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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.07.25 22:30:00 -
[1] - Quote
To all who will say "Its just a BETA", I say its precisely BECAUSE IT IS A BETA that feedback is needed. This is what you do in a beta, you give feedback. I know CCP are working on things, and believe they will get things done, but there are tons of problems I don't think they ever replied to, or gave any indication that they are aware of.
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[CONTROLS] For this portion, I tested the controls of many shooters to compare: Knife swings need to happen faster, with less delay between swings. Currently the knife is bad, not because of low damage, but because its slow and clunky. A slight range boost might be needed as well since there are times in which I attempt to knife from an appropriate distance, and it just seems like it doesn't connect, but that could just be hit detection. I said it before as well as countless others, but I don't think CCP ever commented on this; knifing NEEDS to cancel reloading.
Grenade throws are painfully slow. They take forever to start, and this needs to be improved.
Switching weapons/equipment should be faster.
Sprint should cancel crouch, meaning if you are crouched and try to sprint, it should automatically make you stand up so you can sprint. Yet another thing that has been mentioned a thousand times before, but never seen any word on CCP about if its even acknowledged as an issue.
L1 to aim down sight should cancel sprint. When you're running and press L1, it should stop your sprinting, and make you aim down sight.
When performing an action, holding the button for a second action should make that second action commence as soon as the first action is complete. Example: While doing the reloading animation I hold L1 to aim down sight (ADS), so as soon as I finish reloading I should automatically be in ADS as long as I held L1 past the end of the reloading animation. The reason this is needed is because I try to press L1 to ADS like a millisecond before reloading is finished, and when I finish reloading it doesn't just make me ADS; this usually not a problem in most shooters, but it seems to be a problem in Dust 514 right now.
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[SQUAD COMMANDS] Rally orders from the map are inaccurate. They end up on the wrong place.
You can't put capture/defend orders on lettered objectives from the map.
Placing orders with the command wheel, especially on the lettered objectives is especially hard and unforgiving. It's not enough to aim right at the installation, but you also have to aim right at the console. Its ridiculous, and sometimes impossible in a heated battle.
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[OTHER THINGS]: Hit detection needs fixing: duh.
Voice chat should be enabled BY DEFAULT. Another thing that's been said before, but I say it again because it might be needed. In a game where communication is so important, it doesn't make sense for it to be off.
Certain actions are not rewarded, but need to be. Cancelling an enemy "virus upload" or "reboot" on an objective (A, B, C), repairing teammates with repair nanohives, destroying enemy drop uplinks and nanohives, people spawning in your dropship. I find it very strange that these things don't get rewarded at all with points despite their obvious team benefits.
Skirmish battles are more fun when 1 or 2 of the letter objectives (A, B. C) are indoors, or inaccessible by vehicles to promote infantry combat; because of this, Skirmish maps from the last build were more enjoyable.
Skirmish battles were also more fun last build because of the 2 preliminary objectives (defense relays) that had to be destroyed in the beginning before the rest of the map, including the 3 main objectives (A, B, C), get unlocked. The inclusion of the 2 preliminary objectives creates a greater sense of variety since you unlock new parts of the map with new objectives. Only 3 simple objectives in Skirmish makes it feel simple and dumbed down. I hope when the full game releases Skirmish is more like the previous build, or keep both kinds. I read in the unofficial patch notes thread that the previous maps will be back, but I don't know if its coming back for Skirmish; it could have just meant the recent reopening of Communications and Biomass in Ambush, and he might have thought it would come next patch instead of sooner.
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[TO PREVENT REDUNDANT THREADS]: like this one Make a stickied thread that has all the fixes already in the build yet to be released. Also post all the issues that are acknowledged, and are being looked into. It would help prevent redundancies. Same for suggestions of new features (list of features that will be added, that might be added, and will never be added), I lost count of how many jetpack threads are out there.
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[NICE JOB SO FAR CCP] I also want to thank CCP for changes to the medic system, fixing spawning, and the changes to prevent remote explosive abuse; all of which will be in the new build. This is probably the most ambitious and exiting shooter I have ever heard of, and I really hope it succeeds. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.26 03:33:00 -
[2] - Quote
I use to think controls were unresponsive, but that's just the lag. Whenever I start lagging while switching weapons/equipment (or any other action), the order doesn't go through. Lag needs to be reduced. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.08.01 13:23:00 -
[3] - Quote
Apparently many feel that hipfiring has too much usefulness or advantage over aiming down sights and feel a lack of incentive for crouching, and think reducing hipfire accuracy is the solution.Crouching, and aiming down sight should get greater accuracy boosts, especially when combined. Hipfire should not be nerfed though, accurate hipfire is important in low damage/high health games (explanation), and hipfiring is just plain more fun.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.08.01 13:48:00 -
[4] - Quote
I think its been confirmed that custom controller mapping is coming. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.08.01 15:13:00 -
[5] - Quote
Laurent Cazaderon wrote:
Hey KAGE, whoever would say to you "this is a beta" would deserve a bullet in the head. Whining topics are the only one that deserves such treatment.
Did you test the in-game squad leader tools by the way ? Cause i dont see anything related to that. In fact, i think a lot of people have no idea they can give orders without using the map. (Pushing R3 while holding R2)
I did, Its what the part about the command wheel. "Placing orders with the command wheel, especially on the lettered objectives is especially hard and unforgiving. It's not enough to aim right at the installation, but you also have to aim right at the console. Its ridiculous, and sometimes impossible in a heated battle."
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.08.01 16:35:00 -
[6] - Quote
Just to clarify, the slowness of the controls should not just be handled by releasing skills to improve them. They should be faster by default. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.08.02 16:55:00 -
[7] - Quote
A bit more feedback
[KILLS] This is about kills, and the points, and rewards associated with them:
Often when people get kills, they do so by finishing off the an enemy that another player on their team was just about to kill, this means they do barely any of the work, yet they get most of the points as well as the kill ("kill-stealing"). I believe this should change. I have a suggestion:
Give points for how much damage done to a person regardless of it's a kill or an assists; if person 1 takes down 90% of an enemy's health, and person 2 takes down the remaining 10%, then person 1 will get 90% of the total possible points and an assist, and the person 2 will get 10% of total possible points and a kill.
I'm not actually sure, but from observation it seems KDR plays a role in SP gain, but this needs to be changed if it is indeed the case, because someone's KDR in a battle could be based entirely from "kill-stealing".
Post-game scoreboard should show points, and be organized by who has the most points. Showing only K/D gives the impression that kills are what is important, and might encourage playing for kills instead of getting objectives. In Ambush mode (team deathmatch) it should remain organized by K/D since that is what's important in that mode.
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