Pages: [1] 2 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
mr musturd
Nos Nothi
650
|
Posted - 2015.07.01 15:49:00 -
[1] - Quote
Is fine, can we go back to chrome turns speeds now? |
Zene Ren
Ametat Security Amarr Empire
134
|
Posted - 2015.07.01 15:51:00 -
[2] - Quote
+1 from me for old rotation/turn speed!
Balance is the key to achieve knowledge and understanding
|
|
CCP Rattati
C C P C C P Alliance
24
|
Posted - 2015.07.01 16:03:00 -
[3] - Quote
remind me
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
BARAGAMOS
Kinsho Swords Caldari State
17
|
Posted - 2015.07.01 16:04:00 -
[4] - Quote
mr musturd wrote:Is fine, can we go back to chrome turn speeds now?
Yeah, really tired of guys running faster than my reticle can move. Kinda, super unrealistic. |
ANON Illuminati
Negative-Feedback. Negative-Feedback
715
|
Posted - 2015.07.01 16:08:00 -
[5] - Quote
mr musturd wrote:Is fine, can we go back to chrome turn speeds now? mustard hmu in game when ur on.. I need to speak to u
Please Rub it Gently
Also spit on it alot.
|
mr musturd
Nos Nothi
651
|
Posted - 2015.07.01 16:09:00 -
[6] - Quote
CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. |
Operative 1174 Uuali
True Companion Planetary Requisitions
863
|
Posted - 2015.07.01 16:16:00 -
[7] - Quote
mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be.
Yeah, heavies need some kind of limitation. The slower turning would help and didn't the HMG used to have to spin up more before it could put out damage? Something needs to be done about this heavy spam. No reason ro have to turn to REs. We should be able to keep it a good ol' fashion fire fight.
There is no choice, but to fight in close quarters to gain objectives. If this were a game that promoted spreading out and taking alternate routes around the map then heavies would make sense say, guarding a certain corridor to force paths of entry. Right now it's just turtle city most times.
MY CPM2 PLATFORM
|
mr musturd
Nos Nothi
652
|
Posted - 2015.07.01 16:22:00 -
[8] - Quote
ANON Illuminati wrote:mr musturd wrote:Is fine, can we go back to chrome turn speeds now? mustard hmu in game when ur on.. I need to speak to u Musturd* |
Devadander
Woodgrain Atari
325
|
Posted - 2015.07.01 16:36:00 -
[9] - Quote
Operative 1174 Uuali wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. Yeah, heavies need some kind of limitation. The slower turning would help and didn't the HMG used to have to spin up more before it could put out damage? Something needs to be done about this heavy spam. No reason ro have to turn to REs. We should be able to keep it a good ol' fashion fire fight. There is no choice, but to fight in close quarters to gain objectives. If this were a game that promoted spreading out and taking alternate routes around the map then heavies would make sense say, guarding a certain corridor to force paths of entry. Right now it's just turtle city most times.
HMG has always been instafire, it spools as you fire increasing accuracy the longer you hold trigger.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
|
mr musturd
Nos Nothi
653
|
Posted - 2015.07.01 16:36:00 -
[10] - Quote
Bump
|
|
Kiiran-B
Seraphim Initiative.
229
|
Posted - 2015.07.01 16:38:00 -
[11] - Quote
mr musturd wrote:Is fine, can we go back to chrome turn speeds now?
Can we not just have chromosome controller and Kb/m input back... No?
Uprising would have been successful if we had the same aiming system as chromosome. Thats all this game is missing. |
mr musturd
Nos Nothi
653
|
Posted - 2015.07.01 16:40:00 -
[12] - Quote
Devadander wrote:Operative 1174 Uuali wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. Yeah, heavies need some kind of limitation. The slower turning would help and didn't the HMG used to have to spin up more before it could put out damage? Something needs to be done about this heavy spam. No reason ro have to turn to REs. We should be able to keep it a good ol' fashion fire fight. There is no choice, but to fight in close quarters to gain objectives. If this were a game that promoted spreading out and taking alternate routes around the map then heavies would make sense say, guarding a certain corridor to force paths of entry. Right now it's just turtle city most times. HMG has always been instafire, it spools as you fire increasing accuracy the longer you hold trigger. This isnt a nerf heavy thread this change would effect all suits |
REDBACK96USMC
NORTH K0REA
212
|
Posted - 2015.07.01 16:43:00 -
[13] - Quote
Devadander wrote:Operative 1174 Uuali wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. Yeah, heavies need some kind of limitation. The slower turning would help and didn't the HMG used to have to spin up more before it could put out damage? Something needs to be done about this heavy spam. No reason ro have to turn to REs. We should be able to keep it a good ol' fashion fire fight. There is no choice, but to fight in close quarters to gain objectives. If this were a game that promoted spreading out and taking alternate routes around the map then heavies would make sense say, guarding a certain corridor to force paths of entry. Right now it's just turtle city most times. HMG has always been instafire, it spools as you fire increasing accuracy the longer you hold trigger.
No, HMGs would require a certain spool up to start firing but have a smaller radius pattern initially then focus in.
Assault variants would immediately fire with a wide pattern and then narrow down.
You had to make a choice.
|
CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
|
Posted - 2015.07.01 17:40:00 -
[14] - Quote
This thread has a lot of old faces hope you are all doing well
"Madness how we turned our common-ground into a battle-ground.." - Essa
|
Magnus Belmont
Kameira Lodge Amarr Empire
89
|
Posted - 2015.07.01 17:45:00 -
[15] - Quote
Operative 1174 Uuali wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. Yeah, heavies need some kind of limitation. The slower turning would help and didn't the HMG used to have to spin up more before it could put out damage? Something needs to be done about this heavy spam. No reason ro have to turn to REs. We should be able to keep it a good ol' fashion fire fight. There is no choice, but to fight in close quarters to gain objectives. If this were a game that promoted spreading out and taking alternate routes around the map then heavies would make sense say, guarding a certain corridor to force paths of entry. Right now it's just turtle city most times.
If they let my mini gun do the damage a real minigun should do, I'm all good with that. Rather then the automatic BB gun we got now 'cause people want to stand in front of one and just chill for a minute while they get a good aim.
It's kinda weird that the minigun in a future game is more equivalent to a .22 caliber one rather then what is actually used. Go google "Minigun" and look at the wiki page, it's depressing :/ |
Mejt0
Dead Man's Game
1
|
Posted - 2015.07.01 17:54:00 -
[16] - Quote
Terrible idea really. You would need to set 3 different sensitive options for light, medium and heavy frames. And we only have 1.
Loyal to The State
Member of State Protectorate //
Belongs to Patriots power bloc
Civire Bloodline
|
Viktor Hadah Jr
Negative-Impact Back and Forth
8
|
Posted - 2015.07.01 17:56:00 -
[17] - Quote
mr musturd wrote:Is fine, can we go back to chrome turn speeds now? do you still play?
we need to squad.
Vote Viktor Hadah for CPM2 or i'll hurt you.
I'm kind of a big deal.
Get Dust ISK Here
|
mr musturd
Nos Nothi
662
|
Posted - 2015.07.01 17:58:00 -
[18] - Quote
Mejt0 wrote:Terrible idea really. You would need to set 3 different sensitive options for light, medium and heavy frames. And we only have 1. Umm it use to work fine back in the day, before this was "spaceCOD514" |
DR DEESE NUTS
162
|
Posted - 2015.07.01 17:59:00 -
[19] - Quote
Magnus Belmont wrote:Operative 1174 Uuali wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. Yeah, heavies need some kind of limitation. The slower turning would help and didn't the HMG used to have to spin up more before it could put out damage? Something needs to be done about this heavy spam. No reason ro have to turn to REs. We should be able to keep it a good ol' fashion fire fight. There is no choice, but to fight in close quarters to gain objectives. If this were a game that promoted spreading out and taking alternate routes around the map then heavies would make sense say, guarding a certain corridor to force paths of entry. Right now it's just turtle city most times. If they let my mini gun do the damage a real minigun should do, I'm all good with that. Rather then the automatic BB gun we got now 'cause people want to stand in front of one and just chill for a minute while they get a good aim. It's kinda weird that the minigun in a future game is more equivalent to a .22 caliber one rather then what is actually used. Go google "Minigun" and look at the wiki page, it's depressing :/
Because balance.
The USS m`dick
|
mr musturd
Nos Nothi
667
|
Posted - 2015.07.01 17:59:00 -
[20] - Quote
Viktor Hadah Jr wrote:mr musturd wrote:Is fine, can we go back to chrome turn speeds now? do you still play? we need to squad. Yup i normally solo but shoot me a msg ill get on later been awhile vik |
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
|
Posted - 2015.07.01 18:40:00 -
[21] - Quote
Operative 1174 Uuali wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. Yeah, heavies need some kind of limitation. The slower turning would help and didn't the HMG used to have to spin up more before it could put out damage? Something needs to be done about this heavy spam. No reason ro have to turn to REs. We should be able to keep it a good ol' fashion fire fight. There is no choice, but to fight in close quarters to gain objectives. If this were a game that promoted spreading out and taking alternate routes around the map then heavies would make sense say, guarding a certain corridor to force paths of entry. Right now it's just turtle city most times.
http://blog.us.playstation.com/2012/02/17/the-future-of-war-building-dust-514s-arsenal/ No. I won't stand for misinformation. Even before the game was in closed bea, it was already specifically mentioned that in the weapon description (via dev blogs) that the HMG didn't have spool-up time.
"A multi-barrel, rotary drive machine gun, the autocannon is a singularly devastating anti-infantry weapon. Eschewing the advantages of a lighter frame in favor of stopping power, the exponentially increased heat and vibration produced by this Boundless Creation-developed weapon makes it almost unbearable to fire. Yet despite this fact, its above average hit ratio and extreme rate of fire has earned it the nickname GÇ£DeathGÇÖs Engine.GÇ¥ Unlike earlier models, the weapon requires no spool up time; rounds are expelled the instant the trigger is pressed. This comes at the cost of initially reduced accuracy as the counter-rotating drives slowly align. Once fully aligned, however, the autocannon produces a pinpoint stream of gunfire with unmatched killing potential."
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
D4GG3R
0uter.Heaven
1
|
Posted - 2015.07.01 18:53:00 -
[22] - Quote
mr musturd wrote:Is fine, can we go back to chrome turn speeds now? Musturd lives?
I'm pretty plain.
I watch anime for the boobs
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
|
Posted - 2015.07.01 18:55:00 -
[23] - Quote
mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be.
You haven't made an argument as to why this is actually needed in Dust's current form. As for the realism argument, in case anyone wants to bring that up: 1) Balance > realism. 2) We'e wearing powered suits, so w could have powered motors that compensate for our masses to ensure turning speed is equal.
I know it's popular to hate on heavies, because no matter how much they get nerfed, they still "feel" OP to people, but do heavies need a nerf right now? because I don't think they do. Likewise, do lights need a turning speed buff right now -- basics, and Minmatar and Amarr scouts might need a buff, but not all lights in general. The alternative method to achieving this difference between frame size turning speeds without needlessly buffing lights/scouts would be to nerf mediums (unwarranted), and to extra-nerf the heavies (extra-unwarranted).
I don't see the good this will do.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
mr musturd
Nos Nothi
669
|
Posted - 2015.07.01 18:56:00 -
[24] - Quote
D4GG3R wrote:mr musturd wrote:Is fine, can we go back to chrome turn speeds now? Musturd lives? Shhhhhh!!!! You'll blow my cover |
mr musturd
Nos Nothi
669
|
Posted - 2015.07.01 18:58:00 -
[25] - Quote
KAGEHOSHI Horned Wolf wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. You haven't made an argument as to why this is actually needed in Dust's current form. As for the realism argument, in case anyone wants to bring that up: 1) Balance > realism. 2) We'e wearing powered suits, so w could have powered motors that compensate for our masses to ensure turning speed is equal. I know it's popular to hate on heavies, because no matter how much they get nerfed, they still "feel" OP to people, but do heavies need a nerf right now? because I don't think they do. Likewise, do lights need a turning speed buff right now -- basics, and Minmatar and Amarr scouts might need a buff, but not all lights in general. The alternative method to achieving this difference between frame size turning speeds without needlessly buffing lights/scouts would be to nerf mediums (unwarranted), and to extra-nerf the heavies (extra-unwarranted). I don't see the good this will do. You seem to miss the part about this not being a heavy nerf. I actually run heavy myself, this would effect all suits not just the fat boys o7 |
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.07.01 18:59:00 -
[26] - Quote
Devadander wrote:Operative 1174 Uuali wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. Yeah, heavies need some kind of limitation. The slower turning would help and didn't the HMG used to have to spin up more before it could put out damage? Something needs to be done about this heavy spam. No reason ro have to turn to REs. We should be able to keep it a good ol' fashion fire fight. There is no choice, but to fight in close quarters to gain objectives. If this were a game that promoted spreading out and taking alternate routes around the map then heavies would make sense say, guarding a certain corridor to force paths of entry. Right now it's just turtle city most times. HMG has always been instafire, it spools as you fire increasing accuracy the longer you hold trigger.
i heard that back in beta they tested a version that spooled up before firing... it turned out to be really really horrible. |
postapo wastelander
Corrosive Synergy No Context
1
|
Posted - 2015.07.01 19:01:00 -
[27] - Quote
mr musturd wrote:KAGEHOSHI Horned Wolf wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. You haven't made an argument as to why this is actually needed in Dust's current form. As for the realism argument, in case anyone wants to bring that up: 1) Balance > realism. 2) We'e wearing powered suits, so w could have powered motors that compensate for our masses to ensure turning speed is equal. I know it's popular to hate on heavies, because no matter how much they get nerfed, they still "feel" OP to people, but do heavies need a nerf right now? because I don't think they do. Likewise, do lights need a turning speed buff right now -- basics, and Minmatar and Amarr scouts might need a buff, but not all lights in general. The alternative method to achieving this difference between frame size turning speeds without needlessly buffing lights/scouts would be to nerf mediums (unwarranted), and to extra-nerf the heavies (extra-unwarranted). I don't see the good this will do. You seem to miss the part about this not being a heavy nerf. I actually run heavy myself, this would effect all suits not just the fat boys o7
I was sentinel for few today and i saw gameplay better i have..ehm..enemy had a blast with my Flaylock or few big blasts with it if you know what i mean XD
"Caller of the Monolith"
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
|
Posted - 2015.07.01 19:01:00 -
[28] - Quote
mr musturd wrote:KAGEHOSHI Horned Wolf wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. You haven't made an argument as to why this is actually needed in Dust's current form. As for the realism argument, in case anyone wants to bring that up: 1) Balance > realism. 2) We'e wearing powered suits, so w could have powered motors that compensate for our masses to ensure turning speed is equal. I know it's popular to hate on heavies, because no matter how much they get nerfed, they still "feel" OP to people, but do heavies need a nerf right now? because I don't think they do. Likewise, do lights need a turning speed buff right now -- basics, and Minmatar and Amarr scouts might need a buff, but not all lights in general. The alternative method to achieving this difference between frame size turning speeds without needlessly buffing lights/scouts would be to nerf mediums (unwarranted), and to extra-nerf the heavies (extra-unwarranted). I don't see the good this will do. You seem to miss the part about this not being a heavy nerf. I actually run heavy myself, this would effect all suits not just the fat boys o7 But isn't the idea to have heavies turn slower, and scouts turn faster? Intentionally or not, heavies would be hurt more than other suits. Also, you never did explain what benefit it would add to the game.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
Adipem Nothi
Nos Nothi
11
|
Posted - 2015.07.01 19:03:00 -
[29] - Quote
o7 Musturd
Spitballing: The faster the HMG spins, the slower the heavy rotates. Centrifugal force. Clever Scout will wait until a heavy opens fire before closing the gap for backstab. The same client-side control could be tweaked to fix kb/m spin scanning; slow rotation while active scanner fires (0.3 seconds). Two birds, one stone; freedom of movement maintained.
Thoughts?
Shoot scout with yes. - Ripley Riley (for CPM2)
|
mr musturd
Nos Nothi
670
|
Posted - 2015.07.01 19:04:00 -
[30] - Quote
KAGEHOSHI Horned Wolf wrote:mr musturd wrote:KAGEHOSHI Horned Wolf wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. You haven't made an argument as to why this is actually needed in Dust's current form. As for the realism argument, in case anyone wants to bring that up: 1) Balance > realism. 2) We'e wearing powered suits, so w could have powered motors that compensate for our masses to ensure turning speed is equal. I know it's popular to hate on heavies, because no matter how much they get nerfed, they still "feel" OP to people, but do heavies need a nerf right now? because I don't think they do. Likewise, do lights need a turning speed buff right now -- basics, and Minmatar and Amarr scouts might need a buff, but not all lights in general. The alternative method to achieving this difference between frame size turning speeds without needlessly buffing lights/scouts would be to nerf mediums (unwarranted), and to extra-nerf the heavies (extra-unwarranted). I don't see the good this will do. You seem to miss the part about this not being a heavy nerf. I actually run heavy myself, this would effect all suits not just the fat boys o7 But isn't the idea to have heavies turn slower, and scouts turn faster? Intentionally or not, heavies would be hurt more than other suits. Also, you never did explain what benefit it would add to the game. No sir the idea would be the more armor plates it would effect turn speed as well it already effects movement, turning is moving. |
|
|
|
|
Pages: [1] 2 3 :: one page |
First page | Previous page | Next page | Last page |