Meeko Fent
Kirkinen Risk Control Caldari State
2148
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Posted - 2014.11.27 19:44:00 -
[1] - Quote
Yeah...
No. Scouts need to be nerfed so Assaults can fill there role. Currently, Scouts are better for assaulting because they can strafe ridiculous speeds, both breaking the hit detection (as strafing always used to do to an extent), and just being overall better at strafing then the combat suits, and that, compounded with the breakage of HD that always accompany's the speed, makes a assault a much easier target then a scout, with fewer equipment slots and a small HP boost over a bricked scout.
I Live for Tears
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Meeko Fent
Kirkinen Risk Control Caldari State
2149
|
Posted - 2014.11.27 21:32:00 -
[2] - Quote
Ydubbs81 RND wrote:Breakin Stuff wrote:The ability to break hit detection with strafing is not an intended feature of the scout.
Making it do that they can't do this is a win and weeds out the dumb.
Further anything constructed to repulse matter in the manner of shields will cause movement friction as it tries to repulse the air, the ground, etc.
In space there is no atmosphere, no terrain, nothing except the occasional micrometeor impact.
There is no similarity between how tech functions in space vs. In atmosphere. Lore for ships cannot always apply. Is this some technical issue? Strafing is designed to make your opponent miss. How does it break hit detection? If you aim at a point and that point moves and you don't accordingly, then you will miss. You are probably missing due to smaller hitboxes on the scout. Don't see how strafing is responsible? It breaks HD because DUST uses server-side hit detection, instead of client side.
Where I am on the screen is NOT where I am in the server, provided I am moving. I am somewhere behind me. So, Me changing directions quickly breaks the HD by having you shoot at me where I am, but then the server registering me someplace else.
The only real way to resolve this issue is to have client-side HD, where My PS3 is running the map, and when I shoot someone, the game then transfers that to the server, who then transfers that result to the other player, resulting in him aking damage on his screen.
{QUICK ADDITION}
My PS3 says he takes damage, and on MY system, he takes damage, and then that gets sent to the server, which relays it to him, who then takes damage on his screen.
It, by mechanics, leaves the attacker w/ a small, millisecond sized lead, but it is MUCH more honest, and less breakable then Server-side HD.
Its why most games run client-side HD.
I Live for Tears
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