Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1026
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Posted - 2014.10.02 22:29:00 -
[1] - Quote
Soraya Xel wrote:One of the things being missed here, I think, is rendering issues at 450-600m. One of my primary concerns personally, was for instance how the Thale's excessively good zoom pre-Delta allowed snipers to easily kill players from outside their rendering distance. There was no way to identify the location of a sniper shot, even if you survived it.
Snipers sit outside the range of most other weapons. That's fine, but it also means the play to counter them can be more challenging. Because for one, you're going to have to get into that range to counter them. You cannot get in range of a weapon you cannot find. And whether a sniper is in the redline or not is largely irrelevant, in my book, when the real problem is often that there's no way to find the sniper at all.
Also, in the cases of some of the extreme 600m ranges, most sniper rifles were firing at scanned down chevrons, not actual targets they could see. I'm also not sure it's good gameplay for this to be possible or relied upon. I think bringing snipers down a bit to accommodate the nature of the game is acceptable.
I've seen a lot more snipers out and about since Delta too. And I want to highlight that the submissions CPM members received from career snipers were definitely looked at heavily, including the numbers. The base damage didn't go as high as was proposed by those, but those numbers were definitely crunched.
I could always see the source, even at even beyond the range of my rifle at times when I looked in their direction. They weren't out of render distance, they were just the size of a pixel on the screen. Some of the locations that I could NOT see the shooter were within 300m however.
Terrain glitching is something that is quite.... a distraction. If you cannot shoot in at an angle, you should not be able to shoot out at said same angle... Since sniper rifles fire so slowly, it would not be that much of a problem for them to check the shot going both ways before allowing damage to calculate. (as in a mirror bullet originates from the impact point, and if it cannot hit back up the sight from that region, then the damage to the intended target is nullified. However, i can sooo imagine some new "cannot damage anything" bug.)
However, I think 350 is a tad short. 400 would have been a better range
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1026
|
Posted - 2014.10.03 07:48:00 -
[2] - Quote
Aeon Amadi wrote:
As you mention in a later post, it was intentional and by design. Back in beta we had infinite draw distances that outlined players in blocky black non-sense that could be seen through the 'dust in the wind' sort of visual effects (SSAO was also visible). It's literally no different then the crippling issue of not being able to hear **** behind you because of an 'animation optimization' that was slated to be fixed but never was (dev's words, not mine).
So, tie it all into account and there is literally nothing here that is the fault of the sniper rifle. Redline is simple game mechanics, sniping perches are map design, and render distance is optimization. All of which paint a nice little picture for the up-and-close rough-and-tussle but we've been steadily draining options out of the game to accomodate for that for as long as anyone can remember.
IMO, kill the SSAO and bring back the draw distance. See what the performance looks like after that.
Mmmmm... that old rendering distance was attached to a different rendering engine altogether. That engine was discarded when they found it was causing the older PS3 models to burn out.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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