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[Veteran_Darius Ashran]
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Posted - 2012.06.09 00:17:00 -
[1] - Quote
So i suppose my intial questions and or request of CCP is thus.
CCP is there a reason we do not have range finders on our weapon scopes/ HUDs and effective range information on weapons?? If yes, why ? If not , will the devs please add them?
It seem to me that its something fundamental and basic that in the hands of the players would really be beneficial both to individual and group oriented performance in this style of organized PVP.
I think we can all agree that Dust514 is marketed/ represented as a team oriented Shooter that in one fashion or another does and will offer organized team pvp ranging from Public matchmaker to organized territorial conflict with player corporations.
The design of the equipment, vehicles, and tools/ information provided to the player support this notion.
On our fitting screen we are given detailed information about everything from HP of shields and armor to duration and speed of sprinting/movement on vehicle and drop suits and more.
This of course also includes the performance stats of our gear from weapons to support equipment.
Information on weapons range both during( range finder) and outside combat( the fitting screen/weapon info ) would be of great utility to the player and help to enhance individual and team performance.
The utility this would afford the individual players as well as organized groups ( squad/team) are many
*Improved tactical coordination *Accurate information on your targets * Rate of target movement *Direction of movement( to you away from you ) such can be difficult to determine at extreme range in a short amount of time * Accurate knowledge of weapons systems effective range. * How to utilize the above most effectively and when * More accurate leading of shots( yes yes only really helpful once hit detection is fixed but gloss over that for the moment please)
At a technical level it does not seem like this would be an overly challenging issue given that the calculations for range are likely already being run behind the scenes in the projectile calculations or through another mechanic.
At a common sense level however and though its not directly related to the utility i ask this.
Who knows a gun owner let alone a soldier who would go into a situation, where they where about to use a weapon, and would not know that weapons capability. I mean we are supposed to be super soldier badass's but we don't know how far the guns shoots or what is maximum effective range is? " hrmm this assault rifle i wonder .... NAH ill wing it"
Seems a bit silly given the abundance of utility and information we are given on everything else does it not ?
can we get some dev input pretty please? |
[Veteran_Darius Ashran]
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Posted - 2012.06.09 01:31:00 -
[2] - Quote
Also some player input on the concept in the mean time is welcome as well probably should have put that in the OP i was asking CCP but the community to |
[Veteran_Traynor Youngs]
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Posted - 2012.06.09 03:03:00 -
[3] - Quote
As someone who loves Eve for many reasons, but also for the fact that there is so much variety in the way weapons work.
I would love to have different weapons types in each category (hybrid/projectile/laser assault rifles for example) and each one have a different kind of mechanic. i.e., beams do the same damage out line of sight regardless of range, but have ZERO spread, so you have to be dead on accurate, projectiles could have an optimal and a falloff with a knock back effect, and hybrids could have an optimal and fall of with explosive damage included (antimatter makes things go boom).
I don't think it needs to be AS complicated at the EVE system, this is a different kind of game after all, but some variety in weapons would be nice and would make people stop and think, maybe I shouldn't just run around in circles jumping like a crazy person if my weapon doesn't work great at short range.
There would also be interesting implications for getting your squad composition right. |
[Veteran_Onar Kion]
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Posted - 2012.06.09 04:33:00 -
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Yes, I want this too. Being a active EVE player, I find it odd that in Dust my info doesn't give me a range. Yet I can train up to increase my range. At the same time I have no idea what my range is before and after. :/ There should be green text if trained up that shows +xxx that training gave you. |
[Veteran_Delta-121]
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Posted - 2012.06.09 06:49:00 -
[5] - Quote
Agreed |
[Veteran_Templar Two]
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Posted - 2012.06.09 07:27:00 -
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Max Effective Range is value that should definitely be there in the attributes sheet. I proposed this already and probably CCP already have added it: in the Dev Blog we have MER value for weapons so it might not be in this build because it's old.
Also we should have Muzzle Velocity value in the weapon sheet: Range finder + Muzzle velocity = Sniper helper. |
[Veteran_Darius Ashran]
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Posted - 2012.06.09 15:51:00 -
[7] - Quote
Also the range finder Templar would give a lot of utility for Accurate intelligence gathering for your squad and team.
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[Veteran_Templar Two]
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Posted - 2012.06.09 15:58:00 -
[8] - Quote
Proposed this in another thread:
Direct Command System: a way to give commands without using the Command Menu/Map. How it works: we press left on the directional pad and we can give orders using the aiming reticule, distance from solid objects would be accounted as if we where using a "laser rangefinder " so ti would be precise. Of course this would work only in line of sight and wont work for orbital bombardments. |
[Veteran_Darius Ashran]
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Posted - 2012.06.09 16:05:00 -
[9] - Quote
Granted sounds good Templar i like the idea a lot . I still think however that while addressing it at a group level is greatly beneficial, the enhancement to individual performance by having an active range finder on your hud or in weapon scopes/ both ( depending on the weapon you use) would greatly increase the combat effectiveness of the average player and offer great benefits to more advanced players as well. |
[Veteran_Nova Knife]
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Posted - 2012.06.09 16:20:00 -
[10] - Quote
Templar Two wrote:Proposed this in another thread:
Direct Command System: a way to give commands without using the Command Menu/Map. How it works: we press left on the directional pad and we can give orders using the aiming reticule, distance from solid objects would be accounted as if we where using a "laser rangefinder " so ti would be precise. Of course this would work only in line of sight and wont work for orbital bombardments.
You know you can hold R2 and click the right stick to change it to a command wheel that does exactly this, right? (Only works for squad commanders)
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[Veteran_Darius Ashran]
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Posted - 2012.06.09 16:24:00 -
[11] - Quote
Yeah i know nova i think however he is talking about a panel for quick communication between team/squad.
The current Squad commander wheel is nice to though =D but it would be good if the average grunt had a way to mark incoming targets for squad mates as well or rather alert them.
However this is getting a bit off the original thread so lets keep on topic please =D
GOOD IDEAS THOUGH ! |
[Veteran_Templar Two]
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Posted - 2012.06.10 10:26:00 -
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Darius Ashran wrote:Yeah i know nova i think however he is talking about a panel for quick communication between team/squad. The current Squad commander wheel is nice to though =D but it would be good if the average grunt had a way to mark incoming targets for squad mates as well or rather alert them. However this is getting a bit off the original thread so lets keep on topic please =D GOOD IDEAS THOUGH !
Yes. I was thinking about something everyone can use. Commanders should still have the exclusivity of giving orders, but standard meres should have way to help or ask for help. |
[Veteran_Heinikikin]
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Posted - 2012.06.10 10:28:00 -
[13] - Quote
How does the accuracy stat work? |
[Veteran_Darius Ashran]
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Posted - 2012.06.11 10:43:00 -
[14] - Quote
shameless bump =D |
[Veteran_Renzo kuken]
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Posted - 2012.06.13 08:23:00 -
[15] - Quote
i for one dont think it needs range untill the game has some sort of bullet drop system...its pointless to need range if the round keeps going untill the game deletes it...only way i see us getting range is when the game has a more solid range based skill system IE the game telling us in the skill books how far the maximum effective range is increased when the skill is learned
in short dont add untill all the frame work is implemented |
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