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Thread Statistics | Show CCP posts - 15 post(s) |
KalOfTheRathi
Nec Tributis
1356
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Posted - 2014.08.31 09:45:00 -
[1] - Quote
What are you thinking about reducing the sniper range to?
The biggest problem with not countering a sniper anywhere is not being able to see them. The draw distance is so short for everything else a sniper that is 50m past your current weapon becomes invisible. Is the plan to pull the snipers in so the shortest draw distance will still show them?
Me thinks you are painting over a pot hole. Might look good on paper but it isn't going to play well.
At least the hot fixes are staying true to the course.
And so it goes.
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KalOfTheRathi
Nec Tributis
1358
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Posted - 2014.09.01 02:11:00 -
[2] - Quote
CCP Rattati wrote: Vehicles HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
I am not certain if you are aware of the reason behind this problem but the wording makes me unsure about your level of awareness.
There is actually no problem nor an advantage to vehicle directional changes ... if you are using a game controller. The KB/M player has distinct advantages. I doubt if changing anything on the server will effect only the problem children with their KB/M systems. The only thing possible, most likely, is to hammer all vehicles. Which will leave those using controllers even further behind than their KB/M opponents.
The problem is and always has been in the way CCP/Shanghai* has mishandled the directional keys for any player using KB/M instead of or in addition to the DS3. There has always been a problem and your comment suggests you are not aware of the cause. This is also true for Mercs not in a vehicle. Ever notice the various Mercs that shift from side to side too quickly for your client to hit them? That is because they are KB/M players toggling the A and D keys very quickly. Which means every time you shoot they have already sent a different direction (or location) to the server so you are always lagging behind their position. This is regardless of network connection or latency. Those with bad values for those will only see this at a much worse level. And they always have and they always will without a client side change.
Full throttle forward with a keyboard is dramatically faster than any controller as it is merely a switch while the controller's interface is analog. If you read the analog values it take nearly four times as long (or four procedure calls) to get from stopped to full in any direction. Now, lets go from full forward to full reverse. The KB/M player gets that done in well under a 1/4 second.
Anyway, you have the technology to time it on a development box. Or even on a PC. I have code that does it as well but my code is in C and runs on Linux thus I will not be sharing it with you are anyone at CCP**. Note that those using a keyboard and mouse are usually not using Blue Tooth which is an additional advantage, not much admittedly but definitely some.
If you want to PM me I can send you some pseudo code that resolves the problem. But, as client side changes are forbidden I suspect that this post, my concerns and any possible fix are moot.
KR
* Not only them, any game developer using the Unreal Engine 3.5 has this problem. Most engines do I suspect.
** Neither side want to get into a coding contest. Heads would explode no doubt.
And so it goes.
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KalOfTheRathi
Nec Tributis
1363
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Posted - 2014.09.01 18:13:00 -
[3] - Quote
Symbioticforks wrote: Sniper Rifles DO NOT 1 shot any player. [Rail Tanks / Forge Guns do!]
While I agree with some of your comments and some of your attitude I have been OHK by snipers many times and have given quite a few out, even over the last few days. Granted the Thale is the weapon of choice for OHK and this latest Nerf Hammer of Doom to all snipers appears to be a reaction to those using only Thale officer variant. But it will make all other snipers suffer.
Also, Large Rail Tanks routinely don't OHK anymore. Their splash damage is non-existent so a direct hit is the only way to kill. The draw distance cut-off is so short that trying to get a bead on infantry is difficult at best. There are many locations that infantry isn't shown beyond 200m and are thus invisible to a tanker. It is possible to OHK infantry as I have done it but it is much less repeatable than using any sniper rifle. A moving infantry target is nearly invincible to a large rail tanker. And the next fix will kill the ability for the forge gun as well. Which should make you happier, I suppose.
My biggest frustration of late with these hot fixes (more like HOT FIXES FROM HELL, HFFH) is that the game is getting tragically dulled down with each one. Scouts are the only suit worth skilling into. They can do most every job and do it with impunity, not to mention that in this squad based game they function as a solo player better than anything other than a sniper and they do that as well. I just don't happen to like play them. Then to come in and play the 3x5 event to watch the kill feeds be loaded with nothing but officer weapons doesn't create a fun time.
When compared to the games that I am spending much more time playing these days (as well as spending actual cash in) tanks are getting hammered each time a HFFH gets released. Now the infantry just bounces around them as they know they can only be killed in a few situations. This is so far from fun it is disheartening. Of course, I am not an AV player either (except for FG and using vehicles for AV) so this ongoing effort to ensure that the swarmer crowd can kill anything with one clip makes it less likely I want to join in the fun in the dust.
Welcome to Dust where Mercenaries cannot make a profit unless they use free equipment and balancing means to destroy the essence of the game.
And so it goes.
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