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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.
|
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
|
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
|
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
|
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]
|
GLOBAL RAGE
Consolidated Dust
33
|
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
|
|
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.
|
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.
|
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.
|
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
|
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
|
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
|
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"
|
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"
|
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!
|
|
Spectral Clone
Dust2Dust. Top Men.
2016
|
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?
|
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
742
|
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.
...
|
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".
|
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.
|
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.
|
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.
|
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.
|
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
|
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
|
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
|
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
|
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
|
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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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1165
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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