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Mako LandSharkX
Goggles Inc.
48
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Posted - 2012.08.18 11:17:00 -
[1] - Quote
I've started this precurser patch with a lot of sniping, and it seems far more sketchy then what i remember from my last month+ of play.
More often then not I find myself scoped/crouched/steadied/red dot indicator on my enemy who is not near a vehicle/instillation/obstruction and i shoot...nothing happens. I've tried it multiple matches with and without aimassist-neither seems to make much of a difference.
It does not appear to be lag as no one is jumping/teleporting around on screen, i'm often shooting stationary targets and everything else seems to operate more dependably then my rifles.
Even when targeting some heavy guys at med-long range they are clearly in my scope and the red dot lights up when i'm pointing at them and i'll blow a whole clip with my milita sniper or farsight depending on what i'm running...and no hit indicator lights up and they dont loose any shield/armor. It almost seems less likely (maybe 2/3 shots max) to happen at extremely long ranges where all i can see is the chevron above their heads until i get a red dot...compared to med-long (sometimes miss 5/5shots on red dotted targets) where i see full profiles + the red dot and missfire repeatedly.
My only guess is that i'm somehow hitting weapons and that may not count? Regardless it's pretty frustrating.
(edit) for what it's worth i'm using DS3 |
Kivverg
12
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Posted - 2012.08.18 16:46:00 -
[2] - Quote
They're out of range. The tech 1 sniper rifles seem to have range only slightly longer than assaults rifles.
dump two points into Light Weapon Sharpshooting and you'll notice that most of those shots start hitting, |
MrFancyMonocle
Osmon Surveillance Caldari State
6
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Posted - 2012.08.18 18:39:00 -
[3] - Quote
I sincerely hope you're wrong about the range. Accuracy in auto-lock-on games like EVE is determined by a distance, but in FPS games like DUST bullet physics and scoping/zooming mechanics should determine optimal 'ranges' or the player feedback mechanic of registering a hit becomes muddy and obfuscated. |
Kivverg
12
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Posted - 2012.08.18 19:03:00 -
[4] - Quote
MrFancyMonocle wrote:I sincerely hope you're wrong about the range. Accuracy in auto-lock-on games like EVE is determined by a distance, but in FPS games like DUST bullet physics and scoping/zooming mechanics should determine optimal 'ranges' or the player feedback mechanic of registering a hit becomes muddy and obfuscated.
It's easily testable. Just find something far enough away that you can shoot at it without the hit registering, then walk forward a few meters at a time and fire again. Effective range is totally obfuscated in this game. Skills can modify light weapon range by 50%. fifty. effing. percent. How do you go about business when you have no idea who can hit you or from where? |
Velexia Ombra
29
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Posted - 2012.08.18 19:54:00 -
[5] - Quote
I'm not certain this is a range issue. I often have hits not registering fairly close, even when I am 100% certain it would've been a hit in any other FPS. Then I fire at a target nearly across the entire map and get a kill. Sniping is rough when the hits don't register, because now you've given away your position for nothing. |
Mako LandSharkX
Goggles Inc.
48
|
Posted - 2012.08.18 22:37:00 -
[6] - Quote
Kivverg wrote:They're out of range. The tech 1 sniper rifles seem to have range only slightly longer than assaults rifles.
dump two points into Light Weapon Sharpshooting and you'll notice that most of those shots start hitting,
i garuntee this is not my problem. I've had this issue with people at more medium ranges then the people at long ranges. I've been able to hit people at very very long ranges with the tech 1 sniper rifles as well (cant see character model only the chevron marker) I also mentioned that this happened often against stationary targets where I was able to unload at least 3 full shots on target and nothing happened...but then i'd reload and be able to shoot them.
The problem is the red dot 'on target indicator' is not accurate. Whether this is because of bullets not registering right, or hit boxes not being right, or some wierd type of lag-something is just not right and I think it should be looked at. |
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