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TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
135
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Posted - 2015.10.12 01:16:00 -
[1] - Quote
Good Day,
Right now the Kin-cats only work on running speed. Why not bump up "normal" walking speed as well.
So basic, adv, pro, increases Running or Sprint speed
5%, 8%, 12%
Why not increase Movement speed, half the amount, for 2.5%, 4%, 6%
in addition to the sprint speed increase?
Thanks for reading this. |
The Eristic
Titans of Phoenix Damage LLC
1
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Posted - 2015.10.12 01:45:00 -
[2] - Quote
Wiggle.
Wiggle wiggle.
Wigglewigglewigglewigglewigglewigglewigglewigglewigglewigglewigglewigglewigglewigglewigglewigglewigglewigglewigglewigglewigglewigg...
Reality is the original Rorschach.
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One Eyed King
Nos Nothi
13
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Posted - 2015.10.12 02:18:00 -
[3] - Quote
We discussed this before, but it throws everything off, because walking speed is the base speed for a lot of things.
It would probably result in some very unwanted scenarios.
Like return of the HD breaking wiggling, as was previously mentioned.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
135
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Posted - 2015.10.12 02:47:00 -
[4] - Quote
Good Day,
Okay, so at some point in the past there was a problem with this kind of concept (increasing "normal" speed) and it had something to do with a wiggle.
Since neither answer explained the problem, they were not as useful as they could be.
Thank you for the info.
Thanks for reading this. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.10.12 03:10:00 -
[5] - Quote
TIMMY DAVIS wrote:Good Day,
Right now the Kin-cats only work on running speed. Why not bump up "normal" walking speed as well.
So basic, adv, pro, increases Running or Sprint speed
5%, 8%, 12%
Why not increase Movement speed, half the amount, for 2.5%, 4%, 6%
in addition to the sprint speed increase?
Thanks for reading this.
Hit detection fails when players can do fast wiggle strafing. This is a bad idea because it re-introduces old problems that are still problems in the correct circumstances.
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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Saint Winter
The Warlords Legion
158
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Posted - 2015.10.12 03:43:00 -
[6] - Quote
Hello everyone .
Check this suggestion .
Kinetic Catalizer(Sprint)
Well this module RA costs too much for what it does and for this reason if they can make some modifications.
Besides giving sprint speed (SS) will also give movement speed (MS) and looks like this:
Bas SS 6% + MS 3 or 2% / Adv SS 8% + MS 4% / Pro SS12% + MS 6%
With this and the current values GÇïGÇïwithout changing this module would remain as one of the best if a top is made of me. |
Shaun Iwairo
Simple Minded People Pty. Ltd.
51
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Posted - 2015.10.12 06:20:00 -
[7] - Quote
Saint Winter wrote:Hello everyone .
Check this suggestion .
Kinetic Catalizer ( Red Bottle)
Well this module RA costs too much for what it does and for this reason if they can make some modifications.
Besides giving sprint speed (SS) will also give movement speed (MS) and looks like this:
Bas SS 6% + MS 3 or 2% / Adv SS 8% + MS 4% / Pro SS12% + MS 6%
With this and the current values GÇïGÇïwithout changing this module would remain as one of the best if a top is made of me.
As I understand it, walk speed is tied very closely and very deeply in the code to strafe speed. As Dust has no inertia (you can change direction immediately), and net code can only update so often, being able to strafe side-to-side at and above a certain speed puts you on two different vectors at once. The hit detection tries to predict where you were based on one vector but finds you were actually somewhere else along the opposite vector, so it can't get a good confirmation on your position and it fails.
If you want increased walk speed CCP will have to either add an inertia physics component to every player, increase the tick rate of game or untangle strafe speed from walk speed. IMO they've got better things to do.
Stat modifiers are killing new player retention.
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Vesta Opalus
PROJECT OF KILLERS. RUST415
1
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Posted - 2015.10.13 16:44:00 -
[8] - Quote
TIMMY DAVIS wrote:Good Day,
Right now the Kin-cats only work on running speed. Why not bump up "normal" walking speed as well.
So basic, adv, pro, increases Running or Sprint speed
5%, 8%, 12%
Why not increase Movement speed, half the amount, for 2.5%, 4%, 6%
in addition to the sprint speed increase?
Thanks for reading this.
I think +run speed is already sufficiently powerful, buffing your normal speed increases your backpedal and wiggle speeds, which breaks some things (such as shotgun/nova knife performance, and re-buffing strafing, which can go **** itself).
Kincats are in a pretty good spot right now, leave it alooooone. |
Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.14 00:40:00 -
[9] - Quote
Breakin Stuff wrote: Hit detection fails when players can do fast wiggle strafing. This is a bad idea because it re-introduces old problems that are still problems in the correct circumstances.
^
It'd also affect backpedal speed (bad for balance) and further offset the penalties of stacking brick (very bad for balance).
Dropsuit Usage Rates
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Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.10.14 17:50:00 -
[10] - Quote
Shaun Iwairo wrote:Saint Winter wrote:Hello everyone .
Check this suggestion .
Kinetic Catalizer ( Red Bottle)
Well this module RA costs too much for what it does and for this reason if they can make some modifications.
Besides giving sprint speed (SS) will also give movement speed (MS) and looks like this:
Bas SS 6% + MS 3 or 2% / Adv SS 8% + MS 4% / Pro SS12% + MS 6%
With this and the current values GÇïGÇïwithout changing this module would remain as one of the best if a top is made of me. As I understand it, walk speed is tied very closely and very deeply in the code to strafe speed. As Dust has no inertia (you can change direction immediately), and net code can only update so often, being able to strafe side-to-side at and above a certain speed puts you on two different vectors at once. The hit detection tries to predict where you were based on one vector but finds you were actually somewhere else along the opposite vector, so it can't get a good confirmation on your position and it fails. If you want increased walk speed CCP will have to either add an inertia physics component to every player, increase the tick rate of game or untangle strafe speed from walk speed. IMO they've got better things to do.
Correct. Both sprint and strafe speeds are literally walk speed with a coefficient in front of it.
The only way I could see it working is if it provided a buff to walk speed and an associated debuff to strafe speed. But even then this would be problematic because different suits have different strafe coefficients.
"That little sh*t Pokey..." --CCP Rattati
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