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Contaminator Aquarius
WASTELAND JUNK REMOVAL Top Men.
35
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Posted - 2014.04.03 17:01:00 -
[1] - Quote
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.
"If you encounter a tactic you have trouble in handling, change YOUR tactics. Don't blame the game or the balancing."
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Onesimus Tarsus
GamersForChrist
1763
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Posted - 2014.04.03 17:11:00 -
[2] - Quote
I do not think your sig means what you think it means.
If you don't see me, it's because I'm not where you're looking.
I'd rather be unscannable than invisible.
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Buster Friently
Rosen Association
2153
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Posted - 2014.04.03 17:11:00 -
[3] - 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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Contaminator Aquarius
WASTELAND JUNK REMOVAL Top Men.
36
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Posted - 2014.04.03 17:21:00 -
[4] - Quote
Onesimus Tarsus wrote:I do not think your sig means what you think it means.
I can play a scout suit to counter scouts and I have. and it feels wrong. I will continue to play my suits and get circle strafed to death... the reason I made this post was because I played 3 games in a row and 90% of the suits were scouts... to me that is a true game design problem and needs to be looked at
"If you encounter a tactic you have trouble in handling, change YOUR tactics. Don't blame the game or the balancing."
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One Eyed King
Land of the BIind
912
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Posted - 2014.04.03 17:25:00 -
[5] - 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.
This is reasonable. It has recently seemed to me that CCP fixes certian problems, especially hit detection, with other mechanics, like AA and stun locking, which in turn create other issues instead of fixing the core problem.
I am glad to see someone who takes a deeper look at the issue instead of watering it down to the latest addition to the game.
Looking for the scout hangout?
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CRNWLLC
Screwy Rabbit ULC
164
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Posted - 2014.04.03 17:26:00 -
[6] - Quote
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.
My other dropsuit is a Python.
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alten hilt
DUST University Ivy League
133
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Posted - 2014.04.03 17:32:00 -
[7] - Quote
You have some very valid points! Throw a 150 lb rucksack on a 130lb scrawny kid, and he's going to struggle to stand. Throw that same rucksack on an Army Ranger, and while affected, he is still an effective soldier.
Another way to visualize the underlying problems with the system is to examine falling damage. Fall damage is calculated as a flat rate based on the height of the fall. So all suits falling from the same height will take the same damage. But why? A scout suit is light and designed with mobility in mind (reinforced leg servos and impact absorbing supports). So in theory, a scout suit should take little to no damage from falls. Meanwhile, a heavy suit is designed to accommodate the extra armor and shield reinforcement. A brick tanked heavy should take increased damage from falls due to it's extra mass.
Because of the underlying problems with the system, a scout suit might not survive a 10ft fall, while a heavy can jump 200m from the MCC and not even deplete it's shields.
A light frame is designed for speed and ewar, so it should have decreased penalties for using speed modules and ewar modules, while experiencing increased penalties for armor plates and shield extenders. It just makes sense that a frame built for mobility and sensors would be exponentially affected by bulky plates and extenders.
Meanwhile, a heavy suit already designed to accommodate plates and extenders would suffer less speed penalties for adding more plates. |
Buster Friently
Rosen Association
2154
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Posted - 2014.04.03 17:34:00 -
[8] - 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. |
Contaminator Aquarius
WASTELAND JUNK REMOVAL Top Men.
36
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Posted - 2014.04.03 17:38:00 -
[9] - Quote
CRNWLLC wrote:
What you're complaining about.
not intended as a complaint more an observation of a game design problem. and yes I would agree the problem is scout suits out preform other suits. I have an eve background so I think of hey if you wanna go uber fast your dps Will drop off. I think that's a good way to balance things. but that is just my opinion
"If you encounter a tactic you have trouble in handling, change YOUR tactics. Don't blame the game or the balancing."
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Contaminator Aquarius
WASTELAND JUNK REMOVAL Top Men.
37
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Posted - 2014.04.03 17:40:00 -
[10] - Quote
alten hilt wrote:You have some very valid points! Throw a 150 lb rucksack on a 130lb scrawny kid, and he's going to struggle to stand. Throw that same rucksack on an Army Ranger, and while affected, he is still an effective soldier.
Another way to visualize the underlying problems with the system is to examine falling damage. Fall damage is calculated as a flat rate based on the height of the fall. So all suits falling from the same height will take the same damage. But why? A scout suit is light and designed with mobility in mind (reinforced leg servos and impact absorbing supports). So in theory, a scout suit should take little to no damage from falls. Meanwhile, a heavy suit is designed to accommodate the extra armor and shield reinforcement. A brick tanked heavy should take increased damage from falls due to it's extra mass.
Because of the underlying problems with the system, a scout suit might not survive a 10ft fall, while a heavy can jump 200m from the MCC and not even deplete it's shields.
A light frame is designed for speed and ewar, so it should have decreased penalties for using speed modules and ewar modules, while experiencing increased penalties for armor plates and shield extenders. It just makes sense that a frame built for mobility and sensors would be exponentially affected by bulky plates and extenders.
Meanwhile, a heavy suit already designed to accommodate plates and extenders would suffer less speed penalties for adding more plates.
yep that's another underlying problem
"If you encounter a tactic you have trouble in handling, change YOUR tactics. Don't blame the game or the balancing."
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Samantha Hunyz
G.R.A.V.E INTERGALACTIC WARPIGS
99
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Posted - 2014.04.03 17:49:00 -
[11] - Quote
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.
When I look down my scope, all I see are dead people.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10248
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Posted - 2014.04.03 17:49:00 -
[12] - Quote
I also agree that the cloak is not the problem, though I would approach the scout issue differently.
I think scouts should be able to bricktank if they want to, but the HP gap between scouts and medium frames should remain significant. Right now the HP gap isn't, and an Amarr scout actually has more module slots than an Amarr assault at STD-ADV for example and allows the scout to out-tank the assault, while still being faster, stealthier, better at scanning, have a 2nd equipment etc. The issue is less pronounced with the other assaults, but the gap is too small.
The problem is the medium frame slots, and slot progression. Like every other frame size, mediums should gain only 1 module slot from one tier to the next, and the upper limit should be 8 (like mos current logis). So it should be 6 module slots STD, 7 ADV, 8 PRO. I say let scouts tank if they want to, as long as they don't start usurping the role of assaults.
My thread on the subject: [Request] Medium frame (basic/assault/logi) slot changes/incease
KAGEHOSHI Horned Wolf wrote:[UPDATE]: The 6 at STD, 7 at ADV, 8 at PRO mod slot plan would make mediums competitive, & slayer brick-tanked scouts won't be able to out-tank and outperform medium frames at their own jobs. There is no need to nerf scouts, simply raise mod slot count on medium suits and the brick-tanked scouts won't be an issue. This thread was created before the brick-tanked scout problem, but I strongly believe my proposed slot layout solution for mediums will solve the issue. Read on, I will explain.There are big problems with the medium frame slot layouts that need to be addressed. "Too long; didn't read" (TL;DR) version on post 2 (click here). [Assault & logistics issues] Slayer logi issue originates from the logis to tank more HP than their assault counterparts, allowing them to be more survivable killing platforms. This problem won't truly go away until the slots are handled correctly, just right now brick-tank scouts are bigger issue. Logis sacrifice sidearms, mobility, & base HP in exchange for for 2-3 more equipment (equip) slots than their assault counterparts. That seems like a fair deal, but on top of the 2 or 3 more equip slots, there is some crazy weirdness with the slot layouts that leads to imbalance. - At standard (STD) tier all logis (with the odd exception of the Amarr (Am) one) have inferior module (mod) slot layouts compared to the STD assault counterparts. - Advanced (ADV) tier logis either get equal or superior mod slot layouts compared to their ADV assault counterparts. - Prototype (PRO) tier logis all gain an extra low slot than their PRO assault counterpart, the caldari one also gains an extra high slot also. Summary: logis underpowered (UP) at STD tier, balanced or overpowered (OP) at ADV, & all OP at PRO.
No reason for the Caldari (Cal) logi only having 2 equip at STD instead of 3; it isn't gaining anything extra compared to other STD logis or its assault counterpart for the sacrifice. The STD Cal logi is UP even compared to the other UP STD logis.
There is also the issue of the Am medium slot layouts. 1.8 has Am mediums shifting from hybrid tanking (equal shields & armor) to predominantly having armor; this requires a slot layout change of more low slots for effective armor tanking. Right now the progression of Am mediums is odd, they start with more high slots (2 at militia (MLT) & STD).
Am assault has less mod slots than other assaults. Yes it has a tiny 30 more base HP than the Caldari and Gallente assault, a small advantage already countered by being the slowest assault. It should be noted that the Am scout, Am sentinel, & Am commando also has more base HP compared to the other races' dropsuits of the same roles, yet these other Am suits aren't forced to give up a slot; they shouldn't have to give up a slot, and neither should the Am assault since the extra HP is already balanced by the speed loss. This problem makes the Am assault suffer the most from the brick-tanked scout problem, since the Am scout has more mod slots at STD-ADV than the assault, and same mod slot count at PRO; this allows the Am scout to surpass the Am assault in HP, while being faster, having a 2nd equip, stealthier, etc.
[Solution] Part 1: assault & logi Give the Cal logistics 3 equip slots at STD. Also 4 equip at PRO (reduce mod slot from 9 to 8 in exchange).
Give all assaults the same number of mod slots.
Equalize the mod slot layouts for assaults & logis of the same race & tier:
Assault & logi STD (high/low) Am: 2/4 Ga: 2/4 Ca: 4/2 (+1 equip for logi) Min: 3/3 Assault & logi ADV Am: 2/5 Ga: 3/4 Ca: 5/2 Min: 4/3 Assault & logi PRO Am: 3/5 Ga: 3/5 Ca: 5/3 (+1 equip for logi) Min: 4/4 [ REMOVED BASIC MEDIUM STUFF TO SAVE SPACE ] Obviously PG/CPU should be tweaked
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Buster Friently
Rosen Association
2156
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Posted - 2014.04.03 17:51:00 -
[13] - 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. |
alten hilt
DUST University Ivy League
135
|
Posted - 2014.04.03 18:20:00 -
[14] - Quote
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, smoothest, 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 their niche, which I certainly hope isn't the goal of DUST) |
Buster Friently
Rosen Association
2158
|
Posted - 2014.04.03 18:25:00 -
[15] - 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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Scout Registry
Nos Nothi
1899
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Posted - 2014.04.03 18:31:00 -
[16] - Quote
FYI: If you get a bead on a Scout with an HMG, you instantly slow his speed by half. It's total bullsh*t and I hope they fix it soon, but use it to your advantage while you can.
The faster the Scout, the more damning the "Stun Lock" ... This is part of the problem with Brick Tanking.
If I run KinCats and get spotted, you overcome my defenses simply by shooting in my direction. If I run Plates and get spotted, I have higher odds of withstanding damage while getting to cover. |
alten hilt
DUST University Ivy League
135
|
Posted - 2014.04.03 18:37:00 -
[17] - Quote
It's true. I don't have my hopes up for a realistic movement system and most FPS games choose to go with artificial aiming constraints rather than model a realistic movement system (although BF4 seems to get jumping pretty close to perfect, very hard to bunny jump in BF4 because your character has to gather their legs underneath them and jumping while moving in a direction seems to accurately model what you do in real life. )
On the other hand. Uniformly applying movement/aim penalties just adds another underlying problem to the system because it doesn't account for things like the bulkiness of the chest and arms (Try shooting without body armor, then with body armor, then with body armor and a rucksack, then with full body armor, then with cold weather gear on and you will start to get a sense of what I mean.) An unarmored opponent can move faster and aim better (while moving faster) without the bulk of gear. If you start to uniformly apply aim penalties based solely on speed and don't take into account the other issues, then you just swing the problem pendulum to the other side and brick tanking will become an even bigger issue because you artificially penalized people for moving fast without looking at the underlying problems (like uniform stacking penalties, or uniform falling damage.) |
Onesimus Tarsus
GamersForChrist
1769
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Posted - 2014.04.03 18:55:00 -
[18] - Quote
Contaminator Aquarius wrote:Onesimus Tarsus wrote:I do not think your sig means what you think it means. I can play a scout suit to counter scouts and I have. and it feels wrong. I will continue to play my suits and get circle strafed to death... the reason I made this post was because I played 3 games in a row and 90% of the suits were scouts... to me that is a true game design problem and needs to be looked at
Except, nope. Cloaks are the problem, and they should be removed, post-haste. The reason that 90% of the suits were scouts was because it's an ez-mode cloak kill-fit. Either cloaking defeats a real-world sensory input (the ability to see something, which in this muddy, dark, glare-y pixelated mess called DUST is a constant effect for all suits), or it doesn't, and the advertisers should be sued for fraud.
In other words: Your sig plainly says adjust in-game to all tactics, and you simply aren't. You're asking for a code-change. You cannot have it both ways.
If you don't see me, it's because I'm not where you're looking.
I'd rather be unscannable than invisible.
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CRNWLLC
Screwy Rabbit ULC
164
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Posted - 2014.04.03 18:58:00 -
[19] - Quote
Buster Friently wrote:CRNWLLC wrote:Buster Friently wrote: 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. Please make an effort to express what you mean concisely, in order to avoid confusion. "Make it some sort of gradual cooldown after sprinting" is unclear--what is "it"? Since you were vague, I assumed "it" was a penalty generally; what you're talking about would be a delay between sprinting and using a weapon. A "cooldown" implies something has been used and is currently in a waiting state, to become reusable. In the example scenario, the scout was sprinting, not just using a weapon, so you're misusing the term.
And my concept of "proper scout" isn't just mine. Read the description of the suit:
In-Game Description wrote:The Scout dropsuit is a lightweight suit optimized for enhanced mobility, multi-spectrum stealth, and heightened awareness. Augmented joint servo motors give every movement extra speed and flexibility, while integrated friction and impact dampening materials reduce the overall sound signature.
This high-tech suit is coated in adaptive camouflage, a thin layer of bio-hermatic membranes interwoven with microscopic optical sensors that control millions of individual pigment ferro-crystals. An integrated AI-53 "All Eyes" sensor system wraps around the inside of the helmet, which also includes a chemically scrubbed atmospheric filtration system.
When missions call for speed and stealth, situations in which heavily armored suits would be more of a burden than an advantage, a scout dropsuit is the best option. The enhanced mobility it provides makes up for its relatively low protection, and when combined with stealth technology modules, the scout suit is the obvious choice for infiltration, counter-espionage and assassination. I was merely speaking to what it's intended for, pointing out that, using it as intended the issues the OP brings up are moot. Using it as an assault suit, yeah, we have problems. And these problems, IMO, would all be rectified by buffing assault suits. I never said anything about unintended uses being bad or stupid or anything--I always fully encourage people to fit whatever they want.
Building penalties into suits is a ridiculous solution--suits grant bonuses for certain play styles; they shouldn't penalize players for using it them an "unintended" way (this is sort of dealt with by each type of suit having different slot layouts and CPU/PG amounts); this is completely contrary to your stance that, "Any suit can be anything the player wants", which simply isn't true. Try fitting an HMG on a scout.
But thanks for handing out life lessons, Sweet D. Maybe you should try fecking off.
My other dropsuit is a Python.
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Samantha Hunyz
G.R.A.V.E INTERGALACTIC WARPIGS
100
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Posted - 2014.04.04 00:39:00 -
[20] - Quote
I don't remember were I read it, but I read someone on another post mention plates and shield extenders add a percentage instead of a fixed amount. this would also fix dual tanking. Am I crazy? Why or why not would this work?
When I look down my scope, all I see are dead people.
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Aszazel
R 0 N 1 N
149
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Posted - 2014.04.04 01:07:00 -
[21] - 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.
You can't have it both ways, do you want to have penalties if we stack armor so we have to choose between speed or armor? Or do you want us to have bad aim while running and jumping. I think either one of those options would be fine. Because if we drop armor to speed tank (whereas a single hit slows us down now, because of bad auto aim programming effectively killing us) then we will be paper thin which is fine as long as we can hit what we are aiming at.
Do you know that most heavies are a death sentence? if you are getting killed by scouts its because they are working very hard.
I will gladly accept either ONE of your suggestions if you decrease backpedal speed to HALF of RUN SPEED. |
Contaminator Aquarius
WASTELAND JUNK REMOVAL Top Men.
41
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Posted - 2014.04.04 03:30:00 -
[22] - Quote
Onesimus Tarsus wrote:adjust in-game to all tactics, and you simply aren't. You're asking for a code-change. You cannot have it both ways.
There is a difference between changing tactics to fit a situation and changing your tactics to play the game the way it is designed.
Let me give you an example: if there was a suit (lets call it Derp Suit MkII ) and it had 50 shields and 50 armor and had its move speed magically reduced to 2m because lets imagine CCP broke it and decided to wait until next patch to fix it. But in the previous patch it was well balanced. No one who skilled into that suit would play it.
Your viewpoint: "BLAH CHANGE TACTICS"
My viewpoint: "well seeing as the CODE/STATS are not functioning AS INTENDED (<---please focus on this) I can't play that this build"
!!!IN NO WAY DO I THINK SCOUTS OR ANYTHING IN 1.8 IS AS BAD AS THE EXAMPLE ABOVE!!!!
My point is that the game is not FUNCTIONING AS INTENDED and this thread was intended to suggest solutions to the problems that is experienced BY EVERYONE IN THE GAME, but are currently more noticeable in scouts.
Hell, next patch could unintentionally buff Heavies to "OVER 9,000!" but I would still be in here going, hey lets look at the CAUSE of the problem not the SYMPTOM of the problem.
yea... flux it... do what you wan't... people will find ways to abuse the game...
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