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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
mr musturd
Nos Nothi
650
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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
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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
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CCP Rattati
C C P C C P Alliance
24
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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"
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BARAGAMOS
Kinsho Swords Caldari State
17
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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
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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.
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mr musturd
Nos Nothi
651
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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
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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
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mr musturd
Nos Nothi
652
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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
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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~
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mr musturd
Nos Nothi
653
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Posted - 2015.07.01 16:36:00 -
[10] - Quote
Bump
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Kiiran-B
Seraphim Initiative.
229
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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
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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
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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.
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
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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
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Magnus Belmont
Kameira Lodge Amarr Empire
89
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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
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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
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Viktor Hadah Jr
Negative-Impact Back and Forth
8
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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
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mr musturd
Nos Nothi
662
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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
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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
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mr musturd
Nos Nothi
667
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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 |
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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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+
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D4GG3R
0uter.Heaven
1
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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
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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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+
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mr musturd
Nos Nothi
669
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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
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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
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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"
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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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+
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Adipem Nothi
Nos Nothi
11
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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)
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mr musturd
Nos Nothi
670
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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. |
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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
|
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
|
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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jace silencerww
Mikramurka Shock Troop Minmatar Republic
180
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Posted - 2015.07.02 06:21:00 -
[61] - Quote
Knight Soiaire wrote: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.
yes there Is a reason- heavies whine to CCP when they could not defend "aka turn around" themselves stop the one scout suit that was in the game from using a shotgun to kill them. well shoot one shot then jump over while the heavy was turning around and finish off the heavy with another 1-2 shots.
lol back then most scouts had 87-150 shield and 175-250 armor. so it took just a handful of shots at most to kill. |
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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.07.02 06:52:00 -
[62] - Quote
I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Andris Kronis
Molon Labe. RUST415
89
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Posted - 2015.07.02 07:33:00 -
[63] - Quote
With all the kangaroo MD users, making heavies turn even slower would be excruciating. I don't even play heavy and even as a logi watching people strafe vertically 10m or more up I get frustrated I can't shoot em.
Not even being able to turn around quickly enough, that would be utter crap.
Yes, my name is Latvian, I know .... well done.
Would you like a cookie?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.02 08:05:00 -
[64] - Quote
CCP Rattati wrote:I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them.
It only works if you set the slowest turners as exclusive long range fire support.
You'd need to define intended effectice ranges by suit class.
It's a nightmare pain in the ass to balance.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.02 08:18:00 -
[65] - Quote
LUGMOS wrote:Adipem Nothi wrote:This HMG design pulls left and right; trying to pan in either direction while firing would be met with significant resistance. If both were spinning opposite directions, they would cancel no? No clue. I'd expect the net effect would be increased stabilization, but I am no physicist.
CCP Rattati wrote:I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them. Absolutely fair; I'd forgotten about that last point. Assuming adjustments prove warranted, is HMG spool up off-the-table as well?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.02 08:19:00 -
[66] - Quote
Andris Kronis wrote:Not even being able to turn around quickly enough, that would be utter crap. One of the best things about Chromosome (in my opinion) was that a newbro who got the drop on a vet could kill that vet. Like in other shooters. Rotation speed played a part in that. While turning slowly is a crappy experience, it is also a crappy experience for newbros to sneak up behind another infantry unit, shoot it in the back, and somehow lose the engagement. Some goes for veteran paper-thin knifers and shotgunners. The best knifer in the game is apparently concerned about spin-and-win in the present build; do you think it'd be wise to dismiss those concerns?
Shoot scout with yes. - Ripley Riley (for CPM2)
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.07.02 08:56:00 -
[67] - Quote
Adipem Nothi wrote:Andris Kronis wrote:Not even being able to turn around quickly enough, that would be utter crap. One of the best things about Chromosome (in my opinion) was that a newbro who got the drop on a vet could kill that vet. Like in other shooters. Rotation speed played a part in that. While turning slowly is a crappy experience, it is also a crappy experience for newbros to sneak up behind another infantry unit, shoot it in the back, and somehow lose the engagement. Some goes for veteran knifers and shotgunners of the paper-thin variety. The best knifer in the game is apparently concerned about spin-and-win in the present build; do you think it'd be wise to dismiss those concerns? As Dust evolved over time, the difference between weapon tiers (used to be higher), the power of proficiency skills (used to affect both shields and armor), the difference between suits of different tiers (higher tier suits used to have better base HP), and time-to-kill all diminished. Because of all these things, plus the advent of actually functional aim assist, I would argue that a new player sneaking up on a vet now actually have much better chances of killing they vet than they did years ago. We don't need painful rotation nerfs to help new players, especially since new players will likely hate it given how used they are to much faster turning shooters.
As for the idea that being able to kill someone more easily by sneaking up being inherently good, I disagree at a certain point, and I think Dust is already at a good balance on that front. One of the things I like about Dust is that when someone sneaks up on you and tries to kill you, if you're skillful enough, you can still win the engagement despite the initial disadvantage. This is something you can't do as well in most shooters like CoD or BF; someone sneaks up on you, and you're dead in like 4 shots fired in a fraction of a second. There needs to be a balance between rewarding stealth, and rewarding skill, and Dust already does that well, and I don't think changes are needed in that regard.
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 - 2015.07.02 09:30:00 -
[68] - Quote
KAGEHOSHI Horned Wolf wrote:Adipem Nothi wrote:Andris Kronis wrote:Not even being able to turn around quickly enough, that would be utter crap. One of the best things about Chromosome (in my opinion) was that a newbro who got the drop on a vet could kill that vet. Like in other shooters. Rotation speed played a part in that. While turning slowly is a crappy experience, it is also a crappy experience for newbros to sneak up behind another infantry unit, shoot it in the back, and somehow lose the engagement. Some goes for veteran knifers and shotgunners of the paper-thin variety. The best knifer in the game is apparently concerned about spin-and-win in the present build; do you think it'd be wise to dismiss those concerns? 1. As Dust evolved over time, the difference between weapon tiers (used to be higher), the power of proficiency skills (used to affect both shields and armor), the difference between suits of different tiers (higher tier suits used to have better base HP), and time-to-kill all diminished. Because of all these things, plus the advent of actually functional aim assist, I would argue that a new player sneaking up on a vet now actually have much better chances of killing they vet than they did years ago. 2. We don't need painful rotation nerfs to help new players, especially since new players will likely hate it given how used they are to much faster turning shooters. 3. As for the idea that being able to kill someone more easily by sneaking up being inherently good, I disagree at a certain point, and I think Dust is already at a good balance on that front. One of the things I like about Dust is that when someone sneaks up on you and tries to kill you, if you're skillful enough, you can still win the engagement despite the initial disadvantage. 4A. There needs to be a balance between rewarding stealth, and rewarding skill 4B. Dust already does that well, and I don't think changes are needed in that regard.
1. With respect, I seriously doubt that today's newbro has better odds in this regard than yesterday's. In my observation, the performance disparity between newbro and vet has never been greater. HP pools have nearly doubled since Chromosome; I don't recall ever seeing 1000 HP Assaults back then; today, they aren't uncommon. Lower TTK and lower rotation speeds made it more than possible for a newbro to overcome the hitpoint gap and drop a vet he'd successfully flanked. This was especially true for shotgunners. Today, this is no longer the case.
2. I agree, and it is off the table anyway. Frankly, I'd love to see faster rotation speeds across the board but -- in a game where 300HP units need be as viable as 1,500HP units -- I've no idea how such a thing might be balanced.
3. I'm sure some like it, but getting outplayed then winning isn't a feature in my book. At 400HP, I don't often get away with mistakes. Why should the other guy? If hp-tanking is a more a viable and prolific playstyle than other playstyles, can we claim that playstyles are in balance?
4A. Absolutely agree. 4B. I believe that's up for debate. Musturd's concerns here reinforce that belief.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Darken-Sol
Intruder Excluder
2
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Posted - 2015.07.02 10:14:00 -
[69] - Quote
CCP Rattati wrote:I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them.
Good man. Why should a heavy be gimped in cqc? Its all they got.
Crush them
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Knight Soiaire
Fatal Absolution Negative-Feedback
6
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Posted - 2015.07.02 12:30:00 -
[70] - Quote
jace silencerww wrote:Knight Soiaire wrote: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. yes there Is a reason- heavies whine to CCP when they could not defend "aka turn around" themselves stop the one scout suit that was in the game from using a shotgun to kill them. well shoot one shot then jump over while the heavy was turning around and finish off the heavy with another 1-2 shots. lol back then most scouts had 87-150 shield and 175-250 armor. so it took just a handful of shots at most to kill.
But Scouts no longer have that little EHP. When it comes to things like balancing frame sizes, basic game mechanics like turning speed should never come into question.
We already have ****** up aiming, so why **** it up anymore just so Scouts can play make-believe ninjas. |
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Cody Sietz
Random Gunz Rise Of Legion.
4
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Posted - 2015.07.02 13:01:00 -
[71] - Quote
CCP Rattati wrote:I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them. This was, of course, when heavies had less ehp and no resistance.
It still doesn't make sense that a heavie should be able to survive being shot with back for only for him to turn around instantly and HMG his way out of it.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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mr musturd
Nos Nothi
694
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Posted - 2015.07.02 15:17:00 -
[72] - Quote
Cody Sietz wrote:CCP Rattati wrote:I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them. This was, of course, when heavies had less ehp and no resistance. It still doesn't make sense that a heavie should be able to survive being shot with back for only for him to turn around instantly and HMG his way out of it. The man says no, so i guess i join the dual tanking crowd.. Apparently thats how every suit should be fitted, stack as much hp as possible and hope you live through the firefight. |
Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.02 15:29:00 -
[73] - Quote
mr musturd wrote:Cody Sietz wrote:CCP Rattati wrote:I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them. This was, of course, when heavies had less ehp and no resistance. It still doesn't make sense that a heavie should be able to survive being shot with back for only for him to turn around instantly and HMG his way out of it. The man says no, so i guess i join the dual tanking crowd.. Apparently thats how every suit should be fitted, stack as much hp as possible and hope you live through the firefight. There are other options.
Could add spool-up to the HMG should HMG efficiency prove to be a problem. Could introduce new drawbacks to HP tanking (i.e. add stamina penalties to plates). Could rewire Falloff in such a way that EWAR-oriented fits are brought up-to-par with HP-oriented fits. Could tune biotics in such a way that biotic-oriented fits are brought up-to-par with HP-oriented fits. Could decrease the success rates of spin-and-win by buffing alpha-oriented weapons. Could introduce a headshot-like damage multiplier to the backs of unit models.
Rattati may choose a path other than the ones we suggest, but he has been consistent in his handling of overperformers and underperformers. There are options other than rotation speed.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.02 15:32:00 -
[74] - Quote
Hilariously I've been running assault mostly lately. And now commando after the speed changes.
Dual tanking to fight heavies is worthless unless you want to be the first guy to die so the second man can get the kill.
But of course I am wrong. Because everyone says so.
And engaging the fatties at 10m is the smartest thing to do amirite?
And scout shotties can kill a heavy from the back before they can react and turn around. The turn/kill thing only happens when you give yourself away somehow (charging nova knives is always a huge clue) and they hear you doing things or see you coming.
I can't count the number of times I've seen a scout inbound cloaked or not and decided to play dumb so I could rake him.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Iron Wolf Saber
Den of Swords
19
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Posted - 2015.07.03 04:11:00 -
[75] - Quote
CCP Rattati wrote:I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them.
what about ADS aim speed? Most players can easily still maintain the fast swing around to get near the target and then based on weapon role determine how fast it can swing once its Aim down sights.
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
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Starlight Burner
Arrary of Clusters
318
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Posted - 2015.07.03 10:51:00 -
[76] - Quote
mr musturd wrote:Is fine, can we go back to chrome turn speeds now? No
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