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Darth-Carbonite GIO
Random Gunz RISE of LEGION
1626
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Posted - 2015.01.29 02:52:00 -
[1] - Quote
In light of gunners getting an even more important role in the future of tank combat, the Shield Hardener animation, and the blinding Blue-Diamond pattern it prints on the retinas of tank and dropship gunners, needs to be toned down.
Anyone that has seen my posts on the subject of dropship and tank gunning will know that rolling with friends is my preferred play style. That said, there are a plethora of small glitches and oddities that make gunning more difficult than it has to be.
Case in point, when a vehicle driver activates a shield hardener, the gunner becomes blinded for all intents and purposes for the duration of the module. From the drivers point of veiw everything is fine. But because of the gunners proximity to the animation itself, he or she will have a terrible time hitting anything.
Is this part of tank/dropship balancing? No. Due to the importance of gunners in the future though, I believe this problem should be addressed before we alienate people that have not yet seen the glory of the multi-man vehicle.
I had intended on presenting this and other gunning oddities in a video, but was unable to because of some hardware difficulties. I would however be more than happy to create a video displaying this problem in detail ASAP.
Make my Scrambler Pink!
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CCP Rattati
C C P C C P Alliance
16118
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Posted - 2015.01.29 04:40:00 -
[2] - Quote
Darth-Carbonite GIO wrote:In light of gunners getting an even more important role in the future of tank combat, the Shield Hardener animation, and the blinding Blue-Diamond pattern it prints on the retinas of tank and dropship gunners, needs to be toned down.
Anyone that has seen my posts on the subject of dropship and tank gunning will know that rolling with friends is my preferred play style. That said, there are a plethora of small glitches and oddities that make gunning more difficult than it has to be.
Case in point, when a vehicle driver activates a shield hardener, the gunner becomes blinded for all intents and purposes for the duration of the module. From the drivers point of veiw everything is fine. But because of the gunners proximity to the animation itself, he or she will have a terrible time hitting anything.
Is this part of tank/dropship balancing? No. Due to the importance of gunners in the future though, I believe this problem should be addressed before we alienate people that have not yet seen the glory of the multi-man vehicle.
I had intended on presenting this and other gunning oddities in a video, but was unable to because of some hardware difficulties. I would however be more than happy to create a video displaying this problem in detail ASAP. This is/was on our evaluation list, I am not familiar with these settings at all.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Apocalyptic Destroyer
KILL-EM-QUICK RISE of LEGION
271
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Posted - 2015.01.29 04:48:00 -
[3] - Quote
Confucius Carbonite
Amarrian In Disguise..
Pain is weakness leaving the body.
Proto : ADS Pilot, Tanker, Heavy, Scout, Assault
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Foundation Seldon
Heaven's Lost Property
817
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Posted - 2015.01.29 05:06:00 -
[4] - Quote
Problem extends to armor hardeners too. If you guys still have the Chromosome effect laying around in some file I'd be fine with reverting back to that. You could still tell when a module was activated and the effect didnt obscure gunner aim.
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ACT1ON BASTARD
Amarr Templars Amarr Empire
440
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Posted - 2015.01.29 05:29:00 -
[5] - Quote
CCP Rattati wrote:Darth-Carbonite GIO wrote:In light of gunners getting an even more important role in the future of tank combat, the Shield Hardener animation, and the blinding Blue-Diamond pattern it prints on the retinas of tank and dropship gunners, needs to be toned down.
Anyone that has seen my posts on the subject of dropship and tank gunning will know that rolling with friends is my preferred play style. That said, there are a plethora of small glitches and oddities that make gunning more difficult than it has to be.
Case in point, when a vehicle driver activates a shield hardener, the gunner becomes blinded for all intents and purposes for the duration of the module. From the drivers point of veiw everything is fine. But because of the gunners proximity to the animation itself, he or she will have a terrible time hitting anything.
Is this part of tank/dropship balancing? No. Due to the importance of gunners in the future though, I believe this problem should be addressed before we alienate people that have not yet seen the glory of the multi-man vehicle.
I had intended on presenting this and other gunning oddities in a video, but was unable to because of some hardware difficulties. I would however be more than happy to create a video displaying this problem in detail ASAP. This is/was on our evaluation list, I am not familiar with these settings at all. Also missles doing self damage in the gunner seat should be rethought.
Proud owner of 4 proto commandos and 3 proto sentinels. All except amarr sent, its a beginner heavy tbh.:p
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Hector Carson
G0DS AM0NG MEN General Tso's Alliance
175
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Posted - 2015.01.29 05:37:00 -
[6] - Quote
+1 since I am a tanker and my gunners have this problem too
Assault c.k0
Proto Tankers
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4626
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Posted - 2015.01.29 05:59:00 -
[7] - Quote
Yeah....the opacity could be dropped down quite a bit.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1069
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Posted - 2015.01.29 06:05:00 -
[8] - Quote
Or, the animation for the shield and armor hardeners could be removed when you are in an assistant seat. An icon in the corner could light up to indicate the hardener instead.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Cross Atu
OSG Planetary Operations Covert Intervention
4040
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Posted - 2015.01.29 06:24:00 -
[9] - Quote
Yeah that animation makings gunning a real PINA a lot of the time.
See a cool idea thread? Mail me the title and I'll take a look =)
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Breakin Stuff
Internal Error. Negative-Feedback
6836
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Posted - 2015.01.29 12:51:00 -
[10] - Quote
Another thing gunners must contend with is the bullets/missiles often spawn in weird places going in seemingly random directions relative to the location the turrets' aim points.
This isn't a thing when stopped but Whenever I am a secondary gunner in someone else's vehicle it seems only railguns fire straight while the vehicle is in motion.
AV
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Kain Spero
Negative-Feedback
4454
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Posted - 2015.01.29 13:31:00 -
[11] - Quote
The animation for the armor hardner is even worse. The screen for dropship gunners actually goes dark and you have to almost exclusively rely on red chevrons and pray you hit a target.
Maybe the effect could be removed from the turrets and only be present on the actual hull of the vehicle?
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2911
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Posted - 2015.01.29 14:39:00 -
[12] - Quote
This is why I run dual boosters on my DS gunships.
CCPls fix
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Zaria Min Deir
0uter.Heaven
1114
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Posted - 2015.01.29 16:46:00 -
[13] - Quote
Breakin Stuff wrote:Another thing gunners must contend with is the bullets/missiles often spawn in weird places going in seemingly random directions relative to the location the turrets' aim points. Indeed.
And, yes, the hardener animation (from the gunner's pov) needs to be toned down significantly or removed entirely, please.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
136
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Posted - 2015.01.29 17:07:00 -
[14] - Quote
CCP Rattati wrote:Darth-Carbonite GIO wrote:In light of gunners getting an even more important role in the future of tank combat, the Shield Hardener animation, and the blinding Blue-Diamond pattern it prints on the retinas of tank and dropship gunners, needs to be toned down.
Anyone that has seen my posts on the subject of dropship and tank gunning will know that rolling with friends is my preferred play style. That said, there are a plethora of small glitches and oddities that make gunning more difficult than it has to be.
Case in point, when a vehicle driver activates a shield hardener, the gunner becomes blinded for all intents and purposes for the duration of the module. From the drivers point of veiw everything is fine. But because of the gunners proximity to the animation itself, he or she will have a terrible time hitting anything.
Is this part of tank/dropship balancing? No. Due to the importance of gunners in the future though, I believe this problem should be addressed before we alienate people that have not yet seen the glory of the multi-man vehicle.
I had intended on presenting this and other gunning oddities in a video, but was unable to because of some hardware difficulties. I would however be more than happy to create a video displaying this problem in detail ASAP. This is/was on our evaluation list, I am not familiar with these settings at all. While your at it Rattati, tone down nano hive glow please. This would help out snipers immensely.
When I look down my scope, all I see are dead people.
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Sleepy Shadow
Qualified Scrub
234
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Posted - 2015.01.29 19:20:00 -
[15] - Quote
When I was still gunning on dropships a lot I had four things I wanted changed.
1. Armour/shield hardener effect removed or toned down, itGÇÖs obnoxious 2. Missiles hitting the side of the ship and causing damage to me and at worst, causing me to suicide 3. The front of the ship bumping your turret up when youGÇÖre aiming forward 4. And last but not least, your own health bar is the small circle and itGÇÖs hard to keep track of it with your peripheral vision (and the pilot not seeing it either). This is especially annoying when combined with missiles hitting the side of the ship and damaging youGǪ
If it helps, hereGÇÖs a still of the armour hardener effect on a dropship. I also have video footage but itGÇÖs not recent.
=ƒÿ¦
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Darth-Carbonite GIO
Random Gunz RISE of LEGION
1652
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Posted - 2015.01.29 19:52:00 -
[16] - Quote
Judging from the enthusiasm, it seems that a Dropship "Little Things" post is just the thing for me to do. A video outlining the various eccentricities and a companion thread to go along with it.
Dropships are my main concern, but tanks deserve attention as well. There are so few of us vehicle pilots that our small problems tend to get overlooked in favor of the infantry gripes. Thanks to Rattati's current focus on vehicles however, this could be the perfect time for things to change.
Thanks for your responses, Rattati and everyone else o7
Make my Scrambler Pink!
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killian178
Random Gunz RISE of LEGION
98
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Posted - 2015.01.29 22:25:00 -
[17] - Quote
Go go power GIO
Every commando k.o, every weapon at adv or above. Don't give a damn bout my kdr, I will kill you.
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
399
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Posted - 2015.01.30 00:19:00 -
[18] - Quote
I am finally glad to see this thread subject re-emerge. This HAS been pointed out to CCP before.
And Rattati did become aware of it---he commented or hit the "like" button (can't recall exactly which). But I can only imagine how OVERWHELMED the CCP can be having to read ALL this forum material. If some subjects slip through the cracks, heck, it's no shame---and doesn't deserve the condemnation players seem to spit out oat them. But anywayGǪ
I think as I thought before, that this can easily be addressed by simply "unscripting" the glow just from around the two small turrets. Leave the glow around the rest of the vehicle, and just eliminate it around turret.
The overall glow over the vehicle does not need to be changed at all (though it would be a more challenging gameplay change to reduce the glow slightly and make it harder for the enemy to realize our vehicle has activated a defense mod). I would have no objection if the devs chose to "dim" the entire glow, but the reduction would have to be drastic (say 40%) to help the turret-gunner's vision. Yes, the visibility problem is THAT bad.
The turret-gunner does NOT need to have any of the glow around her turret or aim-sights---she doesn't imperatively need to know the hardner/repper is being activated at all (that stuff's in the driver's workload).
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1071
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Posted - 2015.01.30 00:40:00 -
[19] - Quote
Breakin Stuff wrote:Another thing gunners must contend with is the bullets/missiles often spawn in weird places going in seemingly random directions relative to the location the turrets' aim points.
This isn't a thing when stopped but Whenever I am a secondary gunner in someone else's vehicle it seems only railguns fire straight while the vehicle is in motion.
The direction is not random. It is the result of poor inertia programming.
What is it? It's "bullet compensation" to make it "seem like the missile is moving with the ship" hence it is being "left behind".
What really happens: The game applies a negative vector against the direction of vehicle movement, and projects the starting point of the missile or bullet from there. (really bad game design) When you go over a bump in a vehicle, it applies a downward motion, so the missile fires from underneath the turret. When the vehicle is headed to your gunner's left, the missile ejects from the right. In an overall viewpoint, the seemingly random jitters of the missiles are from the terrain (if in a tank) or the wonky marionette steering mechanics (if in dropship). (Yes, the dropships have a marionette point above them, thrust does not originate inside the vehicle.) --- No it is not server lag, the projectile can originate from a point that the vehicle was never physically at, if it encounters a large enough vector of speed.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Stefan Stahl
Seituoda Taskforce Command
933
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Posted - 2015.01.30 16:15:00 -
[20] - Quote
Dovallis Martan JenusKoll wrote:"bullet compensation". I'm not even sure the current behavior is intended. It may even be an attempt at lag compensation being applied in the wrong direction. It wasn't this bad in earlier releases, so I assume it's a bugged feature rather than a lack of competence.
Back on the topic of the hardener animation: The small turret mount on dropships are actually exempted from the hardener animation. But the turret isn't. This indicates that there is a feature in the game that controls which parts of a vehicle have the animation applied to them and which don't. If an engineer at CCP could dig up how that system works they would then be able to remove the hardener animation from small turrets or tone it down, depending on how the system is implemented. (This could of course also be a simple bug in the hardener animation. )
I noticed this on the gun mounts on the Myron while recalling one yesterday. I just assumed it'd also apply to the other dropship types. |
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