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Thread Statistics | Show CCP posts - 2 post(s) |
mr musturd
Nos Nothi
670
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Posted - 2015.07.01 19:07:00 -
[31] - Quote
Adipem Nothi wrote: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 disable rotation while active scanner fires. Two birds.
Thoughts? Same would have to apply across all classes for this not to be a direct nerf to heavies, you were here in chrome shotty, our strafe atm feels close to it, turn speed could be tweaked to match. |
Viktor Hadah Jr
Negative-Impact Back and Forth
8
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Posted - 2015.07.01 19:11:00 -
[32] - Quote
mr musturd wrote: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 When I typed that message I completely forgot that I don't even play this game.
We shall catch up in about a month when I'm back from my vacation ;)
Vote Viktor Hadah for CPM2 or i'll hurt you.
I'm kind of a big deal.
Get Dust ISK Here
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Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1
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Posted - 2015.07.01 19:22:00 -
[33] - Quote
CCP Rattati wrote:remind me
Even in the far future Newtonian laws apply
Now please fix the shaky laser aim that thinks its a squirrel and add a proper zoom
Back to playing ps4 the Witcher 3
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Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1
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Posted - 2015.07.01 19:25:00 -
[34] - Quote
mr musturd wrote:D4GG3R wrote:mr musturd wrote:Is fine, can we go back to chrome turn speeds now? Musturd lives? Shhhhhh!!!! You'll blow my cover
Did we do laser versus laser or was that knife versus knife ? Still was fun
Eh back to my ps4
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postapo wastelander
Corrosive Synergy No Context
1
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Posted - 2015.07.01 19:26:00 -
[35] - Quote
Tech Ohm Eaven wrote:CCP Rattati wrote:remind me Even in the far future Newtonian laws apply Now please fix the shaky laser aim that thinks its a squirrel and add a proper zoom Back to playing ps4 the Witcher 3
Is Witcher same like Witchers before?
"Caller of the Monolith"
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Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1
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Posted - 2015.07.01 19:32:00 -
[36] - Quote
DeathwindRising wrote: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. Yeah that was bad
On the other hand friends and enemies had blue shield bar and yellow armor bar Heavies had 4000 health
Hmg did 80 damage per bullet with no overheat once fireing
Go watch terminator two when arnold uses a minigun to shoot at cop cars
Replication was my favorite build |
Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1
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Posted - 2015.07.01 19:36:00 -
[37] - Quote
postapo wastelander wrote:Tech Ohm Eaven wrote:CCP Rattati wrote:remind me Even in the far future Newtonian laws apply Now please fix the shaky laser aim that thinks its a squirrel and add a proper zoom Back to playing ps4 the Witcher 3 Is Witcher same like Witchers before? Much much better More content More stories More fun Thats the main reason i play To have fun |
LUGMOS
Corrosive Synergy No Context
4
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Posted - 2015.07.01 19:40:00 -
[38] - Quote
Adipem Nothi wrote: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? Centrifugal force? WTF?
It doesn't work that way in this situation...
Sniper Rifles are for Nitrogenous Dioxide Borons
I am the Anti-FoTM
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postapo wastelander
Corrosive Synergy No Context
1
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Posted - 2015.07.01 19:48:00 -
[39] - Quote
Tech Ohm Eaven wrote:postapo wastelander wrote:Tech Ohm Eaven wrote:CCP Rattati wrote:remind me Even in the far future Newtonian laws apply Now please fix the shaky laser aim that thinks its a squirrel and add a proper zoom Back to playing ps4 the Witcher 3 Is Witcher same like Witchers before? Much much better More content More stories More fun Thats the main reason i play To have fun
Honestly i never saw witcher like fun, to me both games before where quite mediocre. We will see maybe in future, but i feel it will be same like before. Im more interested in Kingdom Come: Deliverance
"Caller of the Monolith"
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Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1
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Posted - 2015.07.01 19:48:00 -
[40] - Quote
KAGEHOSHI Horned Wolf 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. 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." Bs Total bullshit the same as the description of a heavy standing toe to toe with a tank
Hmg in replication had spoolup time I was there I ran heavy The heavy had to constantly feather press r1 hmg trigger like a squirrel on crack until we spotted a target Feather press r1 hmg trigger was to shorten spinup time
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Europa Antares
Horizons' Edge
4
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Posted - 2015.07.01 21:00:00 -
[41] - 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 :/
Wait a minute, everything in DUST 514 is realistic? This is new information. I didn't know you could fall 300 meters and survive in real life, I didn't know people could jump 50 meters in the air. Wow there's so much stuff I haven't seen in life!
In all seriousness though, DUST is not supposed to be realistic.
Who's Thale? How does he keep killing me???
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.01 21:17:00 -
[42] - Quote
mr musturd wrote:Adipem Nothi wrote: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 disable rotation while active scanner fires. Two birds.
Thoughts? Same would have to apply across all classes for this not to be a direct nerf to heavies, you were here in chrome shotty, our strafe atm feels close to it, turn speed could be tweaked to match. I do remember rotation speeds being a 'bit slower in Chromosome, but I also seem to recall something about the cap being lifted to improve KB/M user experience (?). I don't recall the specifics and, frankly, this really isn't an area I'm comfortable opining about as I've always used DS3. I've no idea what running KB/M was like in Chromosome or if it has since improved on account of the rotation speed changes. I'd defer to Haerr on this one; I think Rattati runs KB/M as well.
I should've mentioned earlier that I'm not advocating for specific HMG / Sentinel / Heavy nerfs at this time. It is arguably too early to tell if yesterday's movement changes will tilt the HMG into OP territory. If heavy/sentinel spam becomes an issue or if HMG kill/spawn efficiency grows beyond acceptable bounds, I would very likely support changes to spool-up, rotation speeds, mobility, etc.
For the record, I would love to see HMG spin-and-win resolved. But the same goes for high-HP Assaults, Commandos and even Logis on occassion. How to go about addressing spin-and-win -- and whether or not it'd be good for gameplay/balance -- I'm not sure. I do miss the extremely fast rotation speeds of Battlefield and CoD; that said, in BF or CoD getting shotgunned or knifed in the back isn't a protracted process.
Shoot scout with yes. - Ripley Riley (for CPM2)
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One Eyed King
Nos Nothi
10
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Posted - 2015.07.01 21:29:00 -
[43] - Quote
@ Shotty
Inertia?
Optimal speed stays the same as other suits but there has to be some acceleration and deceleration if changing spin direction.
You could even say that it has to do with the weight of heavy weapons, which would make more sense and won't hurt them if they switch to a side arm or main a rifle that requires more aiming skill.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.01 21:55:00 -
[44] - Quote
LUGMOS wrote:Adipem Nothi wrote: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? Centrifugal force? WTF? It doesn't work that way in this situation... Observe the effect of torque vectors in this demonstration. If the direction of rotation is clockwise, torque pulls the wheel to the right. When the direction of rotation is counter-clockwise, torque pulls the wheel to the left.
This HMG design pulls to the right; trying to pan left while firing would be met with significant resistance. This HMG design pulls to the left; trying to pan right while firing would be met with significant resistance. This HMG design pulls left and right; trying to pan in either direction while firing would be met with significant resistance.
Which design do you see when you fire an HMG in-game?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Omega Nox
Consolidated Dust
106
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Posted - 2015.07.01 22:26:00 -
[45] - Quote
Adipem Nothi wrote:LUGMOS wrote:Adipem Nothi wrote: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? Centrifugal force? WTF? It doesn't work that way in this situation... One Eyed King wrote:@ Shotty
Inertia?
Optimal speed stays the same as other suits but there has to be some acceleration and deceleration if changing spin direction.
You could even say that it has to do with the weight of heavy weapons, which would make more sense and won't hurt them if they switch to a side arm or main a rifle that requires more aiming skill. Apologies, gents; it's been a few years since my last physics exam :-) Is it centrifugal force, centripetal force or angular momentum in play? Observe the effect of torque vectors in this demonstration. When the direction of rotation is clockwise, torque pulls the wheel to the right. When the direction of rotation is counter-clockwise, torque pulls the wheel to the left ... This HMG design pulls to the right; trying to pan left while firing would be met with significant resistance. This HMG design pulls to the left; trying to pan right while firing would be met with significant resistance. This HMG design pulls left and right; trying to pan in either direction while firing would be met with significant resistance. * The bottom one is what we see in game.
It would have a min. of 3 gimballed gyro's to induce inertia.
Mordu's walking quafe mascot.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.07.01 22:43:00 -
[46] - Quote
Tech Ohm Eaven wrote:KAGEHOSHI Horned Wolf 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. 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." Bs Total bullshit the same as the description of a heavy standing toe to toe with a tank Hmg in replication had spoolup time I was there I ran heavy The heavy had to constantly feather press r1 hmg trigger like a squirrel on crack until we spotted a target Feather press r1 hmg trigger was to shorten spinup time Nope. Post proof, or it didn't happen. And a heavy can go toe to toe with a tank with sufficient cover and a forge gun.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Tech Ohm Eaven
Storm Wind Strikeforce Caldari State
1
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Posted - 2015.07.01 23:12:00 -
[47] - Quote
KAGEHOSHI Horned Wolf 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.[/quote]
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.[/quote]
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."[/quote] Bs Total bullshit the same as the description of a heavy standing toe to toe with a tank
Hmg in replication had spoolup time I was there I ran heavy The heavy had to constantly feather press r1 hmg trigger like a squirrel on crack until we spotted a target Feather press r1 hmg trigger was to shorten spinup time
[/quote] Nope. Post proof, or it didn't happen. And a heavy can go toe to toe with a tank with sufficient cover and a forge gun. Important: which build did it supposedly disappear in?[/quote] Sagaris tanks instakilling forgegun using heavies never happened ?
Done with your bs
Later. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.07.01 23:25:00 -
[48] - Quote
Tech Ohm Eaven wrote: Sagaris tanks instakilling forgegun using heavies never happened ?
Done with your bs
Later.
Lol you mad.
Like I mentioned, "sufficient cover." You butchered that quote, so might want to fix that. I asked you for the build in which it supposedly disappeared, so I can look for videos before that build to try to settle this, but seems like you're not actually interested in answers, you just want to make claims without backing them up, and whine about heavies. Well I'm glad you're done.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.01 23:29:00 -
[49] - Quote
Omega Nox wrote:Adipem Nothi wrote: ... Observe the effect of torque vectors in this demonstration. When the direction of rotation is clockwise, torque pulls the wheel to the right. When the direction of rotation is counter-clockwise, torque pulls the wheel to the left ... This HMG design pulls to the right; trying to pan left while firing would be met with significant resistance. This HMG design pulls to the left; trying to pan right while firing would be met with significant resistance. This HMG design pulls left and right; trying to pan in either direction while firing would be met with significant resistance. * The bottom one is what we see in game. It would have a min. of 3 gimballed gyro's to induce inertia upon pulling the triger, I wouldn't have the slightest idea, but it is clear when using the HMG in game that its barrels are rotating one direction while the housing (or portions of the housing) rotates in the opposing direction. It is also appears that RPM increases the longer fire is sustained.
At the end of day, physics doesn't really matter as much as balance. If it makes balance sense for the HMG operator to be vulnerable from behind while firing his death beam, this would be one way to achieve that end; the longer an HMG user holds down fire, the more accurate his weapon but the slower his rotation.
Shoot scout with yes. - Ripley Riley (for CPM2)
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One Eyed King
Nos Nothi
10
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Posted - 2015.07.01 23:44:00 -
[50] - Quote
Adipem Nothi wrote:Omega Nox wrote:Adipem Nothi wrote: ... Observe the effect of torque vectors in this demonstration. When the direction of rotation is clockwise, torque pulls the wheel to the right. When the direction of rotation is counter-clockwise, torque pulls the wheel to the left ... This HMG design pulls to the right; trying to pan left while firing would be met with significant resistance. This HMG design pulls to the left; trying to pan right while firing would be met with significant resistance. This HMG design pulls left and right; trying to pan in either direction while firing would be met with significant resistance. * The bottom one is what we see in game. It would have a min. of 3 gimballed gyro's to induce inertia upon pulling the triger, I wouldn't have the slightest idea, but it is clear when using the HMG in game that its barrels are rotating one direction while the housing (or portions of the housing) rotates in the opposing direction. It is also appears that RPM increases the longer fire is sustained. At the end of day, physics doesn't really matter as much as balance. If it makes balance sense for the HMG operator to be more vulnerable from behind while firing his weapon, this would be one way to achieve that end; the longer an HMG user holds down fire, the tighter his spread and the slower his rotation. Assuming the wiggle wiggle is what was keeping the HMG balanced, and that removal of wiggle will result in over performing HMGs?
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.02 00:04:00 -
[51] - Quote
One Eyed King wrote: Assuming the wiggle wiggle is what was keeping the HMG balanced, and that removal of wiggle will result in over performing HMGs?
Certainly possible; we should have a good idea one way or the other in a few days.
As an aside, I was initially concerned that less gyrating might result in an efficiency spike in SG and/or NK. After playing around with both yesterday, I don't think that either of these will prove to be a problem (fingers crossed).
Shoot scout with yes. - Ripley Riley (for CPM2)
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La Lore Sleipnier
Grupo de Asalto Chacal Rise Of Legion.
355
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Posted - 2015.07.02 01:03:00 -
[52] - Quote
Cry baby cry, all people cry about their strafe and assaults dropsuits... I'll tell you what somebody said me when ROF in ADS was NERFED: Adapt or leave the game
Soy una hoja al viento a merced de los elementos...
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Knight Soiaire
Fatal Absolution Negative-Feedback
6
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Posted - 2015.07.02 01:33:00 -
[53] - Quote
Limiting turn speeds based on frame size is a terrible idea. There is a reason why it was removed, and it's because it was dumb. |
deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.07.02 02:09:00 -
[54] - Quote
Yea nerfing turn speeds sounds great now that people can jump 20 feet over your head.
Good luck surviving when every single person you encounter just jumps over your head to 1 or 2 shot you in the back before you can turn around.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.02 03:00:00 -
[55] - Quote
La Lore Sleipnier wrote:Adapt or leave the game Only two options, eh? Well, I'll go with "adapt". But I'm curious about how this works...
Adapt to what exactly? Imbalance? Imbalance in its present form, at this specific juncture? Why not a past form of imbalance? If I may, I'd like to pick one that better fits my personal interests. That does sound selfish though. Perhaps it'd be better if we could all cast a vote for our favorite instance of imbalance and go with that one. Unless this is something that you, La Lore Sleipnier, get to decide for us. Either way, this is an interesting system. Would love to know how this system came to be, and why it was deemed superior to the iterative "fix what's broken" approach.
Thanks in advance for the clarification.
Shoot scout with yes. - Ripley Riley (for CPM2)
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LUGMOS
Corrosive Synergy No Context
4
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Posted - 2015.07.02 03:41:00 -
[56] - Quote
Adipem Nothi wrote:LUGMOS wrote:Adipem Nothi wrote: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? Centrifugal force? WTF? It doesn't work that way in this situation... One Eyed King wrote:@ Shotty
Inertia?
Optimal speed stays the same as other suits but there has to be some acceleration and deceleration if changing spin direction.
You could even say that it has to do with the weight of heavy weapons, which would make more sense and won't hurt them if they switch to a side arm or main a rifle that requires more aiming skill. Apologies, gents; it's been a few years since my last physics exam :-) Is it centrifugal force, centripetal force or angular momentum in play? Observe the effect of torque vectors in this demonstration. When the direction of rotation is clockwise, torque pulls the wheel to the right. When the direction of rotation is counter-clockwise, torque pulls the wheel to the left ... This HMG design pulls to the right; trying to pan left while firing would be met with significant resistance. This HMG design pulls to the left; trying to pan right while firing would be met with significant resistance. This HMG design pulls left and right; trying to pan in either direction while firing would be met with significant resistance. * The bottom one is what we see in game. Or something like it :-) If both were spinning oppipostpite directions, they would cancel no?
The total force (assuming they were both turning about the samed speed) would end up being 0 methinks
Also, super servos in the dropsuit would theoretically negate it either way
Sniper Rifles are for Nitrogenous Dioxide Borons
I am the Anti-FoTM
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XxWarlordxX97
D.A.R.K L.E.G.I.O.N
4
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Posted - 2015.07.02 04:07:00 -
[57] - Quote
May strafe speed for my heavy is gone, only the minmatar assaults need the strafe nerf and the keyboard users
I'm give up on the heavy, the assault is the only way to go without getting nerf
https://www.youtube.com/watch?v=1mjlM_RnsVE
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La Lore Sleipnier
Grupo de Asalto Chacal Rise Of Legion.
357
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Posted - 2015.07.02 05:29:00 -
[58] - Quote
Adipem Nothi wrote:La Lore Sleipnier wrote:Adapt or leave the game Only two options, eh? Well, two is better than one. I'll go with "adapt". But if I may, I'm curious about how this all works... Adapt to what exactly? Imbalance? Imbalance in its present form, at this specific juncture? Why not a past form of imbalance? If at all possible, I'd like to pick another one; one that better fits my personal interests. That does sound selfish though. Hmmm. Perhaps it'd be better if we could all cast a vote for our favorite instance of imbalance and go with that one. Unless this is something that you, La Lore Sleipnier, get to decide for us. Either way, this is an intriguing system. Would love to know how this system came to be, and why it was deemed superior to the iterative "fix what's broken" approach. Thanks in advance for the clarification.
I'm pilot, when ROF was nerfed and swamrs overboosted I just run logi, because is impossible to fly and kill now. So please, stop crying, I now a lot of pilots in DUST 514 and we don't spend time crying here, we adapt to survive
Soy una hoja al viento a merced de los elementos...
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castba
Rogue Instincts Evil Syndicate Alliance.
963
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Posted - 2015.07.02 05:55:00 -
[59] - Quote
CCP Rattati wrote:remind me You know, when heavies could not turn quick enough to keep aim on a strafing scout. All you had to do as a scout was circle the heavy in the same direction he was turning.
"When everything is OP, nothing is" - CCP Ratatti
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Cody Sietz
Random Gunz Rise Of Legion.
4
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Posted - 2015.07.02 05:57:00 -
[60] - Quote
Heavies freaked out anything somebody mentioned nerfing turn speed for them.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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