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Grit Breather
BetaMax.
660
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Posted - 2012.08.20 09:39:00 -
[1] - Quote
TLDR: Vehicles are perfect as they are. Stop asking for arcade Mario Cart type controls. They don't belong in Dust.
I've been following a very large volume of requests and rants about the current vehicle controls. This goes for all vehicles from dropships to HAV's to LAV's. People keep asking for simplified arcade controls which may well make driving/piloting easier but take away most of the advanced control a good driver could have over a vehicle.
Dropships are not impossible to control, they just take practice. LAV's are not "meant to only go in straight lines". Learn to drive. Have you ever gotten into a real car and just hit the gas all the way down? Of course not, you wanted to retain control. So what makes you think you can drive the LAV differently? The stick is analogue for a reason - use it that way. HAV's are similar to LAV's only heavier and slower. But the same concept applies to them.
You must understand people, CCP have done an amazing job with vehicle physics in the current build. I'm very happy with the way vehicles respond. Just keep in mind that you now have to learn how to drive/fly. You won't be able to get into any vehicle all willy-nilly and not flip yourself over if you don't know what you're doing.
Just remember what you do in real life. More speed = Less control. Just find your sweet spot and play with it.
Edit: The one thing I would like changed is the ability to keep a forward motion while turning with a land vehicle (LAV/HAV). This is currently almost impossible with sharp turns. I currently don't have a good solution for this beyond the existing controls. A possible thought I have is to have a sort of acceleration dead zone in the left stick which would allow me to keep my existing motion until I got a certain distance in the other direction. This would only be active during turns. Straight motion would not have the deadzone feature. |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
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Posted - 2012.08.20 09:53:00 -
[2] - Quote
- 1 fun factor |
Grit Breather
BetaMax.
660
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Posted - 2012.08.20 09:55:00 -
[3] - Quote
TiMeSpLiT--TeR wrote:- 1 fun factor Go play Mario Cart?
But seriously, Dust isn't an arcade FPS. It's anything but an arcade FPS. Why should vehicles break from this realism motiff? If this were any other game I'd be inclined to maybe agree but this isn't any other game. This is Dust and CCP are going in the opposite direction to any arcade mechanics. |
Sari Galana
Ashab Alliance
12
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Posted - 2012.08.20 09:57:00 -
[4] - Quote
The problem I currently have with the vehicle controls isn't the difficulty in keeping them going straight, but the awkwardness of complex manoeuvring. If I push the stick to the right, it's a very fine line between going forwards and turning right and going backwards turning right - an important difference if I'm trying to turn round in a small space.
Switching acceleration (and reverse) to a separate control (such as L1/L2 as you suggest) would fix that (but I've only driven the LAV so I don't know if those buttons have other functions on HAVs). |
Grit Breather
BetaMax.
660
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Posted - 2012.08.20 10:01:00 -
[5] - Quote
Sari Galana wrote:The problem I currently have with the vehicle controls isn't the difficulty in keeping them going straight, but the awkwardness of complex manoeuvring. If I push the stick to the right, it's a very fine line between going forwards and turning right and going backwards turning right - an important difference if I'm trying to turn round in a small space.
Switching acceleration (and reverse) to a separate control (such as L1/L2 as you suggest) would fix that (but I've only driven the LAV so I don't know if those buttons have other functions on HAVs). Good point which I missed out on. I'll adjust my post. The HAV uses L1 for ADS.
I agree completely about the turning. I've gotten rather good at driving the new LAV but sharp turns are hard to do. Especially if you want to retain any speed control. |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
|
Posted - 2012.08.20 10:01:00 -
[6] - Quote
Grit Breather wrote:TiMeSpLiT--TeR wrote:- 1 fun factor Go play Mario Cart? But seriously, Dust isn't an arcade FPS. It's anything but an arcade FPS. Why should vehicles break from this realism motiff? If this were any other game I'd be inclined to maybe agree but this isn't any other game. This is Dust and CCP are going in the opposite direction to any arcade mechanics.
The majority of players are complaining. I have no problem with it, but others do. Seeing it will make some impact of player count in frustration that's my concern. |
Grit Breather
BetaMax.
660
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Posted - 2012.08.20 10:06:00 -
[7] - Quote
TiMeSpLiT--TeR wrote:Grit Breather wrote:TiMeSpLiT--TeR wrote:- 1 fun factor Go play Mario Cart? But seriously, Dust isn't an arcade FPS. It's anything but an arcade FPS. Why should vehicles break from this realism motiff? If this were any other game I'd be inclined to maybe agree but this isn't any other game. This is Dust and CCP are going in the opposite direction to any arcade mechanics. The majority of players are complaining. I have no problem with it, but others do. Seeing it will make some impact of player count in frustration that's my concern. The majority of players are always complaining. Those complaints usually go away after a week or two when they adapt. If these complaints do indeed continue for a long time after that they should be looked at.
But I still maintain my position that the current controls are well in-line with Dust. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.08.20 11:05:00 -
[8] - Quote
Honestly, the controls for LAVs feel MUCH better this build than they were last time around, but I'd prefer having accelerator and brake/reverse on the triggers (which are pressure-sensitive, so you don't lose anything by not using the stick's analog functionality) rather than using the analog stick for both movement and steering - it's more awkward than it should be.
And for the record, it took several tries in the previous build for me to realise I wasn't going to be able to manage LAV driving, and it only took about 5 mins of derping around driving a (hacked enemy) LAV around the map before I had the hang of things well enough to feel confident driving if I need to. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.08.20 11:06:00 -
[9] - Quote
Because everything has to be so hardcore, and nothing can just be simple. Why don't we just invert infantry movement controls? You know, so its no longer like CoD or other nooby arcade games, so that walking will take skill. Who cares about fun at all, right?
Just because you prefer something a certain way doesn't mean that is how it should be, and doesn't mean people don't have the right to ask for it to be different. I don't really see any merit to the "because its not mario cart" argument. Any simple game mechanic comparable to something from an arcade game, and be grounds for changing, no matter how ridiculous it is. Believe it or not, FUN ACTUALLY MATTERS in games.
Vehicles are expensive. Even militia vehices that can be destroyed with weapons ranging from free (militia swarm launcher) to about 4,000 ISK (standard forge gun) can cost more than 130,000 ISK. Besides the starter LAV, militia vehicles are no longer permanent (which I think is a good thing). Think about these things together, expensive + hard to use, because something is hard to use, it requires practice, but should someone have to spend hundreds of thousands of their ISK on a couple of weak piece of poop dropship sthat might get taken down in 3 minutes just to get use to the controls?
I'm fine with LAV controls (doesn't mean it shouldn't be tweaked), haven't tried the HAVs recently, bu the dropships really should be changed back. |
carl von oppenheimer
Crux Special Tasks Group Gallente Federation
158
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Posted - 2012.08.20 11:08:00 -
[10] - Quote
Controls for LAV could do with some tweaking. It feels like putting pedal to the metal on an ice road so your LAV swerves every which way but straight not to mention that the LAV hasa physics of a helium ball. Hell, legolas in LOTRO had more gravity then LAV in this game. |
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Rasatsu
Much Crying Old Experts
437
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Posted - 2012.08.20 11:11:00 -
[11] - Quote
Confirming the LAV controls are fine, except for the issue of breaking/reversing happening when trying to turn hard.
This speaking as a guy who drives around solo shooting and running over people every game. |
Abron Garr
Amarr Templars Amarr Empire
256
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Posted - 2012.08.20 11:17:00 -
[12] - Quote
I hate the LAV controls. They need to separate the Acceleration/brake from turning. |
Abron Garr
Amarr Templars Amarr Empire
256
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Posted - 2012.08.20 11:19:00 -
[13] - Quote
Grit Breather wrote:TiMeSpLiT--TeR wrote:- 1 fun factor Go play Mario Cart? But seriously, Dust isn't an arcade FPS. It's anything but an arcade FPS. Why should vehicles break from this realism motiff? If this were any other game I'd be inclined to maybe agree but this isn't any other game. This is Dust and CCP are going in the opposite direction to any arcade mechanics.
Then you should have to use Steering wheel and pedals to drive. After all, it means more realism right? |
Grit Breather
BetaMax.
660
|
Posted - 2012.08.20 11:21:00 -
[14] - Quote
KAGEHOSHI Horned Wolf wrote:Because everything has to be so hardcore, and nothing can just be simple. Why don't we just invert infantry movement controls? You know, so its no longer like CoD or other nooby arcade games, so that walking will take skill. Who cares about fun at all, right?
Just because you prefer something a certain way doesn't mean that is how it should be, and doesn't mean people don't have the right to ask for it to be different. I don't really see any merit to the "because its not mario cart" argument. Any simple game mechanic comparable to something from an arcade game, and be grounds for changing, no matter how ridiculous it is. Believe it or not, FUN ACTUALLY MATTERS in games.
Vehicles are expensive. Even militia vehices that can be destroyed with weapons ranging from free (militia swarm launcher) to about 4,000 ISK (standard forge gun) can cost more than 130,000 ISK. Besides the starter LAV, militia vehicles are no longer permanent (which I think is a good thing). Think about these things together, expensive + hard to use, because something is hard to use, it requires practice, but should someone have to spend hundreds of thousands of their ISK on a couple of weak piece of poop dropship sthat might get taken down in 3 minutes just to get use to the controls?
I'm fine with LAV controls (doesn't mean it shouldn't be tweaked), haven't tried the HAVs recently, bu the dropships really should be changed back. Dust is based on the same motiff as EVE. Sharp learning curve and ultra hardcore. While I do realise this is just my opinion and not fact, I believe in it.
I don't see much point to people argueing for realistic hit detection, weapon range and firing cone (scatter) but on the other hand asking for simplified vehicles. A hardcore game means you specialize. Just because you're an amazing sniper and can't drive for **** doesn't mean vehicles should be simplified. It means you should find a good driver for your squad. |
Grit Breather
BetaMax.
660
|
Posted - 2012.08.20 11:22:00 -
[15] - Quote
Abron Garr wrote:Grit Breather wrote:TiMeSpLiT--TeR wrote:- 1 fun factor Go play Mario Cart? But seriously, Dust isn't an arcade FPS. It's anything but an arcade FPS. Why should vehicles break from this realism motiff? If this were any other game I'd be inclined to maybe agree but this isn't any other game. This is Dust and CCP are going in the opposite direction to any arcade mechanics. Then you should have to use Steering wheel and pedals to drive. After all, it means more realism right? While I agree with that direction in general, I don't think people should be forced to PAY extra. That's where I draw my red line.
I think you should push to the max with the tools at your disposal. If you need a new tool you're doing it wrong. |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.08.20 11:35:00 -
[16] - Quote
Grit Breather wrote:Abron Garr wrote:Grit Breather wrote:TiMeSpLiT--TeR wrote:- 1 fun factor Go play Mario Cart? But seriously, Dust isn't an arcade FPS. It's anything but an arcade FPS. Why should vehicles break from this realism motiff? If this were any other game I'd be inclined to maybe agree but this isn't any other game. This is Dust and CCP are going in the opposite direction to any arcade mechanics. Then you should have to use Steering wheel and pedals to drive. After all, it means more realism right? While I agree with that direction in general, I don't think people should be forced to PAY extra. That's where I draw my red line. I think you should push to the max with the tools at your disposal. If you need a new tool you're doing it wrong.
Changing where acceleration/brake and turning are mapped on the controler doesn't take away any realism, especially if you have the option to map them to wherever you want. Playing with clunky controls doesn't make you hardcore, it just means you're willing to put up with inferior control mechanics so you can think you're hardcore. And btw, Eve's physics engine isn't realistic. CCP uses a fluidic physics system which means your ship slows down, as opposed to moving at a constant speed, once you cut power to the engines. That doesn't detract from the fun factor. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.08.20 11:37:00 -
[17] - Quote
Grit Breather wrote:KAGEHOSHI Horned Wolf wrote:Because everything has to be so hardcore, and nothing can just be simple. Why don't we just invert infantry movement controls? You know, so its no longer like CoD or other nooby arcade games, so that walking will take skill. Who cares about fun at all, right?
Just because you prefer something a certain way doesn't mean that is how it should be, and doesn't mean people don't have the right to ask for it to be different. I don't really see any merit to the "because its not mario cart" argument. Any simple game mechanic comparable to something from an arcade game, and be grounds for changing, no matter how ridiculous it is. Believe it or not, FUN ACTUALLY MATTERS in games.
Vehicles are expensive. Even militia vehices that can be destroyed with weapons ranging from free (militia swarm launcher) to about 4,000 ISK (standard forge gun) can cost more than 130,000 ISK. Besides the starter LAV, militia vehicles are no longer permanent (which I think is a good thing). Think about these things together, expensive + hard to use, because something is hard to use, it requires practice, but should someone have to spend hundreds of thousands of their ISK on a couple of weak piece of poop dropship sthat might get taken down in 3 minutes just to get use to the controls?
I'm fine with LAV controls (doesn't mean it shouldn't be tweaked), haven't tried the HAVs recently, bu the dropships really should be changed back. Dust is based on the same motiff as EVE. Sharp learning curve and ultra hardcore. While I do realise this is just my opinion and not fact, I believe in it. I don't see much point to people argueing for realistic hit detection, weapon range and firing cone (scatter) but on the other hand asking for simplified vehicles. A hardcore game means you specialize. Just because you're an amazing sniper and can't drive for **** doesn't mean vehicles should be simplified. It means you should find a good driver for your squad.
Dust maybe based on EVE, but it is an attempt at being more accessible to appeal to a bigger market. I don't see how extra difficulty in dropship flying helps the game in anyway.
Your "EVE is hardcore" argument doesn't cover the clear imbalance, time, and disproportionate amount of money needed to just learn to pilot a dropship compared to the ease of destroying one. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.08.20 11:48:00 -
[18] - Quote
Grit Breather wrote:Dust is based on the same motiff as EVE. Sharp learning curve and ultra hardcore. While I do realise this is just my opinion and not fact, I believe in it.
I don't see much point to people argueing for realistic hit detection, weapon range and firing cone (scatter) but on the other hand asking for simplified vehicles. A hardcore game means you specialize. Just because you're an amazing sniper and can't drive for **** doesn't mean vehicles should be simplified. It means you should find a good driver for your squad. Arguing realism is an argument IN FAVOUR of changing the controls. You don't get your car speeding forward faster than intended because you're turning the wheel sharply, do you?
NO.
In this, hard cornering is near-impossible without affecting movement speed as well. Movement and steering should be separate functions. The reason that works for racing sims (NOT just karting games) is because it's ... say it with me... MORE REALISTIC.
TRIGGERS (as I mentioned before, also pressure-sensitive, and therefore appropriate to allow variable acceleration) for accelerator and brake/reverse. Left stick for TURNING ONLY. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.20 12:01:00 -
[19] - Quote
Grit Breather wrote:TiMeSpLiT--TeR wrote:- 1 fun factor Go play Mario Cart? But seriously, Dust isn't an arcade FPS. It's anything but an arcade FPS. Why should vehicles break from this realism motiff? If this were any other game I'd be inclined to maybe agree but this isn't any other game. This is Dust and CCP are going in the opposite direction to any arcade mechanics.
It isnt a tacical simulator either.
With the total lack of UI elements the current control schemes are extremly hard to be managed.
Finally with the controls where they are they have very shallow 'ceilings' that once you can competenlty operate them thats it, there is nothing beyond that really to be honest.
Throw in the fact you have to use modules and manage tanking at the same time severly reduces focus factor requires of vehicle operators if the vehicles had absolutely no items to have to turn on this would been okay but its not, we're expected to throw up electronic warfare, tank, slam the capacitor injectors just to keep the modules going.
The controls shouldnt be so difficult that nobody wants to get in these golden coffins. They shouldnt also be something people master in one day. Finally the control schemes shouldnt and I bear repeating shouldnt be favoring the best killing machine the HAV. Doing so results 'why drive anything else?' question whcih is what lead to murader overpopularity last build and quickly leading to it this build again, since dropships are having extremly difficult time engaging a tank safely.
As the previous poster said we dont have gas and break contorll installed in the steering wheel. They're on the floor in form of foot pedals. |
Grit Breather
BetaMax.
660
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Posted - 2012.08.20 12:08:00 -
[20] - Quote
Garrett Blacknova wrote:Grit Breather wrote:Dust is based on the same motiff as EVE. Sharp learning curve and ultra hardcore. While I do realise this is just my opinion and not fact, I believe in it.
I don't see much point to people argueing for realistic hit detection, weapon range and firing cone (scatter) but on the other hand asking for simplified vehicles. A hardcore game means you specialize. Just because you're an amazing sniper and can't drive for **** doesn't mean vehicles should be simplified. It means you should find a good driver for your squad. Arguing realism is an argument IN FAVOUR of changing the controls. You don't get your car speeding forward faster than intended because you're turning the wheel sharply, do you? NO. In this, hard cornering is near-impossible without affecting movement speed as well. Movement and steering should be separate functions. The reason that works for racing sims (NOT just karting games) is because it's ... say it with me... MORE REALISTIC. TRIGGERS (as I mentioned before, also pressure-sensitive, and therefore appropriate to allow variable acceleration) for accelerator and brake/reverse. Left stick for TURNING ONLY. Before flaming me, please read my OP. Thank you.
I do point out that the turning mechanism is flawed ATM and have also suggested a solution. I originally wanted to go with L1/L2 for forward/reverse but as someone pointed out, that would've broken the HAV. |
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Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.08.20 12:15:00 -
[21] - Quote
Grit Breather wrote:Before flaming me, please read my OP. Thank you.
I do point out that the turning mechanism is flawed ATM and have also suggested a solution. I originally wanted to go with L1/L2 for forward/reverse but as someone pointed out, that would've broken the HAV. I'm not flaming you, I read the OP, this was my second post in the thread.
And you may not have noticed, but there are separate "wheeled vehicle" (LAV) and "tracked vehicle" (HAV) controls. HAVs, imo, handle fine (I suck with them), and LAVs aren't too bad (I'm better with them, but find the control scheme more awkward).
All I'm saying is that it would make more sense NOT to use the current control scheme for LAVs, both from the perspective of realism AND fun factor.
You mentioned in several comments that using buttons doesn't work as well for realism because you can't vary the speed as fluidly - I'm pointing out that with the triggers, you CAN. |
Grit Breather
BetaMax.
660
|
Posted - 2012.08.20 12:16:00 -
[22] - Quote
Iron Wolf Saber wrote:Grit Breather wrote:TiMeSpLiT--TeR wrote:- 1 fun factor Go play Mario Cart? But seriously, Dust isn't an arcade FPS. It's anything but an arcade FPS. Why should vehicles break from this realism motiff? If this were any other game I'd be inclined to maybe agree but this isn't any other game. This is Dust and CCP are going in the opposite direction to any arcade mechanics. It isnt a tacical simulator either. With the total lack of UI elements the current control schemes are extremly hard to be managed. Finally with the controls where they are they have very shallow 'ceilings' that once you can competenlty operate them thats it, there is nothing beyond that really to be honest. Throw in the fact you have to use modules and manage tanking at the same time severly reduces focus factor requires of vehicle operators if the vehicles had absolutely no items to have to turn on this would been okay but its not, we're expected to throw up electronic warfare, tank, slam the capacitor injectors just to keep the modules going. The controls shouldnt be so difficult that nobody wants to get in these golden coffins. They shouldnt also be something people master in one day. Finally the control schemes shouldnt and I bear repeating shouldnt be favoring the best killing machine the HAV. Doing so results 'why drive anything else?' question whcih is what lead to murader overpopularity last build and quickly leading to it this build again, since dropships are having extremly difficult time engaging a tank safely. As the previous poster said we dont have gas and break contorll installed in the steering wheel. They're on the floor in form of foot pedals. I really don't agree with you on the learning curve. I even think most people here are hypocrites.
Vehicle controls are easier than learning to shoot. Do you really mean to tell me that a person is expected to get a positive KDR in ONE DAY? Hell no. It takes constant practice for days if not weeks or even months.
Dust has unique vehicle controls which are just as good as weapon controls. Why don't you complain that it takes a new player (with no FPS experience) too long to learn how to shoot, strafe, avoid and prioritize? That takes a lot longer than learning to drive the current LAV. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.08.20 12:17:00 -
[23] - Quote
dude said vehicle controls are fine #imdone this game will fail if this is the kinda delusional feedback and suggestions these fanboys giving |
Grit Breather
BetaMax.
660
|
Posted - 2012.08.20 12:20:00 -
[24] - Quote
Garrett Blacknova wrote:Grit Breather wrote:Before flaming me, please read my OP. Thank you.
I do point out that the turning mechanism is flawed ATM and have also suggested a solution. I originally wanted to go with L1/L2 for forward/reverse but as someone pointed out, that would've broken the HAV. I'm not flaming you, I read the OP, this was my second post in the thread. And you may not have noticed, but there are separate "wheeled vehicle" (LAV) and "tracked vehicle" (HAV) controls. HAVs, imo, handle fine (I suck with them), and LAVs aren't too bad (I'm better with them, but find the control scheme more awkward). All I'm saying is that it would make more sense NOT to use the current control scheme for LAVs, both from the perspective of realism AND fun factor. You mentioned in several comments that using buttons doesn't work as well for realism because you can't vary the speed as fluidly - I'm pointing out that with the triggers, you CAN. I'll clarify. The controls may need tweaking (especially sharp turns with throttle) but in general the physics model of the vehicles in Dust is perfect. They behave as they should as I see it.
The holy grail for the new physics model for it is the dropship. I'm completely in awe with CCP for accomplishing this. It almost seems like they built a dynamic vehicle force engine and allowed the controls to just map to that. For a new vehicle they just define its vectors and let it loose. No special control mapping, just the dynamic engine. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.20 12:21:00 -
[25] - Quote
the ideal learning curve should be
Okay I can get in and not crash. Okay i can move a bit and not blow up. Okay hitting things is bad, going faster would probably blow me up next time. Okay that swaps seats, this operates my modules, oh i can go backwards. Okay I can easily get from point a to b reliably.
and thats where LAV and current DS controls learning curve really ends though.
There is no, so compentently be able to drive a vehicle that I can scoot into a fire fight pick up the wounded and get them out of there safely. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.20 12:22:00 -
[26] - Quote
Mavado V Noriega wrote:dude said vehicle controls are fine #imdone this game will fail if this is the kinda delusional feedback and suggestions these fanboys giving
Its mostly battlefield vets giving this feedback not eve players. |
Grit Breather
BetaMax.
660
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Posted - 2012.08.20 12:22:00 -
[27] - Quote
Mavado V Noriega wrote:dude said vehicle controls are fine #imdone this game will fail if this is the kinda delusional feedback and suggestions these fanboys giving I'm open to your thoughts on the matter. You're clearly opposed to my opinion on the matter, I'd love to hear why. What makes the current controls so bad for you and what would make them better? |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.20 12:25:00 -
[28] - Quote
Grit Breather wrote:Mavado V Noriega wrote:dude said vehicle controls are fine #imdone this game will fail if this is the kinda delusional feedback and suggestions these fanboys giving I'm open to your thoughts on the matter. You're clearly opposed to my opinion on the matter, I'd love to hear why. What makes the current controls so bad for you and what would make them better?
Because the infantry learning curve is nowhere near as steep let alone has a much much much higher ceiling than any vehicle. |
Grit Breather
BetaMax.
660
|
Posted - 2012.08.20 12:28:00 -
[29] - Quote
Iron Wolf Saber wrote:the ideal learning curve should be
Okay I can get in and not crash. Okay i can move a bit and not blow up. Okay hitting things is bad, going faster would probably blow me up next time. Okay that swaps seats, this operates my modules, oh i can go backwards. Okay I can easily get from point a to b reliably.
and thats where LAV and current DS controls learning curve really ends though.
There is no, so compentently be able to drive a vehicle that I can scoot into a fire fight pick up the wounded and get them out of there safely. I'm not sure I follow you on that but I think I disagree with you.
The LAV is a smaller simpler vehicle and I'm not sure you can actually go further but let me just say this: I've seen differences in driving skills between myself and others. I can go faster and retain control where others can't and this helps me keep my squad alive. I can meneuver reliabley where others can't and this helps me get the mission done. I can work with my gunner very effectively and this helps my squad. There is where to aspire to. There is a driving skill.
As for dropships, I really disagree with you. The current physics model allows for amazing flight. It's very natural once you get the vectoric-balance system down. While I'm still a bad pilot, I understand the physics model and know what I'm doing wrong. For me it's just a matter of training my fingers and brain to work with what I already know. I'm not "guessing" as to why the dropship isn't doing what I think it should. I know why it's not doing what I want because I didn't push it in that direction. |
Grit Breather
BetaMax.
660
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Posted - 2012.08.20 12:30:00 -
[30] - Quote
Iron Wolf Saber wrote:Grit Breather wrote:Mavado V Noriega wrote:dude said vehicle controls are fine #imdone this game will fail if this is the kinda delusional feedback and suggestions these fanboys giving I'm open to your thoughts on the matter. You're clearly opposed to my opinion on the matter, I'd love to hear why. What makes the current controls so bad for you and what would make them better? Because the infantry learning curve is nowhere near as steep let alone has a much much much higher ceiling than any vehicle. As stated in my previous post, I disagree with your definition of a ceiling. It's a lot higher than you imagine.
As for infantry skills, people here have been working on them for years (some anyway). You can't really expect a person to spend 2 days in a vehicle and expect to be as good at driving as he is at shooting for years. |
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