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Thread Statistics | Show CCP posts - 43 post(s) |
NanoCleric
The Unholy Legion Of DarkStar DARKSTAR ARMY
119
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Posted - 2014.07.10 07:53:00 -
[1] - Quote
CCP Rattati wrote:All, * Move all logistics to the same number of Equipment slots per tier, removing the Amarr sidearm. Reduce Logi speed slightly and remove Cloak fitting bonus. Same total of high and low slots as well per tier.
At the current state of the game, i use a Gallente Logi and i am constantly being 'outrun' by heavies. I seriously struggle to keep up with heavies who squad with me... If your lowering our speed even more, how are we meant to keep up with our guys?
Granted we carry a lot of equipment.. but i think it's a tad insane that we can't outrun heavies these days considering the amount of armour they are using.
As an aside... i generally stack the armour with no movement penalty in my low's, simply due to the fact if i stack the standard plates of each tier.. i just can't keep up with the squad.
Rattati, i think you guys need to do some internal testing related to speed balancing of the suits, testing with differing armour low slot setups..
As an aside.. if any speed nerf would be needed.. it would be on the scout / assault to reduce how bad the strafing issue of modded controllers is.
Personally.. I think the 'most' important thing you could do, would be to add some validation to user input..
- If the fire button is pressed faster than a 'human speed tolerance' then you don't call the fire routine.. (i.e. you've detected they are using autofire.. so don't allow the fire code to actually run until that human tolerance has passed.).
- If you detect a change in direction and acceleration beyond what is humanly possible using a DSJoystick or keyboard keys.. clamp the acceleration values.. or even penalise them.. Strafing speeds are a 'massive' problem.
As for aim assist.. pff.. i could go on for days on how badly coded that is... It should certainly not run 'every' time the fire routine runs.
Where do these comments come from? .. I've been programming AAA games for many years myself in industry.. and seeing these problems makes me cringe... they MUST be addressed to stop people being able to strafe side to side at impossible speed while 'also' aiming with insane precsion and not missing us. It's no fun to play against 'computer aided movement + computer aided rapid firing + computer dead lock aiming'.... This simply 'must' be addressed to bring 'human skill' back into the game.
If you ever want to discuss things like this Rattati so long as your NDA permits it.. then by all means contact me... (can mail me on NanoCleric or DaiReaver and i'll provide my skype details). In some ways i wish i was there so i could change the code myself... but in honesty.. i'd never want to work for CCP with what i've seen. |
NanoCleric
The Unholy Legion Of DarkStar DARKSTAR ARMY
119
|
Posted - 2014.07.10 08:39:00 -
[2] - Quote
CCP Rattati wrote:The speed changes are to differentiate better between Assault and Logis. The slowest Logis would still of course move faster than the fastest heavy, something like +0.05 on the Assault or -0.05 on the Logi. So if that's the biggest worry, we have no problem in only buffing the Assault speed.
As i already said.. i am 'always' getting outrun by heavies when i'm playing as my Gal Logi with the armor plates with no movement penalty.. ferroscale if i remember right.
So something else is going on there if your stats don't show that's the case... Do some internal testing. If i use the basic armour plates of any tier.. then i am constantly losing my link to heavies and having to sprint to keep up with them a lot.
Also Rattati, please ensure you read my previous reply: https://forums.dust514.com/default.aspx?g=posts&m=2250883#post2250883
post 316, page 16. |
NanoCleric
The Unholy Legion Of DarkStar DARKSTAR ARMY
119
|
Posted - 2014.07.10 08:43:00 -
[3] - Quote
Cat Merc wrote:NanoCleric wrote:CCP Rattati wrote:The speed changes are to differentiate better between Assault and Logis. The slowest Logis would still of course move faster than the fastest heavy, something like +0.05 on the Assault or -0.05 on the Logi. So if that's the biggest worry, we have no problem in only buffing the Assault speed. As i already said.. i am 'always' getting outrun by heavies when i'm playing as my Gal Logi with the armor plates with no movement penalty.. ferroscale if i remember right. So something else is going on there if your stats don't show that's the case... Do some internal testing. If i use the basic armour plates of any tier.. then i am constantly losing my link to heavies and having to sprint to keep up with them a lot. *Pops head out* Heavies only need one kin cat to outrun logis. And that's not because Logis are too slow, it's because Heavies are too fast. 900DPS + 1500HP should not run at 6.5m/s~ -_-
^^ That'll be why then, thanks for pointing that out Cat. Kinda crap to think the only way to combat this then would be to have to use one ourselves too... |
NanoCleric
The Unholy Legion Of DarkStar DARKSTAR ARMY
119
|
Posted - 2014.07.10 14:19:00 -
[4] - Quote
NanoCleric wrote:
* snip *
Personally.. I think the 'most' important thing you could do, would be to add some validation to user input..
- If the fire button is pressed faster than a 'human speed tolerance' then you don't call the fire routine.. (i.e. you've detected they are using autofire.. so don't allow the fire code to actually run until that human tolerance has passed.).
- If you detect a change in direction and acceleration beyond what is humanly possible using a DSJoystick or keyboard keys.. clamp the acceleration values.. or even penalise them.. Strafing speeds are a 'massive' problem.
As for aim assist.. pff.. i could go on for days on how badly coded that is... It should certainly not run 'every' time the fire routine runs.
Where do these comments come from? .. I've been programming AAA games for many years myself in industry.. and seeing these problems makes me cringe... they MUST be addressed to stop people being able to strafe side to side at impossible speed while 'also' aiming with insane precsion and not missing us. It's no fun to play against 'computer aided movement + computer aided rapid firing + computer dead lock aiming'.... This simply 'must' be addressed to bring 'human skill' back into the game.
If you ever want to discuss things like this Rattati so long as your NDA permits it.. then by all means contact me... (can mail me on NanoCleric or DaiReaver and i'll provide my skype details). In some ways i wish i was there so i could change the code myself... but in honesty.. i'd never want to work for CCP with what i've seen.
Edit: An afterthought.. you have a stamina mechanic.. you could use that to reduce the speedy strafe crap which goes on too.. Every time someone changes direction when strafing.. check the speed at which they did it.. and use that value to reduce the stamina gauge... If their stam is low when they change direction.. their acceleration is extremely penalized.. so they may be able to perform a quick shimmy.. but then they will be very slow and sluggish.. As opposed to all the other changes proposed.. things like this will give you a bigger win with the community..... Plus.. you could add in an accuracy penalty, or 'jolt' when they change direction.. Try it in real life and see how stable you can keep your arms pointed at a target when you change direction that fast..
Rattati, can we get a response on the above quote from my previous post... Can we hope to get any resolution on these incredibly problematic mechanics?
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NanoCleric
The Unholy Legion Of DarkStar DARKSTAR ARMY
121
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Posted - 2014.07.10 16:10:00 -
[5] - Quote
*Sigh*, i'll try again.. Rattati.. can you look into the problem of modded input? In terms of extremely fast strafing, and also to ensure you don't run the autoaim routine for each press when it's using rapid fire? I've posted more info on this previously.. pg 16, post 316 i think it was.. |
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