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Buster Friently
Rosen Association
2153
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Posted - 2014.04.03 17:11:00 -
[1] - Quote
Contaminator Aquarius wrote: I'm a cal heavy. I thoroughly enjoy the cloak. it does bring me some rage from time to time but that is just frustration that j get from playing this game. the reason so much complaints about cloaks exist is because it exacerbates the underlying problem. Scouts have the speed, hp, and dps. so here is my suggestion to fix the real problem. apply across the board the faster you move the wider the reticle. that way speed tanking is still viable but the scout can't apply dps as effectively. this reduces the effectiveness of strafe dancing around. alternatively CCP could just fix hit detection on fast moving targets and then drop auto aim assist effectiveness.
additionally suits that are lighter should be affected by stacking plates exponentially. suits intended to have armor tanking like heavy suits are less affected as they were designed to take extra plate and thus are less affected by extra weight.
but honestly my biggest point is that cloak is not the problem at the very least. maybe my ideas aren't the solution I can accept that but jeez fix the base issue not the surface problem.
In general, I think this isn't too bad an idea.
Make it some sort of gradual cooldown after sprinting, or based on absolute speed. personally, I like the idea of an accuracy penalty that builds as you sprint and then reduces as you stop sprinting/running.
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Buster Friently
Rosen Association
2154
 |
Posted - 2014.04.03 17:34:00 -
[2] - Quote
CRNWLLC wrote:Buster Friently wrote:Contaminator Aquarius wrote: I'm a cal heavy. I thoroughly enjoy the cloak. it does bring me some rage from time to time but that is just frustration that j get from playing this game. the reason so much complaints about cloaks exist is because it exacerbates the underlying problem. Scouts have the speed, hp, and dps. so here is my suggestion to fix the real problem. apply across the board the faster you move the wider the reticle. that way speed tanking is still viable but the scout can't apply dps as effectively. this reduces the effectiveness of strafe dancing around. alternatively CCP could just fix hit detection on fast moving targets and then drop auto aim assist effectiveness.
additionally suits that are lighter should be affected by stacking plates exponentially. suits intended to have armor tanking like heavy suits are less affected as they were designed to take extra plate and thus are less affected by extra weight.
but honestly my biggest point is that cloak is not the problem at the very least. maybe my ideas aren't the solution I can accept that but jeez fix the base issue not the surface problem. In general, I think this isn't too bad an idea. Make it some sort of gradual cooldown after sprinting, or based on absolute speed. personally, I like the idea of an accuracy penalty that builds as you sprint and then reduces as you stop sprinting/running. There is currently a gradual cooldown after sprinting--it's your stamina recovery time. The accuracy penalty is a bad idea, since what you're complaining about isn't relevant to proper scouts, ie, stealth/covops scouts. Nova knifers, pistoleros, and shotgunners are usually posted up right behind their target, standing still, before they strike. At least, I know this is usually the case when I roll my radar-invisible G/1 scout. What you're complaining about is scouts outcompeting frontline suits at their own game. I agree that this is a problem, and it can be fixed by buffing all assault suits. So far, I haven't heard too many gripes about scout/heavy balance, which in my experience with 1.8, is great.
No, what I mean is a cooldown of the aiming malus. Please make an effort to read what was written. I'm not talking about a sprinting cooldown, nor is the OP. The OP is talking about a malus applied to accuracy based on run speed. I was merely taking his idea and refining it to my tastes somewhat. So, I was presenting the concept of an aiming malus that builds up from sprinting (or possibly top speed) and slowly reduces after the sprint is over such that, after some time period, aiming is returned to normal accuracy.
Regarding your concept of "proper" scouts. **** off. Any suit can be anything the player wants. The OP's suggestion is good because it makes high speed players less capable of immediately having pinpoint accuracy as well. This would encourage interesting dynamics and diversity on the battlefield. |

Buster Friently
Rosen Association
2156
 |
Posted - 2014.04.03 17:51:00 -
[3] - Quote
Samantha Hunyz wrote:OP idea reminds me of Borderlands, where you sacrifice accuracy for mobility. This is a good balancing thing. Make it so if you are strafing like a mad man and firing from the hip your will miss way more. You want your accuracy back? Aim down the sights, you know, like how the weapon was designed, not like Rambo shooting from his waist line. I'm posting from my ps3, so it would be too painful to try to get a link from Boarderlands, but just do a quick search so you can see for yourself.
Good points, and excellent idea. |

Buster Friently
Rosen Association
2158
 |
Posted - 2014.04.03 18:25:00 -
[4] - Quote
alten hilt wrote:As far as speed affecting aim, I would prefer to address the underlying problems with the movement system. Which is that the Dust movement model does not account for limitations in human movement (even if you try to account for with dropsuit technology)
Humans are designed to move forward. Forward movement is our most natural and fluid of all movement directions. It is also the direction we can move the fastest with the least amount of impact on the rest of our automation (i.e. arm and head movement) Aiming and shooting while moving forward should be the fastest, smoothes, most accurate form of movement.
Backward movement is very limited when compared to forward movement. We can't do it as fast, and when we try to move quickly, we are forced to use our arms and posture in order to maintain our balance. Backwards movement should be jerkier, slow (if trying to shoot) and should render shooting nearly impossible if trying to backwards sprint with a rifle, or very inaccurate if using a sidearm. Currently in Dust, backwards movement is as fast as a forward sprint. (try knifing a guy who is backpedaling and you will see what I mean), and does not introduce any special penalty to aiming or hipfire spread.
Sideways movement is our interesting dilemma. Humans can move sideways in a number of ways, some of which are more conducive to gunplay than others. Because we can rotate our torso on our legs, diagonal movement is all but exactly similar to forward movement (that is where forward movement is equal to or greater than sideways movement). However, once sideways movement exceeds forward movement, our bodies begin to have some serious limitations and we are forced to slow down significantly. While shooting there are four basic side-to-side movements; the step-together-step, the step-cross-step, the leap, and the rotated turret (wherein your legs are moving forward, but your torso is rotated 90' to the side. Because of these limitations, side-to-side movement should be slow, and introduce huge aiming penalties if done quickly or repeatedly.
tl;dr version Forward and diagonal movement and shooting stays the same Backwards movement is slowed down and large penalties to aim introduced if you sprint+move back (less if you use a sidearm) Sideways movement is significantly slowed down and heavily aim penalized if you sprint+move to the side
To complement these changes, a robust and accurate cover system needs to be introduced. Meaning the ability to lean and peak around, over, and under cover.
Strafing and fast backpedaling are artifacts left over from early FPS games and should be eliminated in modern shooters (unless this is there niche, which I certainly hope isn't the goal of DUST)
Good points. It does make sense though that the OP's suggestion abstracts a lot of what you mention and allows for something to be implemented in game relatively easily.
Let's be honest as well, Unless a dropsuit is doing the aiming for you, no one is going to running and gunning in any direction in a real world scenario, it's just be a waste of ammo. Firing, while running, is simply ridiculously inaccurate.
Having said that, Dust is a game, and while your points are solid, I think the OP's suggestion provides for a rough approximation of what you point out, and makes it simple enough for CCP (maybe?) to actually implement.
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