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        |  Breakin Stuff
 Goonfeet
 Special Planetary Emergency Response Group
 
 3193
 
 
      | Posted - 2014.09.26 11:55:00 -
          [1] - Quote 
 Now I know it is not the problem with hit detection. Their small hitbox exacerbates the issue which becomes most notable and creates a "false positive."
 
 It is a core mechanical issue that makes "leading your target" irrelevant.
 
 I have replicated the effect with both a calsent and amsent, and have been doing so for months without realizing it. This has only become wildly obvious with the latest nerf to HAV infantry killing capacity.
 
 Compared to an HAV Main Turret, the forge sentinel has an equivalent hitbox and movement profile to a scout under a heavy machinegun on a sentinel. The situation is very different but the effect is identical.
 
 Phase 1: engagement. Sentinel or scout engages in CQC. HAV/sentinel respond with fire, tracking the target with difficulty.
 
 Phase 2: relative speed allows the sentinel or scout to dictate the pace of engagement in CQC even though in theory they should be dogmeat engaging that close. Scout strafe reaches apex when the target manages to start landing hits.
 
 Phase 3: sentinel/scout change of direction requires 1 second for human reflexes to respond. At this point it is too late. At one-second intervals the sentinel/scout change direction, causing the slower target's aim to continually move in the opposite direction of movement creating what the ignorant call "gun game". It allows the target to avooid taking any significant fire while merrily dancing through active fire.
 
 Phase 4: slow target dies after inflicting minimal damage at best. Smaller target wins a stacked engagement that SHOULD be in the victim's favor.
 
 The culprit: inertia calculation.
 
 You see it in dropships, LAVs, and HAVs. When they stop moving or chang direction they keep moving, slow down, come to a stop THEN change their direction of travel.
 
 The weight x momentum equation is not there for dropsuits. All of the suits move at different rates, but they all chang direction instantly. There is no deceleration, no brief pause where they stop, nor acceleration.
 
 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.
 
 | 
      
      
        |  BL4CKST4R
 La Muerte Eterna
 Dark Taboo
 
 3145
 
 
      | Posted - 2014.09.26 12:14:00 -
          [2] - Quote 
 And another one of these post arises and it will sink to the depths of the forums to not be seen again, as the "pros" and fotm chasers beat it down claiming that we just need gun game. Because apparently unreal mechanics are real tactics.
 
 On that note I would love for CCP to acknowledge that this is an issue or at least tell us if this is even possible to fix.
 
 supercalifragilisticexpialidocious | 
      
      
        |  Breakin Stuff
 Goonfeet
 Special Planetary Emergency Response Group
 
 3203
 
 
      | Posted - 2014.09.26 15:06:00 -
          [3] - Quote 
 Bump for visibility.
 
 I'm not letting this go.
 | 
      
      
        |  Adipem Nothi
 Nos Nothi
 
 5247
 
 
      | Posted - 2014.09.26 15:57:00 -
          [4] - Quote 
 Agreed.
 
 Add inertia/momentum to directional change and/or implement progressive acceleration.
 
 Shoot scout with yes.
- Ripley Riley | 
      
      
        |  Llast 326
 An Arkhos
 
 4617
 
 
      | Posted - 2014.09.26 16:10:00 -
          [5] - 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
  
 KRRROOOOOOM | 
      
      
        |  Kaeru Nayiri
 Krusual Covert Operators
 Minmatar Republic
 
 39
 
 
      | Posted - 2014.09.26 16:13:00 -
          [6] - Quote 
 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.
 | 
      
      
        |  Llast 326
 An Arkhos
 
 4617
 
 
      | Posted - 2014.09.26 16:17:00 -
          [7] - 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.
 
 KRRROOOOOOM | 
      
      
        |  Fox Gaden
 Immortal Guides
 
 4383
 
 
      | Posted - 2014.09.26 19:33:00 -
          [8] - Quote 
 
 Breakin Stuff wrote: [Stuff..]
 As usual I agree with you.
 
 
 Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition. | 
      
      
        |  Glitch116
 Carbon 7
 Iron Oxide.
 
 146
 
 
      | Posted - 2014.09.27 01:39:00 -
          [9] - Quote 
 for once someone is trying to get to the meat of the problem instead of trying to band aid it
 normal i dislike the things that come out of your mouth but every now and then you get it right +1 and bump for justice
 lets get some the real problems fixed
 
 I AM THE KING OF THE BLASTER!!!
deal with it | 
      
      
        |  BL4CKST4R
 La Muerte Eterna
 Dark Taboo
 
 3147
 
 
      | Posted - 2014.09.27 05:42:00 -
          [10] - Quote 
 
 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.
 
 supercalifragilisticexpialidocious | 
      
      
        |  Breakin Stuff
 Goonfeet
 Special Planetary Emergency Response Group
 
 3237
 
 
      | Posted - 2014.09.27 06:39:00 -
          [11] - Quote 
 He is absolutely correct. Simply chamging the speeds is a bandaid tbat doesn't address the actual problem.
 | 
      
      
        |  Right-wing Extremist
 Nos Nothi
 
 1353
 
 
      | Posted - 2014.09.27 17:04:00 -
          [12] - Quote 
 I noticed this was almost off the first page. That would be a travesty of justice, imo.
 
 tbh
 
 Jaceon Pale-eye. And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly. | 
      
      
        |  Llast 326
 An Arkhos
 
 4657
 
 
      | Posted - 2014.09.27 17:22:00 -
          [13] - 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?
 
 
 KRRROOOOOOM | 
      
      
        |  Llast 326
 An Arkhos
 
 4657
 
 
      | Posted - 2014.09.27 17:25:00 -
          [14] - 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.
 
 KRRROOOOOOM | 
      
      
        |  Chief-Shotty
 WASTELAND JUNK REMOVAL
 Top Men.
 
 270
 
 
      | Posted - 2014.09.27 17:36:00 -
          [15] - Quote 
 I'm all in favor of movement changes.
 
 Bump
 
 8-Time New Eden Mass Driver Champion Min Commando Combat Rifle and Mass Driver = FUN and Tears OMG the Tears!! :) | 
      
      
        |  Llast 326
 An Arkhos
 
 4657
 
 
      | Posted - 2014.09.27 20:42:00 -
          [16] - Quote 
 Moar bump
 
 KRRROOOOOOM | 
      
      
        |  DeathwindRising
 ROGUE RELICS
 VP Gaming Alliance
 
 559
 
 
      | Posted - 2014.09.27 22:46:00 -
          [17] - Quote 
 
 Breakin Stuff wrote:Now I know it is not the problem with hit detection. Their small hitbox exacerbates the issue which becomes most notable and creates a "false positive."
 It is a core mechanical issue that makes "leading your target" irrelevant.
 
 I have replicated the effect with both a calsent and amsent, and have been doing so for months without realizing it. This has only become wildly obvious with the latest nerf to HAV infantry killing capacity.
 
 Compared to an HAV Main Turret, the forge sentinel has an equivalent hitbox and movement profile to a scout under a heavy machinegun on a sentinel. The situation is very different but the effect is identical.
 
 Phase 1: engagement. Sentinel or scout engages in CQC. HAV/sentinel respond with fire, tracking the target with difficulty.
 
 Phase 2: relative speed allows the sentinel or scout to dictate the pace of engagement in CQC even though in theory they should be dogmeat engaging that close. Scout strafe reaches apex when the target manages to start landing hits.
 
 Phase 3: sentinel/scout change of direction requires 1 second for human reflexes to respond. At this point it is too late. At one-second intervals the sentinel/scout change direction, causing the slower target's aim to continually move in the opposite direction of movement creating what the ignorant call "gun game". It allows the target to avooid taking any significant fire while merrily dancing through active fire.
 
 Phase 4: slow target dies after inflicting minimal damage at best. Smaller target wins a stacked engagement that SHOULD be in the victim's favor.
 
 The culprit: inertia calculation.
 
 You see it in dropships, LAVs, and HAVs. When they stop moving or chang direction they keep moving, slow down, come to a stop THEN change their direction of travel.
 
 The weight x momentum equation is not there for dropsuits. All of the suits move at different rates, but they all chang direction instantly. There is no deceleration, no brief pause where they stop, nor acceleration.
 
 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.
 
 
 yes. i suggested this last week as a fix. increasing inertia would cause anyone rapidly strafing back and forth to basically plant themselves squarely in one spot with barely any change in positioning. it would also kill strafing as a tactic altogether though. no more "gun game" lol
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        |  BL4CKST4R
 La Muerte Eterna
 Dark Taboo
 
 3152
 
 
      | Posted - 2014.09.27 23:34:00 -
          [18] - Quote 
 How do you bump a thread? Like where is the bump button?
 
 supercalifragilisticexpialidocious | 
      
      
        |  Francois Sanchez
 What The French
 Red Whines.
 
 114
 
 
      | Posted - 2014.09.27 23:42:00 -
          [19] - Quote 
 Strafe speed is ridiculous in this game, I play volleyball at high level so we all learn to move sideway much faster than other people, if we are half crouched we can move at maybe 4 m/s for the quickest (it's actually closer to three lateral jumps than walking sideways btw). And if we're standing up like players in this game we may reach 3 m/s max. Even heavies strafe faster.
 
 This game is actually pretty balanced if you look at the numbers, but the ridiculous strafing allows the light and medium suits to often ignore the drawbacks of having less HP in gun fights, and so if they use an appropriate gun, that weapon seems completely OP whereas it is not. I've played with MD just to break that ******* strafing mechanic, and I realized the guns were balanced.
 Preventing the use of mouse and keyboard would also limit the abilities to strafe
 | 
      
      
        |  I-Shayz-I
 I----------I
 
 4824
 
 
      | Posted - 2014.09.28 00:06:00 -
          [20] - Quote 
 After playing Destiny for a while I realized how fast the acceleration to top speed is from one direction to another in Dust.
 
 In destiny, your strafe speed is always the same no matter what suit, but you can upgrade your strafe acceleration (how fast you can change direction) by sacrificing either armor or recovery for agility.
 
 Low agility makes it feel like you have to slow down to a stop before you can change direction, while high agility feels exactly like Dust.
 
 7162 wp with a Repair Tool! List of Legion Feedback Threads! | 
      
      
        |  CommanderBolt
 KILL-EM-QUICK
 RISE of LEGION
 
 1801
 
 
      | Posted - 2014.09.28 16:54:00 -
          [21] - Quote 
 
 I-Shayz-I wrote:After playing Destiny for a while I realized how fast the acceleration to top speed is from one direction to another in Dust.
 In destiny, your strafe speed is always the same no matter what suit, but you can upgrade your strafe acceleration (how fast you can change direction) by sacrificing either armour or recovery for agility.
 
 Low agility makes it feel like you have to slow down to a stop before you can change direction, while high agility feels exactly like Dust.
 
 I can agree to a tradeoff somehow as long as it works in the game sense. Like I have spoke about before, I am just very worried about killing speed tanking and good movement. I dont want to feel like a brick tanked heavy suit when using my light untanked speed stacked scout suit. As it is I already have next to no hit points, having more tradeoffs has to be done right.
 
 I will watch these kinds of talks with some caution, however putting my bias to one side, I do see why it might be something we need to discuss.
 
 "Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"  MY LIFE FOR AIUR! | 
      
      
        |  Breakin Stuff
 Goonfeet
 Special Planetary Emergency Response Group
 
 3266
 
 
      | Posted - 2014.09.28 17:29:00 -
          [22] - Quote 
 
 CommanderBolt wrote:I-Shayz-I wrote:After playing Destiny for a while I realized how fast the acceleration to top speed is from one direction to another in Dust.
 In destiny, your strafe speed is always the same no matter what suit, but you can upgrade your strafe acceleration (how fast you can change direction) by sacrificing either armour or recovery for agility.
 
 Low agility makes it feel like you have to slow down to a stop before you can change direction, while high agility feels exactly like Dust.
 I can agree to a tradeoff somehow as long as it works in the game sense. Like I have spoke about before, I am just very worried about killing speed tanking and good movement. I dont want to feel like a brick tanked heavy suit when using my light untanked speed stacked scout suit. As it is I already have next to no hit points, having more tradeoffs has to be done right. I will watch these kinds of talks with some caution, however putting my bias to one side, I do see why it might be something we need to discuss. 
 I think the ability to sneak up and murder people is a good compromise. This would kill scoutssault suits.
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