Labe. General Tso's Alliance
410
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Posted - 2014.04.06 17:19:00 -
[63] - Quote
Haerr wrote:Snaring effects, sprint bugs and terrain glitches, I hate them all. Please make them go away.
Fun fact! The sprint bug is easily reproducible through these steps:
Hold down shift. Hold down W. Press the right mouse button. Release the right mouse button.
Congratulations, you are now moving as fast as a heavy walks while your stamina is being drained! Oh this can happen when you fire a weapon or equipment as well. Fun stuff, fun stuff, no?
Before the "fix" to sprint-canceling the post-fire animation of weapons and equipment (active scanners especially) you would just go back to sprinting.
I think they call the slowing down effect of weapons 'physical impulses'... I'll go check the patch notes brb.
Scanning Table for 1.8: LINK
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Master Smurf
Nos Nothi
329
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Posted - 2014.04.06 18:23:00 -
[64] - Quote
We were led to believe that physical impulses were just for ragdoll effects post death.
I seem to remember people complaining of the snaring effect before that patch came in but I could be wrong.
"Shine bright like a diamond"
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1926
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Posted - 2014.04.06 19:03:00 -
[65] - Quote
Scout Registry wrote:Vrain Matari wrote: 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.
Sloth Effect = "Bullet Impact" ... was it 1.6 Patch Notes? Betcha $20 they turn up Sloth Effect each and every time they turn down Aim Assist. I'd take your bet....but that would make me a bigger fool than i already am for investing so much time in this....'.AAA FPS with visceral moment-by-moment gameplay'.
I support SP rollover.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1926
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Posted - 2014.04.06 19:06:00 -
[66] - Quote
Master Smurf wrote:We were led to believe that physical impulses were just for ragdoll effects post death.
I seem to remember people complaining of the snaring effect before that patch came in but I could be wrong. You're right - the impulse effect was for ragdoll physics once a clone is incapacitated.
The sloth effect was introduced back in beta when the game couldn't keep up to the scouts - with absolutely no consultation or explanation by CCP.
I support SP rollover.
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iliel
Capital Acquisitions LLC Dirt Nap Squad.
24
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Posted - 2014.04.06 19:12:00 -
[67] - Quote
Lightning xVx wrote: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.
Not only does it negate speed tanking, it favors high ROFs (i.e., HMGs and CRs). |
bogeyman m
Krusual Covert Operators Minmatar Republic
155
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Posted - 2014.04.06 19:19:00 -
[68] - 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 Not disagreeing but, if so, speed tanking should not be the Minmatar 'advantage'... Give us some more eHP.
Duct tape 2.0 > Have WD-40; will travel.
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Adipem Nothi
Nos Nothi
1
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Posted - 2014.04.06 19:23:00 -
[69] - Quote
Haerr wrote:Edit2: 1.7 Patch Notes contains this little snippet of information: - Added physical impulses to all weapon impacts.
I guess that means that the snaring effect has more official documentation that scanning does.
And there it is, folks. Working as intended. |
medomai grey
WarRavens League of Infamy
534
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Posted - 2014.04.06 19:32:00 -
[70] - Quote
Why do we need stun locks? What benefit would stun locking bring to the game besides pissing other players off?
And if CCP were to ever implements this, I will create a fit named SC2 Marauder. And it shall harvest the tears of the fatties.
I've been told that people prefer fake smiles over the honest expressions of their fellow men. : )
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ghtyui fdaqq
Kinsho Swords Caldari State
14
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Posted - 2014.04.06 19:41:00 -
[71] - 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.
If the stun lock mechanic is on purpose tone it down, as for speed tanking, with the random quick sand affect where I cant seem to run for **** its just not worth it. Bullets slowing me down is one thing, some random act of server shittyness making me wade through molasses is another.
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Adipem Nothi
Nos Nothi
1
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Posted - 2014.04.06 19:44:00 -
[72] - Quote
medomai grey wrote:... if CCP were to ever implements this ... Hiya Sport! Where you been the past few months? Laying brick?
Bang?
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Lightning xVx
R 0 N 1 N
538
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Posted - 2014.04.07 01:28:00 -
[73] - Quote
Adipem Nothi wrote:Haerr wrote:Edit2: 1.7 Patch Notes contains this little snippet of information: - Added physical impulses to all weapon impacts.
I guess that means that the snaring effect has more official documentation that scanning does. And there it is, folks. Working as intended.
Oh I knew of it's existence, but again it proves that they NEVER FIXED HIT DETECTION. Sorry CCP, but that didn't slip by me. |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
1183
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Posted - 2014.04.07 02:06:00 -
[74] - Quote
another thing--Im fairly certain being speed tanked affects YOUR hit detection-i.e. when i run a plate stacked g-scout i have no problems hitting with the shotgun, but with my speed tanked minja i have serious blue flashes, especially when i shoot directly after running. Lightning, i know you've seen this. I was in a game with you where i ran at a guy shot him 3x and he didn't take damage and killed me with an ACR while near a supply depot. Is it my aim? I don't think so. Iv been running shotguns long enough to know when my aiming is poor versus poor hit detection. Also, sometimes ill shoot a guy and hell take partial shotgun damage, and then 1 second later die without me shooting him again after the game calculates the full shotgun blast.
Really, i think speed tanking is just made to be a negative thing to do, not a positive, skilled method of staying alive.
Kills- Archduke Ferdinand
Balance!
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Appia Vibbia
Molon Labe. General Tso's Alliance
2022
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Posted - 2014.04.07 03:00:00 -
[75] - Quote
alias lycan wrote:the stun lock needs to go. all it does is reduce speed advantage and makes it harder to move from cover to cover.
If two weapons had equal DPS, one with high RoF-low damage, and one with lower RoF-higher damage., then in DUST 514 the higher RoF weapon becomes more effective because it slows down the target more than the breach style play. The high RoF plus "physical force" mechanic is what makes CR, HMG, and SMG so effective. More so than they should be. So it does do something, it helps widen the gap in balance between weapons based of RoF.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1196
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Posted - 2014.04.07 04:14:00 -
[76] - Quote
Appia Vibbia wrote:alias lycan wrote:the stun lock needs to go. all it does is reduce speed advantage and makes it harder to move from cover to cover. If two weapons had equal DPS, one with high RoF-low damage, and one with lower RoF-higher damage., then in DUST 514 the higher RoF weapon becomes more effective because it slows down the target more than the breach style play. The high RoF plus "physical force" mechanic is what makes CR, HMG, and SMG so effective. More so than they should be. So it does do something, it helps widen the gap in balance between weapons based of RoF. pretty much
Kills- Archduke Ferdinand
Balance!
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
693
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Posted - 2014.04.07 04:19:00 -
[77] - Quote
Appia Vibbia wrote:alias lycan wrote:the stun lock needs to go. all it does is reduce speed advantage and makes it harder to move from cover to cover. If two weapons had equal DPS, one with high RoF-low damage, and one with lower RoF-higher damage., then in DUST 514 the higher RoF weapon becomes more effective because it slows down the target more than the breach style play. The high RoF plus "physical force" mechanic is what makes CR, HMG, and SMG so effective. More so than they should be. So it does do something, it helps widen the gap in balance between weapons based of RoF.
Funny I thought it was the fact that the CR does idk 30% more DPS than the other weapons, and that the HMG itself does 1k DPS, or that you could potentially squeeze 500 DPS out of the SMG that made them so effective. Or maybe the fact that they are relatively strong versus both shield and armor.
Silly me, it wasn't the fact that they are some of the highest DPS weapons, with the easiest fittings, and the best damage profiles... they slow suits down thats what makes them great.
(sorry for the rant, it is just those weapons are a bit more powerful than the others are.)
Fixing swarms
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1197
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Posted - 2014.04.07 04:26:00 -
[78] - Quote
Magnus Amadeuss wrote: that you could potentially squeeze 500 DPS out of the SMG that made them so effective.
This is blatantly false
Kills- Archduke Ferdinand
Balance!
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Appia Vibbia
Molon Labe. General Tso's Alliance
2025
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Posted - 2014.04.07 05:53:00 -
[79] - Quote
Magnus Amadeuss wrote: (sorry for the rant, it is just those weapons are a bit more powerful than the others are.)
The difference is something that can easily be changes- despite how likely it is to be changed. High level battles, a lot of combat is DDR. Where the whole point is who is better at getting the other player to overcompensate the most. The physical force of these weapons gives them a higher advantage than the other weapons because it slows you down significantly more, making it easier to follow their movements.
damage mods, Total HP, Effective HP, Speed. All these are good for balance, but what it comes down to is your strafe game in a 1v1 battle. The significant advantage that the stun-lock provides is way better than their DPS.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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LEHON Xeon
Ahrendee Mercenaries Dirt Nap Squad.
390
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Posted - 2014.04.07 05:55:00 -
[80] - Quote
I know for shotgun hit detection definitely isn't fixed. I had a match yesterday where I shot a heavy three times and did no damage at all, while today I killed some guy through a wall and another guy around a corner.
Always the last person to leave. Always the one cleaning up people's messes.
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Haerr
Molon Labe. General Tso's Alliance
413
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Posted - 2014.04.07 07:45:00 -
[81] - Quote
Iron Wolf Saber wrote:Physical Impulse only affects dead people.
I mean where else in the patch notes where they improved death?
Also being able to talk with CCP that what it should be effecting this is not that one silly patch back in close beta where I got nailed in the shoulder by a large railgun shot and it spun me around 270 while still alive. SOURCE
I was wrong about it being called 'Physical Impulse', according to IWS it only effects dead people.
He goes on to say: Iron Wolf Saber wrote:I only crawl when I spawn the wrong way.
I get zapped all the time and notice no movement or aim throw off, what you're experincing is likely a bug, please report it. SOURCE
Is being rooted just the one of the Sprint Bugs / Terrain Glitches acting up? If it is it has been getting a lot worse. Not sure what to make of it, I am quite sure that I have been rooted while I was sprintingGǪ
Scanning Table for 1.8: LINK
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Garrett Blacknova
Codex Troopers
4987
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Posted - 2014.04.07 07:51:00 -
[82] - Quote
My bet is going to the "physical impulse is only MEANT to work on dead bodies" theory. This theory proposes the possibility that CCP screwed up somehow when implementing the feature, and while it SHOULD only work on corpses, there's an effect on live targets as well in spite of any claims to the contrary.
It seems plausible enough to me. |
mollerz
3212
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Posted - 2014.04.07 07:55:00 -
[83] - Quote
This is the only game where basic movement is a big fight before the fight.
You gotta hustle if you wanna make a dolla
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
699
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Posted - 2014.04.07 08:02:00 -
[84] - Quote
Gavr1lo Pr1nc1p wrote:Magnus Amadeuss wrote: that you could potentially squeeze 500 DPS out of the SMG that made them so effective.
This is blatantly false
I think I told you before to stop trying to post in threads like these because I get tired of proving you wrong over and over and over.
So, care to prove it?
Here I will prove it.
Ishukune assault submachine gun 1052.63 RPM 23.1 damage per round 1052.63/60= 17.543833333333333333333333333333 rounds per second 17.543833333333333333333333333333*23.1=405.26255 Damage per second
Now lets add in proficiency and 3 damage mods
405.26.255*1.15*1.122= 522.91 damage per second
The Six kin does about 496 DPS.
Now please for the love of god stop this stuff. I don't spout things I am not willing to back up 100%.
Fixing swarms
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Jack McReady
DUST University Ivy League
1263
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Posted - 2014.04.07 08:12:00 -
[85] - Quote
Auris Lionesse wrote:You go slower when you get shot? Seriously? That's some darksouls zweihander tier stupidity right there. you get small slowdows from weapons that hit you when you have no shields. |
Adipem Nothi
Nos Nothi
9
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Posted - 2014.04.07 13:35:00 -
[86] - Quote
Haerr wrote:Iron Wolf Saber wrote:Physical Impulse only affects dead people.
I mean where else in the patch notes where they improved death?
Also being able to talk with CCP that what it should be effecting this is not that one silly patch back in close beta where I got nailed in the shoulder by a large railgun shot and it spun me around 270 while still alive. SOURCEI was wrong about it being called 'Physical Impulse', according to IWS it only effects dead people. He goes on to say: Iron Wolf Saber wrote:I only crawl when I spawn the wrong way.
I get zapped all the time and notice no movement or aim throw off, what you're experincing is likely a bug, please report it. SOURCEIs being rooted just the one of the Sprint Bugs / Terrain Glitches acting up? If it is it has been getting a lot worse. Not sure what to make of it, I am quite sure that I have been rooted while I was sprintingGǪ
Done and Done. Thanks, Haerr!
https://forums.dust514.com/default.aspx?g=posts&m=2031811
Bang?
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Yan Darn
Science For Death
530
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Posted - 2014.04.07 15:08:00 -
[87] - Quote
Jack McReady wrote:Auris Lionesse wrote:You go slower when you get shot? Seriously? That's some darksouls zweihander tier stupidity right there. you get small slowdows from weapons that hit you when you have no shields.
Arguably a reason to keep it.
Overall probs best to remove it.
I can't agree with giving proto weapons a relative bonus to it if it stays in though - I'd rather see it differentiated by weapon type.
A silly example; if you can imagine he AR retained some form of it whereas if it was removed from the CR and RR - that could help balance it out.
The Ghost of Bravo
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Bethhy
Ancient Exiles. Dirt Nap Squad.
1702
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Posted - 2014.04.07 18:46:00 -
[88] - Quote
mollerz wrote:This is the only game where basic movement is a big fight before the fight.
Also the only game i know where they have giant Movement and terrain issues with any incline...
Then they build an entire map on a mountain top with nothing but inclined terrain... Just to emphasize how bad it is?
Out of all the new maps to add into the game... The one that emphasizes failed Terrain and movement mechanics that have been persistent for 2 years... is what they chose?
1.8 is a good patch... probably the best CCP has done for all around content additions...
But the game is broken as **** right now and has been left this way for nearly 2 years... Between Movement glitches, Hit detection... Aiming mechanics... Scotty's, Mic glitches, Sound bugs. Spawn Mechanics, Red-line..
The game has been ignoring their Vegetables and going straight for the Ice creme...
Worse still is the lack of balanced peripherals... The Whole reason CCP Built Mouse support in DUST 514... Was it came from EVE online... There was going to be people regardless that where going to go out and buy a 60 dollar Emulator so they could use a mouse with DUST 514.
CCP understood this.. So they build a natural balance between Mouse/kb and DS3... So neither had an advantage over the other... So that 60 dollar emulator was useless because it didn't give you any more of an advantage then just plugging your mouse in.
Now with Aim assist on the DS3 and hit detection changes on the ds3.... The two peripherals are completely un balanced... To the point where you can go buy a 60 dollar piece of hardware and now have Aim assist on a mouse... Which IMO is actually cheating...
We haven't balanced the two peripherals by giving AA to a DS3 user... we have unbalanced things even worse and alienated an entire client base. |
bogeyman m
Krusual Covert Operators Minmatar Republic
158
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Posted - 2014.04.07 22:07:00 -
[89] - Quote
Jack McReady wrote:Auris Lionesse wrote:You go slower when you get shot? Seriously? That's some darksouls zweihander tier stupidity right there. you get small slowdows from weapons that hit you when you have no shields. Interesting that doesn't happen to vehicles...
Duct tape 2.0 > Have WD-40; will travel.
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