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Azura dark
31
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Posted - 2012.08.09 12:43:00 -
[121] - Quote
Avenger 245 wrote:i think both ADS and hipfire should be valid and should be useful if skills are trained up for it, i dont think hipfire should be as accaurct as it is now at what i consider medium range, i think ADS should be far better at medium range, which it is not in the current build hipfire is good at short medium range.
now according to you ADS should only be used for longr range 75m + i disagree hipfire should be useful for close range 20m - and ADS should be useful for medium range 25-60m.
realism and everything else aside i want a game where BOTH hipfire and ADS are valid methods that can be used in a range of combat sitution, i dont want a game where hipfire is dominate for most thing and ADS is only useful for long range. Cool, a guy that understands how fps games work. +1 for knowing your stuff. Completely agree. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.08.12 00:25:00 -
[122] - Quote
For those that disagree remember I suggesting something that could theoriticly make both ADS and hipfire viable killing methods within their own spheres of use and allowing players to train in one or the other |
Song Soulfire
Circle of Huskarl Minmatar Republic
44
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Posted - 2012.08.12 03:56:00 -
[123] - Quote
Hip fire and ADS shouldn't be opposing camps...
there should be benefits and downsides to each method of acquiring a target.
Hip Fire should maintain appreciable levels of accuracy and movement advantage, but should also have a random chance to miss, this being the case that our suits are processing our nerve impulses from our visual, aural, movement/stability brain centres and nerve clusters(skeletal/muscular) simultaneously. The odd 1 or 0 getting dropped in every odd or even gig of data, whilst not life threatening per se should be a given when pushing a system to its limits.
Merely scoping out should not provide a dire movement speed cost, our suits would presumably be fitted with predicative software so as not to break bones upon sudden changes in movement or attitude,so whilst some loss of speed could be expected, the suits ability to map terrain to memory (reducing user need to only look at the ground for visual cues to the suits movement processors ((:P)) ) would allow for no appreciable loss in movement speed even whilst the users visual stimuli is restricted to weapon mounted cameras. Scoping should reduce movement speed by a fraction, perhaps as much as 10-15%. Moving whilst scoping should provide an "almost" negligible miss chance.
When we switch to ADS mode the suits processing power should be almost entirely focussed upon our primary target/s, this could be seen as a shutting down of movement and balance functions, the crouch having a lower centre of gravity making it a far more stable structure. The Exo suit could then dampen bio feed back, specifically from respiration, effectively braking movement systems even further, this should not however reduce the suits ability to turn with the upper body (very much akin to a turret), at least within a 120deg(?) arc dictated by lower body attitude. Movement outside of that 120deg(?) arc should require a shift in the lower body which whilst possible, would either affect aim assist systems, or reflect a penalised turn speed indicative of the suits need to maintain posture, weapons, target acquisition AND aim systems, the exact loss in maneuverability being dependant upon a suits computational power and/or weapons systems, nominal figure being oh lets say 50% of maximum turn speed with a targeting loss of 10%)
In the end from a gameplay POV i can understand the need to visually display a players current mode of aiming, but perhaps a more elegant way to produce this information would be to provide it via a glow about the helmet, or just thru the fact that a player is moving slightly slower. Obviously this only applies to scoping, as the stable crouch position would be fairly evident.
Our suit is already providing all/most auditory and visual information. Servo/hydraulic assisted movement and 2-way bio feedback systems should allow for firing of our weapons from any position or attitude, specifically if weapons are provided with sensor and computational systems of their own (internal heat build up, gyroscopic feedback, etc).
just the thoughts of a rambling mind... |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.08.12 04:43:00 -
[124] - Quote
Very good point but im suggesting that both styles be avalible(hipfire simple less so than it is now) and viable methods in their own areas which ive described multiple times though out the thread. And allow both system to be ok at thier role but give us skill for imrpoving one or the other so we can speiclize in one or the other, both would be good at the roles with skills that allow them to be a little better at the others just not quite as good as the other.
The major nag of my suggestion is that to make them equal in terms of uses ads needs a slight boast to ads tracking movement and hipfire needs to have a lower accaurcy. My line of reasoning is hipfire ahould be used for multiple targets of close quaters neither of which require their current amount of accaurcy hipfire has. |
Song Soulfire
Circle of Huskarl Minmatar Republic
44
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Posted - 2012.08.12 06:19:00 -
[125] - Quote
if training would make my scout a bit less hit or miss with the sniper rifle... then I'm all for it, off topic but related... so sick of lining up peeps with my NT rifle and having to hit them 3-6 times for a kill, and they at range with an AR taking me out in 3-4 lucky hits ... I'm playing on PS3 with a 56inch screen, so when i say at range i mean that the guy I'm shooting at is about 10mm on my tv... and yet can reliably kill me with an AR whilst moving around in between bursts... whilst I have to sit still and wait for him to cross my sights... .. kinda silly imho. |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
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Posted - 2012.08.12 15:42:00 -
[126] - Quote
NO!
I love that this game doesnt make hip-fire useless like CoD and other fail FPS games that appeal to noob players like that.
Almost everything with the post was wrong. Never take lessons from CoD because then you get a CoD clone. many in the FPS community know CoD is crap, but the ignorant masses continue to buy what is advertised.
The only lesson is that marketing help[s. The mechanics from CoD should mostly be ignored though. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.08.12 16:06:00 -
[127] - Quote
Hipfire wont become wprthless it wont be as good as it is npw and you may have to train up some skills for it but it will still be viable, I suggesting this to make BOTH methods viable at at certian situations. Ideas and atuff from CoD shouldnt be ignored, and some of its stuff is actually pretty good even of it caters to the mass. People shouldnt ignore something because they dont like it CoD does of a succesful combat system going for it, all im asking is that BOTH methods become useful rather than a game that leans towards one or the other like halo focusing on hipfire or CoD focusing on ADS. What wrong with both being equally useful |
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