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Thread Statistics | Show CCP posts - 1 post(s) |
Godin Thekiller
The Corporate Raiders
2964
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Posted - 2015.03.11 22:46:00 -
[1] - Quote
Pretty much every vehicle has issues with some form of handling. It's annoying to pilot when you can't do something the way you want it to because of the **** poor handling, or dying because of something as stupid as flipping or hitting something that you should have been able to avoid, and that needs changing.
HAV's: HAV's, particularrly Gal HAV's needs to be able to turn better, more so on controllers. Sometimes, it doesn't turn the way you expect it to turn (sometimes the complete opposite way), or the turn itself is unrealistically wide, so you end up hitting something, or has to stop mid turn, win which both will kill you a lot of the time. Also, there's for some reason hills that looks like it should be climbable, but isn't due to the fact that there's simply not enough power, even if you're going already with nitro, and that needs changing.
Additionally, they accelerate and decelerate as if they have little mass. It went from never even getting to full speed to this, it needs to be somewhere in the middle. Also, the collision physics are odd. HAV ramming shouldn't be a thing tbh, but driving over them like ramps shouldn't be either.
sidenote: the camera tracking speed needs to be higher than the turret tracking speed in 3rd person view simply to see where you're going; every tank game has this for a reason.
LAV's: LAV's handle like sports cars in rough terrain. illogical, and not even close to practical. If a HAV sees a LAV, it's most likely going to die (especially in Echo), even if it tries to run. On top of that, they bounce around like they have no weight, and they definitely don't grip the ground at all (which causes the flips, which causes the deaths). Even the tinest piece of rock can send these things flying. They should perform like they are built to be in rough terrain, being able to drive over small objects, and landing soon after jumps (not flying through the air). They should be pretty hard to flip too, being heavy and all.
Kinda like this, or this, or this (I can go all day, you know what I mean).
Also, The fact that touching another vehicle, particularly a HAV, and blowing up is silly. Simply headbutting a HAV doesn't have anywhere near the kinetic force that swarms or a FG (or my Blasters) have. It's just silly. Also JLAVing is a thing because of it.
DS's: DS's are relatively fine, other than collisions with projectiles of certain kinds (MD rounds) Can make for silly crashes. It's bad enough that unless you gun it out of there at that second under AV fire (or kill them before they kill you) you die, messing up your flight pattern doesn't help.
BLUB
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Godin Thekiller
The Corporate Raiders
2964
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Posted - 2015.03.12 01:27:00 -
[2] - Quote
Foo Fighting wrote:Also if you land a ds and end up touching a wall or even an aerial on a rooftop with the side of your craft, half the time you cannot take off again without flipping.
I've never had that issue (but then again, I can take off and land on hills), so I can see that issue.
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Godin Thekiller
The Corporate Raiders
2964
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Posted - 2015.03.12 01:27:00 -
[3] - Quote
MRBH1997 wrote:I use all 3 vehicles and handlin is fine, I agree though that collision damage I ridiculous a lot of the time to vehicles or the sheer force caused by AV on DS sometimes.
So you think that the LAV's current handling, and the ****** turning mechanics of the HAV's are fine, especially when compared to other games?
lol
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Godin Thekiller
The Corporate Raiders
2964
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Posted - 2015.03.12 11:22:00 -
[4] - Quote
Pokey Dravon wrote:True Adamance wrote: That's not necessarily true the faster your tank is driving forwards the less control you have over precise turning due to inertia.
Well in that particular case I was speaking more in terms of a dead stop. Even now Gallente HAVs turn considerably slower than Gunnlogis, though that may be a function of the turning radius as well.
And that should be opposite imo, seeing as Gal HAV's are more based in CQ
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Godin Thekiller
The Corporate Raiders
2964
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Posted - 2015.03.12 20:36:00 -
[5] - Quote
Maiden selena MORTIMOR wrote:CCP Rattati wrote:I am interested in this as I feel HAV turn very slowly, and was wondering if I was doing it wrong somehow.
I would prefer myself to pivot much faster, but could sacrifice turret rotation if it's too powerful.
Second, I hate how slowly they accelerate, and turn slowly at full speed. It kind of feels right when nitroing, but then it's difficult to steer.
I understand that it's better on MKB but controller needs work, in my opinion.
But I also know this took months of tuning by my predecessors, so it's not something we can turn around on the spot.
I am happy to entertain tweaks like
increase this speed, decrease this speed etc. TBh ds3 is inferior with tanks there are deads spaces in the analog control also you can accelerate and turn with kbm but not with ds3 ...compare old lav controls analog ..vs New lav controls ..vs kbm lav controls which never changed .. Tanks control layout needs to have accel mapped to a button like lavs to remove the disadvantage kbm has when moving
Problem is how would you steer, control the turret, AND use modules.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
2969
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Posted - 2015.03.12 23:04:00 -
[6] - Quote
Derpty Derp wrote:Godin Thekiller wrote:Problem is how would you steer, control the turret, AND use modules. Do L3 or R3 do anything in a tank? (I feel so stupid having tanked for ages and paying no attention to this, lol.) If not then: Click analogue stick to bring up the modules. or... Have modules set to L2, while R2 is accelerate, click R3 or L3 to change between back and forwards. maybe?
Oh ****, I forgot L3 doesn't do anything.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
2969
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Posted - 2015.03.12 23:05:00 -
[7] - Quote
blub
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Godin Thekiller
Negative-Feedback. Negative-Feedback
2969
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Posted - 2015.03.13 00:50:00 -
[8] - Quote
True Adamance wrote:Arkena Wyrnspire wrote:The main thing that keeps putting me off Gal tanks is the awkward starting. The slow start is something I would argue that all tanks should have. These things are heavy, and while they have amazing power systems they are still using conventional means of drive. Accelerating in a super dense armoured vehicle should take a bit of time for your to get going, capping at say 3/4-4/5 of your total speed and taking a few more seconds to reach those upper limits. It takes roughly 7 seconds for a modern tank to go from 0-20mph.
Just to clarify: You are saying start moving at full throttle, it instead of hitting max speed hits around 75-80% speed, and then accelerates over time to full speed? Would it slow down similarly as well?
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