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Thread Statistics | Show CCP posts - 5 post(s) |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2322
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Posted - 2014.11.20 06:04:00 -
[1] - Quote
Kensai Dragon wrote:Shields should carry some kind of balancing penalty, not sure it should be speed though. The increased sig radius in eve, is that the equivalent to hit box or profile in Dust? Both since it factors into the tracking equation and the scanning equation.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2322
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Posted - 2014.11.20 06:34:00 -
[2] - Quote
This discussion is honestly reminding me of the multi-thread multi-page battles we had back in the Mordu's forums.
I think one of the punchlines from those bone-crushing forum battles was realistic physics is nice but it messes with what many peeps expect from an FPS. Personally i love torque and rotational inertia, but that kind of realism sucks for kb/m players. It's not a matter of right or wrong it's a question of what do we want the game to be?
Right at the core of that question lies strafing/bunnyhopping and gungame. Some need it to make the game have any meaning at all as a competitive shooter, some despise it as unrealistic and ridiculous. It's a fundamental culture clash that can't be resolved to everyones' satisfaction.
But strafing/gungame does require genuine player skill. Anybody who can't admit this is in deep denial. DUST, because it is designed as an asymmetric shooter with passive skills and tiered gear, only serves to further exacerbate the culture clash between these groups.
Forget the lore and rationalizations. Rattai is proposing a tradeoff: more ehp means less strafe, end of story.
Is this acceptable?
For me the answer is yes, so long as the effect isn't too big.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2324
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Posted - 2014.11.20 06:40:00 -
[3] - Quote
CCP Rattati wrote:Dear Players,
We are going to add separate strafe penalties to HP modules. We will not be reducing normal speed, nor running speed, only left-right speed, making the "dodging" of bullets more difficult, and Sentinels lack of mobility to become a real vulnerability when stacking eHP.
The calculations will theoretically be based off of relative mass (Scouts) and total mass (Sentinels). Medium Frames will not be affected as much as these two. Basic Frames may end up not having any penalties at all.
This is quite blunt, but it's been a long time coming.
Extenders and Armor Plates are obviously the focus here, and Reactives and Ferroscales may be omitted in the first pass.
P.S. Medium speeds may get shaken up in light of the Assault HP boost , Logistics may get a speed boost, Commandos as well, Assault speed reduction, all very small. My bolding. Relative mass/total mass is your funny way of saying F=ma, right?
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2325
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Posted - 2014.11.20 14:40:00 -
[4] - Quote
OMFG. Does everybody who plays this game hate strafing? I had no idea.
Maybe all the strafers already left.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2325
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Posted - 2014.11.20 15:23:00 -
[5] - Quote
Breakin Stuff wrote:And let's be fair to shield tanks.
Make ferroscale and reactives carry the same penalty as extenders.
After all they add similar EHP values.
Giving 66 HP shield extenders a strafe penalty but exempting 70 HP plates seems rather...
One-sided. Shouldn't have to say this but by strafing you're messing your opponents aim, not dodging bullets. It's a way of turning a lacklustre engagement into a personal skill contest. And in situations where a merc is wearing power armor with regeneration, taking a few hits to disorient your opponent is an eminently viable tactic. One could even say that's what power armor was for.
We already have very solid aim assist and lots of explosive/splash weapons.
Are we trying to evolve DUST into a game where personal skill with a controller or kb/m really isn't that important?
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2325
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Posted - 2014.11.20 15:58:00 -
[6] - Quote
Alaika Arbosa wrote:Vrain Matari wrote: Are we trying to evolve DUST into a game where personal skill with a controller or kb/m really isn't that important?
I've always hoped for Dust to be a Sci-Fi Military Sim/MMOFPS not a Sci-Fi Arcade shooter. Also, strafing isn't about personal skill, it is about wiggling joysticks around and thinking that it is a display of skill. I would hope that strategy would be more important than that. As it is now, all strafing encourages strategy wise is "run around from place to place wiggling and twitching my way to a high KDR, **** helping my team I'm here for the kills". At least that is my impression of it given what I have seen in my time here. In truth, strategy is neutral wrt the presence of strafing mechanics or not. The better strategist/logistician/team will always win. The existence of strafing simply expands the tactical envelope.
And if you honestly believe that strafing/gungame is not a skill...i dunno what to say, it seem obvious to me.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2325
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Posted - 2014.11.20 16:17:00 -
[7] - Quote
Breakin Stuff wrote:It's something that breaks hit detection.
That's not skill that's a mechanical exploit dependent upon poor base mechanics and lag. Lag/hit detection are completely separate technical issues. Whether one likes skill-based strafing gunplay is a different question.
Are we saying we need to nerf lateral movement(again) in DUST because the game engine can't handle it? Fine, if that's the case there not much we can do about it.
Are we going to keep these anti-strafing anti-gungame mechanics if/when we move to Legion or whatever the next incarnation of DUST will be?
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2334
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Posted - 2014.11.21 04:22:00 -
[8] - Quote
Funkmaster Whale wrote:Rattati all the ideas you've had so far have been pretty on point, but I really think messing with the already severely clunky movement DUST 514 has is going to only make things worse for everyone.
Back when we had the super fast strafe speed this game was A LOT more fun and intense because everything felt a lot more fast paced. It was not balanced, and we sulked but adjusted to it. I know you want to bring balance to Scouts and you're desperately looking at all these things Scouts are good at and just looking to tune all of them back one by one until your stats start to say that Scouts are killing and dying just as much as any other suit, but I really think you're not searching in the right places.
If you mess with something as integral as "strafe speed" in a first person shooter you go down that route of just making the game more and more clunky. The movement in this game already suffers from getting caught on corners, hills, random geometry, and just overall feeling really floaty.
Rattati, Scouts became broken in 1.8 because (a) active scanner nerf (b) Scout EWAR buff. You've already solved the problem of bringing balance to Scouts amongst eachother but the problem remains of EWAR being too powerful and exclusive to them. Now, the reason it is overpowered is because this game will put a red chevron above everyone's head who's around you if your scanners pick them up. You are given the EXACT location of an enemy as a Scout. This simple piece of information completely changes the encounter and is what makes playing a Scout incredibly powerful in this game.
If you were to do one thing to balance Scouts and EWAR altogether would be to remove the chevrons that appear on your screen. Make passive scanning exclusive to your radar (that thing in the top left of the screen). Scouts would then still have the EWAR advantage because they would know ahead that there are enemies nearby because their suit picks up a signature, but their exact location would still require the Scout to get visual contact and thus exposing himself. Right now that's the problem. I can play a Caldari Scout and I never have to make myself vulnerable because the game tells me exactly where I need to be to not be in line of sight. I can dance around a pole with a Heavy and have him never see me because the game tells me exactly where he is behind it. Preemptively knowing exactly where to shoot and always getting the first shot is the problem with Scouts. I don't know how else to stress this, but it's desperately what needs to be addressed.
This game would benefit tremendously from this one simple change to passive scans, and I guarantee you'd see a sharp drop in the number of Scouts you see dominating games. Please don't mess with movement speed, especially if it's reducing it. Well said and i agree completely. The innate ability of scouts to see whats coming and exactly where it is while simultaneously staying off the tacnet accounts for the bulk of their performance advantage, imo.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2341
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Posted - 2014.11.23 16:33:00 -
[9] - Quote
KA24DERT wrote:Let's just nail everyone's feet to the ground and get this over with. That might be a bit extreme. I think what these anti-fps peeps are looking for is something like tab targeting - you know, like WOW has.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2342
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Posted - 2014.11.23 18:47:00 -
[10] - Quote
Alaika Arbosa wrote:Vrain Matari wrote:KA24DERT wrote:Let's just nail everyone's feet to the ground and get this over with. That might be a bit extreme. I think what these anti-fps peeps are looking for is something like tab targeting - you know, like WOW has. Who said anyone was anti-fps? Anti-strafing =/= anti-fps 'For Beginners Only' but still a good introduction.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2342
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Posted - 2014.11.23 21:16:00 -
[11] - Quote
Alaika Arbosa wrote:Vrain Matari wrote:Alaika Arbosa wrote:Vrain Matari wrote:KA24DERT wrote:Let's just nail everyone's feet to the ground and get this over with. That might be a bit extreme. I think what these anti-fps peeps are looking for is something like tab targeting - you know, like WOW has. Who said anyone was anti-fps? Anti-strafing =/= anti-fps ' For Beginners Only' but still a good introduction. This still doesn't say how anti-strafing == anti-FPS. You can find a guide like that for ever single FPS ever made going back to DOOM. What FPSs have you played that didn't include strafing?
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2357
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Posted - 2014.12.02 15:39:00 -
[12] - Quote
Breakin Stuff wrote:Funkmaster Whale wrote:There's honestly nothing OP about Sentinels right now. the fact that you can type this and come off sincerely is amazing and frightening. teach me this secret so I can troll better. I agree with Funkmaster Whale. When i die to a heavy, it is almost exclusively a failure of judgement on my part.
Occasional i will get forced out of cover by another enemy and vaporized by a heavy, but this is also an error on my part, having pushed to far forward without waiting for support.
I think the troll here is you.
PSN: RationalSpark
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