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L1BERT1NE X
Osmon Surveillance Caldari State
26
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Posted - 2012.08.16 04:16:00 -
[1] - Quote
as it should and I appreciate this addition. The animation could use a little work, right now it feels a little cheap and clunky. -minor point. The first time I confused it for a new kind of lag/frame-rate drop hiccup.
and now for another minor point: I saw some wind and dust effects today on one of the maps. Love it; also like the uptick in graphics. The game feels less....sterile.
Now stop making me play ambush...
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Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
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Posted - 2012.08.16 07:54:00 -
[2] - Quote
L1BERT1NE X wrote:as it should and I appreciate this addition. The animation could use a little work, right now it feels a little cheap and clunky. -minor point. The first time I confused it for a new kind of lag/frame-rate drop hiccup.
and now for another minor point: I saw some wind and dust effects today on one of the maps. Love it; also like the uptick in graphics. The game feels less....sterile.
Now stop making me play ambush...
This is a terrible idea. Even the crappiest missile turret tuns a forge gunner into a goddamned glass sorter. This is absolutely game breaking.
I have nothing nice to say about anyone who thinks this is a good idea, or their mothers, so I'll stop right there. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
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Posted - 2012.08.16 08:00:00 -
[3] - Quote
Ignatius Crumwald wrote:L1BERT1NE X wrote:as it should and I appreciate this addition. The animation could use a little work, right now it feels a little cheap and clunky. -minor point. The first time I confused it for a new kind of lag/frame-rate drop hiccup.
and now for another minor point: I saw some wind and dust effects today on one of the maps. Love it; also like the uptick in graphics. The game feels less....sterile.
Now stop making me play ambush...
This is a terrible idea. Even the crappiest missile turret tuns a forge gunner into a goddamned glass sorter. This is absolutely game breaking. I have nothing nice to say about anyone who thinks this is a good idea, or their mothers, so I'll stop right there.
So? get a scout to flank the missile turret, a sniper that kills the operator or just a bunch of assaults to do some line dancing ;) |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
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Posted - 2012.08.16 08:06:00 -
[4] - Quote
Seran Jinkar wrote:Ignatius Crumwald wrote:L1BERT1NE X wrote:as it should and I appreciate this addition. The animation could use a little work, right now it feels a little cheap and clunky. -minor point. The first time I confused it for a new kind of lag/frame-rate drop hiccup.
and now for another minor point: I saw some wind and dust effects today on one of the maps. Love it; also like the uptick in graphics. The game feels less....sterile.
Now stop making me play ambush...
This is a terrible idea. Even the crappiest missile turret tuns a forge gunner into a goddamned glass sorter. This is absolutely game breaking. I have nothing nice to say about anyone who thinks this is a good idea, or their mothers, so I'll stop right there. So? get a scout to flank the missile turret, a sniper that kills the operator or just a bunch of assaults to do some line dancing ;)
Large turret on a tank
it's an indefensibly bad game mechanic that needs undoing immediately - Friggin' thing already kills you in two volleys, why the hell does it need to knock you all over the dammed place till you can't aim, too?
All of my hate at this build - all of it. |
carl von oppenheimer
Crux Special Tasks Group Gallente Federation
158
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Posted - 2012.08.16 09:42:00 -
[5] - Quote
Ignatius Crumwald wrote:
Large turret on a tank
it's an indefensibly bad game mechanic that needs undoing immediately - Friggin' thing already kills you in two volleys, why the hell does it need to knock you all over the dammed place till you can't aim, too?
All of my hate at this build - all of it.
You die on 2 hits because the guy is crap on aiming ... |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
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Posted - 2012.08.16 10:19:00 -
[6] - Quote
carl von oppenheimer wrote:Ignatius Crumwald wrote:
Large turret on a tank
it's an indefensibly bad game mechanic that needs undoing immediately - Friggin' thing already kills you in two volleys, why the hell does it need to knock you all over the dammed place till you can't aim, too?
All of my hate at this build - all of it.
You die on 2 hits because the guy is crap on aiming ...
that's mean ^^ Anyway I'd say that installations are some kind of area denial weapon. It's a stationary weapon to defend it's station or area. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
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Posted - 2012.08.16 19:41:00 -
[7] - Quote
Look, if you want to make explosions reduce moment or move the player physically - that's fine as long as they maintain the ability to aim. But messing with the ability to aim by randomly knocking their view point around is a huge no-no in a first person shooter. It's not more "realistic" as my head is not attached to the tip of my weapon so they shouldn't move in unison to begin with, so let's not go down that road.
Defend it if you like, but I won't be playing a game that does that - at all. |
Terram Nenokal
BetaMax.
115
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Posted - 2012.08.16 20:33:00 -
[8] - Quote
Ignatius Crumwald wrote:my head is not attached to the tip of my weapon so they shouldn't move in unison to begin with
Welcome to first person shooters. |
Rohnan Senkusha
Seituoda Taskforce Command Caldari State
40
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Posted - 2012.08.16 20:38:00 -
[9] - Quote
Terram Nenokal wrote:Ignatius Crumwald wrote:my head is not attached to the tip of my weapon so they shouldn't move in unison to begin with Welcome to first person shooters.
and apparently, we're in a universe where you can't see your own torso/ legs |
Abner Kalen
Seituoda Taskforce Command Caldari State
100
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Posted - 2012.08.17 00:18:00 -
[10] - Quote
Rohnan Senkusha wrote:Terram Nenokal wrote:Ignatius Crumwald wrote:my head is not attached to the tip of my weapon so they shouldn't move in unison to begin with Welcome to first person shooters. and apparently, we're in a universe where you can't see your own torso/ legs
I would have to agree that it shouldn't move your reticle, however I'm ok if an explosion disorients the vision, and you see your weapon wave around and you're unable to fire or do anything for a slight period of time. Same goes for damage - your reticle shouldn't change position but your weapon might be less accurate, causing you to miss. It's just difficult to always adjust your aim with a controller however in real life this is muscle memory and instantaneous.
@Rohnan Senkusha It would really be great if CCP incorporated full bodies or at least legs into this game, similar to Mirror's Edge. So if I look down I see my feet, or if I hop a fence I see my arms & my knees, climb a wall, etc. I believe Call of Duty 2 first had this, but I can't remember if they fully incorporated legs into the game. I do remember the first time I played the first Call of Duty II and it felt like bullets were really wizzing by my head and like I was in the actual battle. It was amazing. I'd like for Dust to give me that same excitement.
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L1BERT1NE X
Osmon Surveillance Caldari State
26
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Posted - 2012.08.17 04:19:00 -
[11] - Quote
Abner Kalen wrote:Rohnan Senkusha wrote:Terram Nenokal wrote:Ignatius Crumwald wrote:my head is not attached to the tip of my weapon so they shouldn't move in unison to begin with Welcome to first person shooters. and apparently, we're in a universe where you can't see your own torso/ legs I would have to agree that it shouldn't move your reticle, however I'm ok if an explosion disorients the vision, and you see your weapon wave around and you're unable to fire or do anything for a slight period of time. Same goes for damage - your reticle shouldn't change position but your weapon might be less accurate, causing you to miss. It's just difficult to always adjust your aim with a controller however in real life this is muscle memory and instantaneous.
^ I agree this idea sounds better.
I feel like an explosion should compromise your aiming precision. I'm not so particular on how it's executed; but the current random reticle teleportation is kind of bizarre and should be reconsidered.
There was a better choice of words I could have gone for with my original post.
@Ignatius
You Ok? -I assume we disagreed in a previous post somewhere... |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.08.17 08:14:00 -
[12] - Quote
In the end it's still an explosion. What are the alternatives to jumping target reticules? Maybe black or white flashes, tingling or knockdown. In the end it's either this, the jumping reticule or a decreased accuracy. Right now I prefer the moving reticule (which is caused by every source of damage) as I at least can see how far I'm off target. |
Abner Kalen
Seituoda Taskforce Command Caldari State
100
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Posted - 2012.08.17 20:31:00 -
[13] - Quote
Seran Jinkar wrote:In the end it's still an explosion. What are the alternatives to jumping target reticules? Maybe black or white flashes, tingling or knockdown. In the end it's either this, the jumping reticule or a decreased accuracy. Right now I prefer the moving reticule (which is caused by every source of damage) as I at least can see how far I'm off target.
How about a compromise? Move the reticle, cause your character's control to be reduced slightly based on the damage you've taken, but move the reticle back to where it was before the blast or weapon damage as soon as you regain control.
So for instance you get hit by an assault weapon, your reticle would VISIBLY move, however the registration of where your character is actually targeting doesn't move however you feel vibration and see your character get pushed in one or the other direction, and then it goes back and centers. This would happen briefly based on damage. An assault weapon would just jig your reticle, but a direct explosion that didn't kill you might move your reticle and cause ringing in your ears and slight disorientation, but then as you regain control it will automatically move you back to where you were aiming. I'm not sure that makes sense or not |
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