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Clone D
Solo Zen
1
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Posted - 2015.05.31 23:53:00 -
[1] - Quote
Since jumping is effectively strafing up, slow jumping speed to the same speed as strafing, so that JUMP SPEED = STRAFE SPEED.
For some reason, it was deemed necessary to slow strafe speed a while back. It seems like a double standard that jumpers should have the ability to strafe up faster than a strafer can move side to side.
We cannot turn our heads up as quickly as a jumper can sky rocket up. Slow that sh*t down so that we can actually shoot at people who jump and rain down plasma terror.
Y sensitivity to 100% cannot match the speed of a jumper going up into the air. |
Scheneighnay McBob
Tribal Liberation Force Paramilitary
7
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Posted - 2015.06.01 00:10:00 -
[2] - Quote
I don't even know what to say.
While yeah, jumping should be worked on, slow-mo jumps would look weird.
How about just making myofib'ed jumps cost more stamina?
Rule 34.6.1: every parody will have a crossover
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LOL KILLZ
LulKlz
159
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Posted - 2015.06.01 00:12:00 -
[3] - Quote
Strife needs a SERIOUS hit with the Nerf Hammer.
CEO of LulKlz/ chat channel LulKlz, code 0000 <--- numbers
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Haerr
The Rainbow Effect Negative-Feedback
3
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Posted - 2015.06.01 12:43:00 -
[4] - Quote
Just like strafe speed, jump speed is too fast and breaks "hit-detection"!
Jumping is Strafing UP
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tal mrak-thanl
Corrosive Synergy
1
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Posted - 2015.06.01 13:03:00 -
[5] - Quote
The problem isn't strafe speed, it's target tracking speed and hit registry. The rapid movement speed of DUST is one of its strengths, not a weakness. As it is now, I don't personally have a problem tracking opponents that jump with the aid of myofibril stimulants. The ones who are hardest to hit have sacrificed most or all of their tank for that mobility, and typically die in under half a clip of any rifle, a single charge shot with the scrambler.
Director - Corrosive Synergy
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Joel II X
Bacon with a bottle of Quafe
7
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Posted - 2015.06.01 13:05:00 -
[6] - Quote
Give us the ability to reach 200% sensitivity as well.
Sure, I suck with very high sensitivity in other shooters, but it's just way too slow for Dust. |
Clone D
Solo Zen
1
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Posted - 2015.06.01 13:08:00 -
[7] - Quote
tal mrak-thanl wrote:The problem isn't strafe speed, it's target tracking speed and hit registry. The rapid movement speed of DUST is one of its strengths, not a weakness. As it is now, I don't personally have a problem tracking opponents that jump with the aid of myofibril stimulants. The ones who are hardest to hit have sacrificed most or all of their tank for that mobility, and typically die in under half a clip of any rifle, a single charge shot with the scrambler.
Agreed, tracking speed is way too low. I have begged and begged to boost X and Y sensitivity by at least 300%, to no avail. The game is "operating as intended'.
So the problem is that a dude is standing in front of me, then viola, he's simply not there any more. Where did he go? Now I have to spend the next 10 seconds slowly moving my head up and down turning around in circles trying to figure out which direction this guy jumped. Oh sh*t, I just got one-shotted by an airborne plasma cannon. I had that guy down to 3% hp, too. Oh darn. |
dy5t0pia
Internal Error. Negative-Feedback
984
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Posted - 2015.06.01 13:18:00 -
[8] - Quote
Actually it's quite different...but nice try. Running back and forth from the left to the right (or vise versa) is not the same as a jump. They are two completely different actions. What gives a merc the ability to jump higher is the fact that when a person jumps they tend to bend their knees which gives them an extra boost of power and they are able to jump higher than if they had kept their knees straight. Which is basically what clone d is talking about, but seriously who the hell goes around jumping without bending their knees? I ask you all to perform this experiment at home and see which one is the quicker action: a jump, or running side to side.
Closed Beta Vet
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tal mrak-thanl
Corrosive Synergy
1
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Posted - 2015.06.01 13:19:00 -
[9] - Quote
I don't think they can increase turn and look speed without further impairing the servers ability to communicate player locations to the client.
Director - Corrosive Synergy
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Clone D
Solo Zen
1
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Posted - 2015.06.01 13:22:00 -
[10] - Quote
dy5t0pia wrote:Actually it's quite different...but nice try. Running back and forth from the left to the right (or vise versa) is not the same as a jump. They are two completely different actions. What gives a merc the ability to jump higher is the fact that when a person jumps they tend to bend their knees which gives them an extra boost of power and they are able to jump higher than if they had kept their knees straight. Which is basically what clone d is talking about, but seriously who the hell goes around jumping without bending their knees? I ask you all to perform this experiment at home and see which one is the quicker action: a jump, or running side to side.
Okay, answer me this: IRL, who inclines their head at less than 20 degress per second during a battle scenario, and who pivots left to right at a rate of less than half a rotation per second?
Our mercs are severely gimped when it comes to looking around. Either we need to fix the tracking speed, or slow peeps down so that we can actually maintain them in our view. |
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Viktor Hadah Jr
Negative-Impact Back and Forth
8
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Posted - 2015.06.01 13:25:00 -
[11] - Quote
but with jumping you don't decide how high you go and when you go back down, it is constant. with strafing you can decide how far your strafe and your strafing pattern can change.
Vote Viktor Hadah for CPM2 or i'll take your districts and hurt you.
Get Dust ISK Here
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tal mrak-thanl
Corrosive Synergy
1
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Posted - 2015.06.01 13:33:00 -
[12] - Quote
Viktor Hadah Jr wrote:but with jumping you don't decide how high you go and when you go back down, it is constant. with strafing you can decide how far your strafe and your strafing pattern can change.
You have a good point, Viktor. The Jump mechanic we have now is severely limited compared to other modern shooters. Myofibril stimulants are just a bandage fashioned to address a serious game design oversight. We should be able to better control jump trajectory. But who is going to work on that? If I understand correctly, there is one singular person engineering, testing, and implementing game elements right now. If that is the case, critical performance issues are always going to take a back seat to profit driven "content".
Director - Corrosive Synergy
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dy5t0pia
Internal Error. Negative-Feedback
984
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Posted - 2015.06.01 13:36:00 -
[13] - Quote
Clone D wrote:fix the tracking speed
Looks like you found the answer yourself.
Although in my own opinion they do not need to fix tracking speed because that's your job to be able to track a merc properly. Now please change the title of this thread and stop suggesting a jump nerf because then I'll start a thread on a strafe nerf which you exploit all the time (nice kills yesterday, you got me but you did it with your incredibly fast strafing that I could not track)
Closed Beta Vet
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Clone D
Solo Zen
1
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Posted - 2015.06.01 13:49:00 -
[14] - Quote
dy5t0pia wrote:Clone D wrote:fix the tracking speed Looks like you found the answer yourself. Although in my own opinion they do not need to fix tracking speed because that's your job to be able to track a merc properly. Now please change the title of this thread and stop suggesting a jump nerf because then I'll start a thread on a strafe nerf which you exploit all the time (nice kills yesterday, you got me but you did it with your incredibly fast strafing that I could not track)
I agree with you that I would prefer to boost the tracking speed, however I have requested that many times and they won't do it. So I am requesting to slow jumpers' speed.
The problem is not my ability to aim, but the physical limitations of the vertical and horizontal rotational speeds built into the game.
I'm not trying to spoil the fun for jumpers, but simply pointing out the double standard of allowing people to jump out of view, while srafing has been so tightly constrained. |
Clone D
Solo Zen
1
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Posted - 2015.06.01 13:56:00 -
[15] - Quote
tal mrak-thanl wrote:Viktor Hadah Jr wrote:but with jumping you don't decide how high you go and when you go back down, it is constant. with strafing you can decide how far your strafe and your strafing pattern can change. You have a good point, Viktor. The Jump mechanic we have now is severely limited compared to other modern shooters. Myofibril stimulants are just a bandage fashioned to address a serious game design oversight. We should be able to better control jump trajectory. But who is going to work on that? If I understand correctly, there is one singular person engineering, testing, and implementing game elements right now. If that is the case, critical performance issues are always going to take a back seat to profit driven "content".
In other games where people can jump, do you have to equip a module to do it, or does every player have the ability to jump? |
dy5t0pia
Internal Error. Negative-Feedback
984
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Posted - 2015.06.01 13:56:00 -
[16] - Quote
In CQC strafing is still OP, and you obviously know this. I think the problem you are having is that you are coming against jumpers with high damage weapons which no amount of strafing will get you out of the situation, and you are dying to this which is making you upset and has led to the creation of this thread.
Closed Beta Vet
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Mejt0
Dead Man's Game
1
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Posted - 2015.06.01 14:04:00 -
[17] - Quote
I can track them well with 65 Y sens.
Sensitivity around 100 is innacurate as hell for controller.
Loyal to The State
Member of : State Protectorate
Belongs to : Patriots power bloc
Civire Bloodline
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Clone D
Solo Zen
1
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Posted - 2015.06.01 14:04:00 -
[18] - Quote
dy5t0pia wrote:In CQC strafing is still OP, and you obviously know this. I think the problem you are having is that you are coming against jumpers with high damage weapons which no amount of strafing will get you out of the situation, and you are dying to this which is making you upset and has led to the creation of this thread.
It's cool. I get killed all the time. I don't really care, and I am not going to push this point or make sure some developer hears me. I have stated my problem: it is about the speed at which I can look around.
I get one-shotted all the time, so I am used to that.
But what I don't get is when the game designers have gone out of the way to slow our avatars down and keep our rotation speeds slow because it wouldn't be fair to scouts if a heavy could quickly turn around, or it's not fair to knifers if people can back up quickly so we reduce backing speed by 15%. It's like they have to handicap people who can actually aim, so that everyone else gets a chance to play.
I can deal with it. Just sayin'.
Those jumpers wouldn't still be alive today if I my upward aiming speed weren't limited so much by the game. |
Clone D
Solo Zen
1
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Posted - 2015.06.01 14:05:00 -
[19] - Quote
Mejt0 wrote:I can track them well with 65 Y sens.
Sensitivity around 100 is innacurate as hell for controller.
From a distance, no problem, but a lot of them run straight at you and then pop up over your head, at which time Y 100% doesn't help at all. |
Derpty Derp
Dead Man's Game
1
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Posted - 2015.06.01 15:06:00 -
[20] - Quote
Scheneighnay McBob wrote:slow-mo jumps would look weird. More so than barely moving your legs before you go full superman?
Compromise, you jump as fast as always, but the more Myofibs you got, the longer the delay before you achieve lift-off? |
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Operative 1174 Uuali
Y.A.M.A.H No Context
782
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Posted - 2015.06.01 15:38:00 -
[21] - Quote
How about jumping does the same as the inertia damps. When you jump it just locks your view straight down. Yeah, you have a chance to fire a shot, but only right under you or you just get thrown into the actual inertia damp animation and come down with the damps on and have to recover the same after a jump.
Didn't this jump thing get added because people wanted jetpacks? The inertia damp animation would simulate that better.
The CPM candidate we need, not the one we want. The candidate for the rest of us.
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syzygiet
Negative-Feedback
46
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Posted - 2015.06.01 16:29:00 -
[22] - Quote
i just want them to turn off aim assist when people are in the air. |
Dreis ShadowWeaver
0uter.Heaven
4
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Posted - 2015.06.01 17:25:00 -
[23] - Quote
Is jumping REALLY faster than strafing?
Creator of the 'Nova Knifers United' channel
My Minja Blog
Caldari blood, Matari heart <3
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Scheneighnay McBob
Tribal Liberation Force Paramilitary
7
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Posted - 2015.06.01 17:38:00 -
[24] - Quote
dy5t0pia wrote:Actually it's quite different...but nice try. Running back and forth from the left to the right (or vise versa) is not the same as a jump. They are two completely different actions. What gives a merc the ability to jump higher is the fact that when a person jumps they tend to bend their knees which gives them an extra boost of power and they are able to jump higher than if they had kept their knees straight. Which is basically what clone d is talking about, but seriously who the hell goes around jumping without bending their knees? I ask you all to perform this experiment at home and see which one is the quicker action: a jump, or running side to side. They're both relatively slow, IRL.
While you need to bend your knees to jump, you also need to plant your foot before changing direction.
Rule 34.6.1: every parody will have a crossover
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