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        |  Llast 326
 An Arkhos
 
 4617
 
 
      | Posted - 2014.09.26 16:10:00 -
          [1] - Quote 
 
 Breakin Stuff wrote:In effect all dropsuits change direction instantly with no loss of momentum. It is less noticable on sentinels because they are slow, have a huge hitbox and are easy to hit. They are the broadside of the barn.
 
 But to an HAV turret, the sentinel may as well be that scout in CQC merrily ignoring the incoming fire.
 
 The problem isn't the calscout or any other scout. Rattati was right. The hitboxes are fine.
 
 It is the core movement mechanics that are breaking the ability to hit and lead a target.
 
 Very nice analysis
 If Strafe Speed and Backpeddle Speed were different from forward speed this would help elevate this problem yes?
 
 
 Personally going to try to keep this thread visible
  
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        |  Llast 326
 An Arkhos
 
 4617
 
 
      | Posted - 2014.09.26 16:17:00 -
          [2] - Quote 
 
 Kaeru Nayiri wrote:Ironically, fixing this would help me SO MUCH with the Nova Knives. All too often, a too swift movement from my target at the last moment makes me pass them completely and land in front of them (during a leap+charge). I always attributed it to position lag, but perhaps I've also been wrong all this time. Aye
 I Know what you mean failed Raptor Leaps because of movement shifts. Not movement lag though it is the lack of speed change in motion though. Something that has come up many times in NK discussions as well as SG.
 
 How this ties into other issues is very interesting to me.
 
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        |  Llast 326
 An Arkhos
 
 4657
 
 
      | Posted - 2014.09.27 17:22:00 -
          [3] - Quote 
 
 BL4CKST4R wrote:Llast 326 wrote:Breakin Stuff wrote:In effect all dropsuits change direction instantly with no loss of momentum. It is less noticable on sentinels because they are slow, have a huge hitbox and are easy to hit. They are the broadside of the barn.
 
 But to an HAV turret, the sentinel may as well be that scout in CQC merrily ignoring the incoming fire.
 
 The problem isn't the calscout or any other scout. Rattati was right. The hitboxes are fine.
 
 It is the core movement mechanics that are breaking the ability to hit and lead a target.
 
 Very nice analysis  If Strafe Speed and Backpeddle Speed were different from forward speed this would help elevate this problem yes?  Personally going to try to keep this thread visible  Well it wouldn't help fix the problem, even if CCP made strafe and backpedal 2M/s we can still change directions instantly. On the other hand if we added these mechanics suggested, we could strafe and backpedal at our base speed at still not be incredibly OP. Don't get me wrong here, I think that the velocity should be changed as well, but strafe and backwards motion would affect the hitting as well, because another factor is tracking speed of the the person shooting at the strafer. Movement speed of defender relative to the tracking speed of the aggressor will come into play. It's touched on implicitly in the OP.
 
 Essentially other factors at play will contribute to velocity change as well.
 
 Dropsuit velocity change
 Tracking Speed of Opponent
 Movement speed (strafe/backwards/forwards motion)
 
 Velocity change would have the most impact but alone does not address all the movement issues in this game.
 
 How drastic of a velocity change would work is something to ponder.
 Should each suit change at the same rate?
 
 
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        |  Llast 326
 An Arkhos
 
 4657
 
 
      | Posted - 2014.09.27 17:25:00 -
          [4] - Quote 
 
 Breakin Stuff wrote:He is absolutely correct. Simply chamging the speeds is a bandaid tbat doesn't address the actual problem. Was not suggesting that this would be the only change though
  Just that it is a factor that plays into the equation.
 
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        |  Llast 326
 An Arkhos
 
 4657
 
 
      | Posted - 2014.09.27 20:42:00 -
          [5] - Quote 
 Moar bump
 
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