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[Veteran_Mullet Mophed]
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Posted - 2012.06.08 20:46:00 -
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The Aiming/strafing as far as I can tell has a simple fix. I want to be able to change how sensitive aiming is when I aim down the sites relative to not aiming down sites. IE a sensitivity slider that will enable to to change the sensitivity of my turning then ANOTHER slider that changes how much slower it will move my aiming reticule wile I aim down my guns sites (a percentage slower for each notch of the slider?) I really feel that this will end the aiming difficulty I have. See the problem I encounter when I aim is that if my sensitivity is high enough that I can catch my target in close combat with say an assault rifle/sub machine gun etc wile firing from the hip, its REALY hard to hit a small moving target at range because I over compensate wile aiming down sites, however when I lower the sensitivity to a point where I can aim comfortably at range with my assault rifle, guess what. CQC becomes an issue hitting them again.
If I can change the sensitivity and play around with that option for a wile I think I can "tune it in" comfortably and aim as well as I do in other shooters
I would also like to know if this would solve the "Over powered strafing" silliness I have been reading here.. The idea that strafing should be slowed down seems a tad silly to me but I understand this is a hot topic for some, interesting to hear from you to see if this sounds like something you would like to see too..
On another smaller note I would like to be able to stab with my knife even if I am in the middle of reloading.
Some skills do not give pay-off at all for levelling them some times and it feels like a big of a drag to grind say "Caldari assault drop suit" to lvl 2 + 3 and get nothing until we get to lvl 4, at that point I can unlock something in market. That sucks, if I put my skill points in to a skill I at least want some extra points to something you know? more CPU or something? just an example, but I hope you can see where I am going with that.
I know this has been a LONG post but thatGÇÖs it all my feedback so far. This is my first post here so be gentle. |
[Veteran_Grit Breather]
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Posted - 2012.06.08 20:54:00 -
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I fully agree. Aiming from the hip and down sights should behave differently. However, I don't think a percentage bar is required. There should just be two sensitivity bars, one for each aiming type. |
[Veteran_NewOldMan]
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Posted - 2012.06.08 21:10:00 -
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The straffing problem is a direct result from the poor hit detection. To me the hit detection is all that needs fixing. (because straffing is legitimate, moving targets are harder to hit) |
[Veteran_Alpha SnakeBlood]
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Posted - 2012.06.08 22:12:00 -
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There are too many problems with the current build leading to the strafing issues right now:
1 :one is the hit detection which is a big one,
2: staffing speed being equal to forward movement is ridiculous,
3: damage fall off at range of the ARs is way over the top due to either problem stat side or lack of other alternative for ARs alos the over all range is quite short but agin that could be down to weapon type looks like a blaster,
4: hip fire is too accurate and should decrease according to how fast you move for example a player hip firing while standing still should be much more accurate than a player hip firing while strafing due to barrel wobble/wander,
5: accuracy should deteriate over continues fire moderatly when aiming down sights due to recoil being disapated through the shoulder and exremly during hip fire due to lack support for the weapon.
I think that if these features were implemented the gun play andover all gameplay would be improved greatly adding more tactical depth and conciqunce to how you fight after all this should be the thinking man FPS. |
[Veteran_Mullet Mophed]
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Posted - 2012.06.08 23:55:00 -
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Alpha, on your point about the AR damage drop off. It seems to me like the beta dose not give us ALL the AR's yet, only the gelenti blaster type. If we had a different type, a Rail-gun AR or something those attributes may change from gun to gun? That would be VERY cool so I can live with that so long as there is a balanced trade in differing types of AR. IE less rage but also less recoil, that type of thing. On your other point about about hip fire. I think hip firing with SMG is fine, its supposed to be spray and pray and the damage is small relative to most weapons, but hip fire with AR's should be more hit and miss. AR's are supposed to be a rifle, a controlled accurate weapon so I think you make a good point there. |
[Veteran_Alpha SnakeBlood]
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Posted - 2012.06.09 00:19:00 -
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Mullet Mophed wrote:Alpha, on your point about the AR damage drop off. It seems to me like the beta dose not give us ALL the AR's yet, only the gelenti blaster type. If we had a different type, a Rail-gun AR or something those attributes may change from gun to gun? That would be VERY cool so I can live with that so long as there is a balanced trade in differing types of AR. IE less rage but also less recoil, that type of thing. On your other point about about hip fire. I think hip firing with SMG is fine, its supposed to be spray and pray and the damage is small relative to most weapons, but hip fire with AR's should be more hit and miss. AR's are supposed to be a rifle, a controlled accurate weapon so I think you make a good point there.
Yeah i agree there i was not thinking of the SMG as i dont use it the short barrel of it would make it more usfull and easyier to aim while in CQC where as the AR would have quite the difficult under heavy use from hip fire due to mix of recoil and the point it has a fairly long barrel to manuver in general ARs do but from the style that this AR we have now does seem to be set up for Med to close range as the barrel is not overly long as it could be on a AR but still enough to put off hip fire not only that but the positioning of the mag would leave me to believe the barrel internaly is quite short which would hurt range and accuracy and even a little velocity/damage potensial against armoured targets
I think Rail AR could be very interesting rails would most likly be high damage low RoF high accuracy and having never acualy fired a rail gun(due to one not being personal weapon sized yet or effective at all) i have no idea if it recoils at all.
Lasers are another story in thoery the should be 100% accurate with little to not recoil or barrel wander while firing un less there is moving parts in it of course but again having never seen one i cant say about that, range dont know probably high range but high damage fall off as energy disapates from the beam.
Most projectile weapons will most likly be familiar to anyone with a knowledge of modern ARs, artialary not sure how that one would work considering artillary is basicly a big projectile perhaps break loaded sniper rifles with splash damage?? |
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