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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.08.20 12:48:00 -
[31] - Quote
Forums ate my post
Handling sucks and the screen has a spaz attack when you bump into something other than that im used to the controls |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.08.20 12:48:00 -
[32] - Quote
Grit Breather wrote: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. In that case, as far as I can comment (haven't personally flown a Dropship yet, and was never too good with them beforehand), I agree with you.
My only negative comment is towards the LAV control scheme specifically, and I find that the handling in the new build is (as mentioned in my first post in the thread) better than the previous build.
From what I've seen, everything is working as it should, and can be made to work well in the right hands. Dropships take a lot to get used to, but there's nothing wrong with that. I hope there is some form of "simulator" we can use to learn the handling of different weapons, vehicles, etc. though. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.08.20 13:21:00 -
[33] - Quote
I would agree with a vehicle sim, especially for the drop ship. |
Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.08.20 13:44:00 -
[34] - Quote
The fact that no one reads my feedback posts is absolutely astonishing as I put many, many, many hours of focused testing into a minute value of mechanics. You think you know how to fix vehicle controls? Good. Your suggestion was something I brought up in the last build along with a myriad of physics issues. If you're going to post feedback for something, and you want it to be taken seriously, then you should probably do a forum search first and see if someone has blazed the trail before you.
I proposed long ago that the control schema should be altered to separate vehicle maneuvering from acceleration and braking controls through the use of L1/R1 for wheeled vehicles and gave a few examples of "advanced control" maneuvers which is literally impossible with the current control implementation. Then I went on to say how each vehicle has its own considerations. A jeep should drive like a jeep. A tank should drive like a tank. There is no reason whatsoever that the LAV uses a single analog stick to control EVERYTHING it does.
Your point is absolutely mind boggling. "If everyone keeps complaining about something, THEY CAN'T POSSIBLY BE RIGHT! I must be the only one with sense in this community!" Does that sound rational or sane to you? There's wisdom (generally) in numbers. The point of the feedback forum is for *gasp* people to leave feedback and opinions. If enough players are saying, "You know CCP, these LAV controls are just bad," then as a designer I would give some serious consideration to why the players are saying that.
I think a lot of people are complaining about the Dropship control schema because there's no cheap and easy way to practice flying the things. With a controls overhaul, it's pretty necessary to make advanced / tactical / real (pick your word) flying manageable... and that means having a way to practice flying.
Before you decide to flame me for opening up on you understand a few things please:
1) I read every post in the thread. 2) I walked away from my keyboard before posting because your lack of basic forum comprehension is staggering 3) I'm not trolling you 4) I'm not trying to pick a fight.
I'm telling you point blank that you're wrong and your logic is invalid for giving feedback. In no sense would the cessation of feedback gathering IN A GAME BEING TESTED help the developer.
Put more thought into your next post please. |
DUST Fiend
Immobile Infantry
1904
|
Posted - 2012.08.20 13:46:00 -
[35] - Quote
Dropship controls are horrible, clunky, and not even remotely fun. I don't see why a Dropship should be so much harder to pilot than a tank, when you consider the impact a tank makes vs a Dropship, and also when you compare their difficulty to kill.
Dropship controls are horrible. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.08.20 13:51:00 -
[36] - Quote
L1/R1 for driving? whats wrong with you them are basic controls for aiming and firing
L2/R2 are the standard driving controls |
Grit Breather
BetaMax.
660
|
Posted - 2012.08.20 14:14:00 -
[37] - Quote
EnglishSnake wrote:L1/R1 for driving? whats wrong with you them are basic controls for aiming and firing
L2/R2 are the standard driving controls The most important thing is to keep controls for a game in-line with the game itself. That means you can't have a completely different control scheme for every single vehicle.
Because of that I'm working with these pointers:
- Infantry controls should be the base of our vehicle controls or people will have a very hard time adapting when getting in and out of a vehicle.
- Our infantry controls define unchangeable presets for vehicles (I've not listed any of the open buttons which are not used when moving from infantry to vehicles) as described below
- Some vehicles shoot and some don't but the control scheme should not mix moving and shooting buttons as that will be confusing
Fixed settings due to infantry controls:
- R1 shoots
- L1 goes to ADS
- R2 brings up the weapon/module wheel
- Right stick controls the camera
- Left stick controls movement
- D-Pad is useless for driving controls as it's too far away and digital
- Shapes pad (circle, triangle etc') is useless for driving controls as it's too far away and digital
Because of this I came up with the thrust "dead zone" in my OP. I just see no other way of keeping a standardized control scheme between all land vehicles. To clarify, tracked vehicles should and do behave differently than wheeled vehicles but this is just their movement model. The controls are identical.
The other way of going at it would be to reexamine infantry controls and change that. But I'd not like to go down that road. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.20 14:16:00 -
[38] - Quote
DUST Fiend wrote:Dropship controls are horrible, clunky, and not even remotely fun. I don't see why a Dropship should be so much harder to pilot than a tank, when you consider the impact a tank makes vs a Dropship, and also when you compare their difficulty to kill.
Dropship controls are horrible.
^ and this is why you dont impliment horrible controls its going to encourage the 'lame' and 'lazy' tactics mostly, As posted in another thread the dropship tower camping is going to be popular again for the basic grounds of 200isk into 100k sp conversions and the extrem difficulty in challenging the tower.
Players would like to take the path of least resistance, and the skill route for dropships is so adverse it is going to constantly boil down to 'why fly one?' Name one thing a dropship can do that an LAV can't in the same amount of time and you'll find yourself in a losing argument. At least a LAV can land without blowing up.
But you're not also listening about the skill caps. Infantry are nearly infinite ceiling, there is always something to aspire to in infantry peformance, better aiming, better planning, better situational digestion as infantry and appraoches. You can see other players in infantry being very good and envy them.
When I look up and see a dropship or see an LAV I can only think of one thing, pinanta. I dont evny the pilots I dont envy his skills I mutter on his poor choice of mobility. Oh you can do one barrel roll, good luck as the followup launch timed on purpose to meet you as soon as get done rolling means you either eats the first or second launch. The only good lavs Ive meet are the ones that know to stay away from the heavy looking for them, most are just solo cappers that really dont know how to operate them esepcially when one AV nade ends thier joy ride.
If there is such a think as a superior dropship pilot, I havent seen it yet, I havent seen on last more than 20 seconds in combat, I havent seen one I didnt make sure didnt stay in combat that long, I havent seen a dropship that didnt get shot down by a single milita reload. and BTW battlefield 3 choppers dont fly this horribly there is something deep level wrong in control responses. |
Grit Breather
BetaMax.
660
|
Posted - 2012.08.20 14:23:00 -
[39] - Quote
Iron Wolf Saber wrote:DUST Fiend wrote:Dropship controls are horrible, clunky, and not even remotely fun. I don't see why a Dropship should be so much harder to pilot than a tank, when you consider the impact a tank makes vs a Dropship, and also when you compare their difficulty to kill.
Dropship controls are horrible. ^ and this is why you dont impliment horrible controls its going to encourage the 'lame' and 'lazy' tactics mostly, As posted in another thread the dropship tower camping is going to be popular again for the basic grounds of 200isk into 100k sp conversions and the extrem difficulty in challenging the tower. Players would like to take the path of least resistance, and the skill route for dropships is so adverse it is going to constantly boil down to 'why fly one?' Name one thing a dropship can do that an LAV can't in the same amount of time and you'll find yourself in a losing argument. At least a LAV can land without blowing up. But you're not also listening about the skill caps. Infantry are nearly infinite ceiling, there is always something to aspire to in infantry peformance, better aiming, better planning, better situational digestion as infantry and appraoches. You can see other players in infantry being very good and envy them. When I look up and see a dropship or see an LAV I can only think of one thing, pinanta. I dont evny the pilots I dont envy his skills I mutter on his poor choice of mobility. Oh you can do one barrel roll, good luck as the followup launch timed on purpose to meet you as soon as get done rolling means you either eats the first or second launch. The only good lavs Ive meet are the ones that know to stay away from the heavy looking for them, most are just solo cappers that really dont know how to operate them esepcially when one AV nade ends thier joy ride. If there is such a think as a superior dropship pilot, I havent seen it yet, I havent seen on last more than 20 seconds in combat, I havent seen one I didnt make sure didnt stay in combat that long, I havent seen a dropship that didnt get shot down by a single milita reload. and BTW battlefield 3 choppers dont fly this horribly there is something deep level wrong in control responses. I think we'll just agree to disagree on this matter. Good pilots take a lot of training and can do amazing things. A good dropship pilot can do incredible things with the new dropship which were not remotely possible with the old one. I endorse this.
I will also keep working on my driving (and piloting when I can afford it until we have a simulator). I've already gotten a good grip of LAV controls and am doing impressive driving. I've learned to stay away from infantry running towards me because they have grenades. I've learned a lot of things new drivers don't know. I practice and it helps me be better. Would I practice this much if my LAV cost me ISK? Probably a bit less but my lessons would be more memorable. |
DUST Fiend
Immobile Infantry
1904
|
Posted - 2012.08.20 14:31:00 -
[40] - Quote
Grit Breather wrote:. A good dropship pilot can do incredible things with the new dropship which were not remotely possible with the old one. I endorse this.
You're right.
When they nose dive into a cliff, it's freaking incredible.
Sarcasm aside, can you give some actual, specific examples of these incredible, new found maneuvers? |
|
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.20 14:38:00 -
[41] - Quote
DUST Fiend wrote:Grit Breather wrote:. A good dropship pilot can do incredible things with the new dropship which were not remotely possible with the old one. I endorse this.
You're right. When they nose dive into a cliff, it's freaking incredible. Sarcasm aside, can you give some actual, specific examples of these incredible, new found maneuvers?
Mind you rather useless maneuvers. Barrel rolls do nothing but look cool and get you nailed by a swarm launch. |
Grit Breather
BetaMax.
660
|
Posted - 2012.08.20 14:38:00 -
[42] - Quote
DUST Fiend wrote:Grit Breather wrote:. A good dropship pilot can do incredible things with the new dropship which were not remotely possible with the old one. I endorse this.
You're right. When they nose dive into a cliff, it's freaking incredible. Sarcasm aside, can you give some actual, specific examples of these incredible, new found maneuvers? Have you even seen a helicopter doing trick flying? Our dropship can be even more agile than that, the physics model (and yes, even the controls) allow for that.
As for a more down to earth example. Think of a trained and in-sync dropship crew spotting a target right below them. The new dropship can do a 90 degree side roll and bring one gunner immediately above the target below them for 2-3 seconds. That should be enough for a good gunner to release 1-2 missiles into the target's head.
Think of a realy acrobatic dropship dodging missiles around buildings with sharp turns. Think of a quick pilot side rolling to avoid a tank shell headed their way. Think of flying at almost ground level and following the land conteurs in order to avoid AV fire. Think of 3 dropships doing this in sync and dropping off 12-18 mercs on the enemy's doorstep.
The new dropship is an increadible beast. People just need to learn how to tame it. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.20 14:39:00 -
[43] - Quote
Grit Breather wrote:DUST Fiend wrote:Grit Breather wrote:. A good dropship pilot can do incredible things with the new dropship which were not remotely possible with the old one. I endorse this.
You're right. When they nose dive into a cliff, it's freaking incredible. Sarcasm aside, can you give some actual, specific examples of these incredible, new found maneuvers? Have you even seen a helicopter doing trick flying? Our dropship can be even more agile than that, the physics model (and yes, even the controls) allow for that. As for a more down to earth example. Think of a trained and in-sync dropship crew spotting a target right below them. The new dropship can do a 90 degree side roll and bring one gunner immediately above the target below them for 2-3 seconds. That should be enough for a good gunner to release 1-2 missiles into the target's head. Think of a realy acrobatic dropship dodging missiles around buildings with sharp turns. Think of a quick pilot side rolling to avoid a tank shell headed their way. Think of flying at almost ground level and following the land conteurs in order to avoid AV fire. Think of 3 dropships doing this in sync and dropping off 12-18 mercs on the enemy's doorstep. The new dropship is an increadible beast. People just need to learn how to tame it.
And congradulations I've shot you down as your roof top slams right into the launch you didnt see comming.
Now then for the other things you mentioned.
Ive managed to dodge missiles last build caused them to hit other targets, buildings, even fracticide them. I dodged tank shells easily last build because of less predicability and higher control response becuase the new controls are so predicable Ive shot down with railguns easily because you cant suddenly stop your momomentum anymore and alter course last second. I could fly at groun level at max speed wtihotu exposing my rear end and duck underneath tight buildings that can only fit a dropship and a sliver and get out in a short manner of time unlike the new controls. |
Grit Breather
BetaMax.
660
|
Posted - 2012.08.20 14:42:00 -
[44] - Quote
Iron Wolf Saber wrote:And congradulations I've shot you down. try again. Dropships are in the air. Everyone can see them and especially AV guys. The new dropship isn't more vulnerable than the old one. What you're argueing is that dropships shouldn't exist at all because they can be shot down. That has nothing to do with the new one vs. the old.
|
DUST Fiend
Immobile Infantry
1904
|
Posted - 2012.08.20 14:43:00 -
[45] - Quote
Grit Breather wrote:DUST Fiend wrote:Grit Breather wrote:. A good dropship pilot can do incredible things with the new dropship which were not remotely possible with the old one. I endorse this.
You're right. When they nose dive into a cliff, it's freaking incredible. Sarcasm aside, can you give some actual, specific examples of these incredible, new found maneuvers? Have you even seen a helicopter doing trick flying? Our dropship can be even more agile than that, the physics model (and yes, even the controls) allow for that. As for a more down to earth example. Think of a trained and in-sync dropship crew spotting a target right below them. The new dropship can do a 90 degree side roll and bring one gunner immediately above the target below them for 2-3 seconds. That should be enough for a good gunner to release 1-2 missiles into the target's head. Think of a realy acrobatic dropship dodging missiles around buildings with sharp turns. Think of a quick pilot side rolling to avoid a tank shell headed their way. Think of flying at almost ground level and following the land conteurs in order to avoid AV fire. Think of 3 dropships doing this in sync and dropping off 12-18 mercs on the enemy's doorstep. The new dropship is an increadible beast. People just need to learn how to tame it.
I think you're over thinking the usefulness of these new "maneuvers". To begin with, none of them actually increase your low survivability. As for your example of getting over an enemy, dropship turrets look almost straight down now (which should be changed). You can't really dodge missiles any better now than you could before, which wasn't all that good. I used to avoid tank shots all the live long day in the old build, that's not really anything new.
Nothing you've described is really any different than before, aside from the fact that now you have to sacrifice three virgins and a pig in order to get the thing off the ground... |
Grit Breather
BetaMax.
660
|
Posted - 2012.08.20 14:51:00 -
[46] - Quote
I like the new dropship. I believe it's much better than the old one. I've taken it out and played with it and have done things that I deem realistic given the unique drive system. I think it should be kept as is and not dumbed down.
My belief breaks up into two seperate sections and only one of those is actually being disputed. The first is that the new dropship is realistic in the way it handles. This is mostly undisputed and most people I've argued this with have agreed on this part.
The second is the matter of whether this realistic control is actually what we want in Dust. My answer to that is a resounding YES. I want this, I've dreamed of this for years and someone has finally made it. But this is where most people disagree with me and I accept that.
What I'm trying to do is raise awareness for the issue and also convince people in my beliefes. I do not block other beliefs and do not flame others for having them. What I am is very adamant in my own.
Eventually time will tell. I'm hoping complaints will go away as more people come around to my way of thinking but the opposite could happen to. The dropship controls could be dumbed down and the physics model changed. I've aired my wishes and just hope others come to see the same say.
That is all. |
DUST Fiend
Immobile Infantry
1904
|
Posted - 2012.08.20 15:10:00 -
[47] - Quote
Grit Breather wrote: realistic
All I have to say to that, is that this game takes place in the EVE universe. We're talking, GIGANTIC space ships, MASSIVE weaponry, immortal soldiers, warp drives, afterburners....
You'd think in this age of hyper advanced technology, a dropship would possess on board computers to alleviate a lot of the tedious aspects of piloting, such as adjusting for wind or leveling out the ship.
Realism has always been a poor argument in sci fi games.
For me, it all comes down to fun factor. And for me, the new dropships are so far from fun, it's not even funny. |
TEBOW BAGGINS
FIREFLY ATLANTIS ENTERPRISES UNLIMITED TACNET
549
|
Posted - 2012.08.20 15:24:00 -
[48] - Quote
my gunners on dropship got a few kills last night and it was very rewarding well excitement wise... (not sure if I'm gettin SP for their vehicle assists or not) |
TEBOW BAGGINS
FIREFLY ATLANTIS ENTERPRISES UNLIMITED TACNET
549
|
Posted - 2012.08.20 15:26:00 -
[49] - Quote
DUST Fiend wrote:Grit Breather wrote: realistic All I have to say to that, is that this game takes place in the EVE universe. We're talking, GIGANTIC space ships, MASSIVE weaponry, immortal soldiers, warp drives, afterburners.... You'd think in this age of hyper advanced technology, a dropship would possess on board computers to alleviate a lot of the tedious aspects of piloting, such as adjusting for wind or leveling out the ship. Realism has always been a poor argument in sci fi games. For me, it all comes down to fun factor. And for me, the new dropships are so far from fun, it's not even funny.
the new difficulty level is a spam filter actually.. imo |
DUST Fiend
Immobile Infantry
1904
|
Posted - 2012.08.20 15:33:00 -
[50] - Quote
TEBOW BAGGINS wrote:the new difficulty level is a spam filter actually.. imo
I think the reduced SP gain, along with the increased cost of dropships, is a perfectly good spam filter
The new controls are more of a, general use filter, if you ask me. |
|
TEBOW BAGGINS
FIREFLY ATLANTIS ENTERPRISES UNLIMITED TACNET
549
|
Posted - 2012.08.20 15:40:00 -
[51] - Quote
yea it feels real good being the only guy flying one.. instead of being one of 6 guys flying one.. now if only ppl would use mics.. spotting a mic user is like a big foot sighting
i just hope they add some kind of counter to swarm launchers because is it is now there is none. they can't be outflown.. or correct me if I'm wrong.. swarm launchers did need a buff vs dropship but they went waaaay overboard with it
and it sux how they removed the red zone inidicator from the radar |
DUST Fiend
Immobile Infantry
1904
|
Posted - 2012.08.20 15:42:00 -
[52] - Quote
The only reason you saw so much dropship spam last build was because militia vehicles were free. Dropship use was actually at a really good place the build before last. We went from just about the right amount of DS use, to WAY too much DS use, to seeing a dropship once every 5-10 matches. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.20 15:50:00 -
[53] - Quote
DUST Fiend wrote:The only reason you saw so much dropship spam last build was because militia vehicles were free. Dropship use was actually at a really good place the build before last. We went from just about the right amount of DS use, to WAY too much DS use, to seeing a dropship once every 5-10 matches.
I didnt see them that often they sorta knew that it was death sentence with me on the field. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.08.20 15:51:00 -
[54] - Quote
If you're in open sky with nothing to quickly duck behind as a Dropship pilot, you're doing it wrong. If you're not, you can dodge missiles just fine if you're good with the controls. If you're NOT good at flying yet, then you're pretty much dead before you take off.
That's not a problem, it's a learning curve. |
TEBOW BAGGINS
FIREFLY ATLANTIS ENTERPRISES UNLIMITED TACNET
549
|
Posted - 2012.08.20 15:53:00 -
[55] - Quote
Garrett Blacknova wrote:If you're in open sky with nothing to quickly duck behind as a Dropship pilot, you're doing it wrong. If you're not, you can dodge missiles just fine if you're good with the controls. If you're NOT good at flying yet, then you're pretty much dead before you take off.
That's not a problem, it's a learning curve.
ok well thanks for the insight. which is i posted correct me if i'm wrong, and which is why i dont plant to fly them on plateaus anymore..
so ducking behind a tower or something will break the missle lock? because on last build it did not the only thing that dodge the missile was out running it |
DUST Fiend
Immobile Infantry
1904
|
Posted - 2012.08.20 15:55:00 -
[56] - Quote
Garrett Blacknova wrote: That's not a problem, it's a learning curve.
Accept it's not a learning curve, it's unnecessarily complicating something for the sake of complicating it. I've been piloting dropships for at least 2 months now, I'm past the general use learning curve. I know how to fly them, now I just can't get the stupid thing to stay level or go straight, or turn, or accelerate, or do just about anything. Couple that with the fact that DS pilots STILL get the shaft in the SP / ISK departments, alongside the huge hike in cost, and there is NO way I'll gimp myself for such a small benefit.
I'd rather just focus on being infantry support, helping my team stay alive and racking up the kills, then blow my hard earned SP and ISK being the sky piniata
I can't even imagine these new physics with Afterburners. I can see it now. You punch the afterburner, and if you aren't facing precisely in the right direction, you spiral hopelessly out of control and smash into the ground. Actually, I want to see that now... |
TEBOW BAGGINS
FIREFLY ATLANTIS ENTERPRISES UNLIMITED TACNET
549
|
Posted - 2012.08.20 15:57:00 -
[57] - Quote
that said i can only get good gunners kills bad ones are even worse now |
Super Cargo
Osmon Surveillance Caldari State
428
|
Posted - 2012.08.20 16:18:00 -
[58] - Quote
The controls are ridiculously simple already. WTF. The problem is the controls are terrible, not too simple. |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
|
Posted - 2012.08.20 16:21:00 -
[59] - Quote
I almost completely agree with the OP. If the way the LAV took tighter corners was tweaked it would be fine. |
uruz7 fish
FDF Industries Hedonistic Imperative
108
|
Posted - 2012.08.20 16:26:00 -
[60] - Quote
would be cool if i could use my momo wheel and pedals |
|
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.20 16:31:00 -
[61] - Quote
Grit Breather wrote:Iron Wolf Saber wrote:And congradulations I've shot you down. try again. Dropships are in the air. Everyone can see them and especially AV guys. The new dropship isn't more vulnerable than the old one. What you're argueing is that dropships shouldn't exist at all because they can be shot down. That has nothing to do with the new one vs. the old.
Its so much more vunerable I have never emptied out a swarm launcher in this build and NOT hit a dropship with it unlike last build which was entirely possilbe not based on the dropships location but sheer amount of piloting skill and awareness. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.20 16:33:00 -
[62] - Quote
TEBOW BAGGINS wrote:Garrett Blacknova wrote:If you're in open sky with nothing to quickly duck behind as a Dropship pilot, you're doing it wrong. If you're not, you can dodge missiles just fine if you're good with the controls. If you're NOT good at flying yet, then you're pretty much dead before you take off.
That's not a problem, it's a learning curve. ok well thanks for the insight. which is i posted correct me if i'm wrong, and which is why i dont plant to fly them on plateaus anymore.. so ducking behind a tower or something will break the missle lock? because on last build it did not the only thing that dodge the missile was out running it
Building ducking doesnt break lock post launch only in pre launch also the new missile behavior building ducking doesnt always work unless you have something underneath your or to both sides of the building as well as they love to sceeew hard left or right from launch seperation fly to general area then zero in.
We call that a learning coffin around here, learning to use said tool is considered a death sentence and reason for expolshion from the more serious allainces, or fire on friendly idiot the other famous sort of incidnets. As one player puts it in eve online, why fly a command ship when a tech 3 ship does its Job ever so much more effeciently at lesser risk, lesser cost, and lesser sp investment, and if you ever had eve online admirals running the armies you'd be SoL in null when friendlies purposly shoot down your drop ship every time.
btw realism argument failed the day eve was born with its gravity core purposlion and submarine space mechanics. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.08.20 16:38:00 -
[63] - Quote
TEBOW BAGGINS wrote:Garrett Blacknova wrote:If you're in open sky with nothing to quickly duck behind as a Dropship pilot, you're doing it wrong. If you're not, you can dodge missiles just fine if you're good with the controls. If you're NOT good at flying yet, then you're pretty much dead before you take off.
That's not a problem, it's a learning curve. ok well thanks for the insight. which is i posted correct me if i'm wrong, and which is why i dont plant to fly them on plateaus anymore.. so ducking behind a tower or something will break the missle lock? because on last build it did not the only thing that dodge the missile was out running it Ducking behind a tower early enough, or far and fast enough when you're doing it late, will cause the missiles to hit the tower instead of you.
They're nowhere near as good at dodging obstacles now as they used to be. |
Sergeant Wiznowski
Seraphim Initiative. CRONOS.
38
|
Posted - 2012.08.20 19:16:00 -
[64] - Quote
Grit I think you idea to follow infantry key mapping is wrong in my opinion.
Whole R2 wheel idea is not met with positive reactions because it is not working swiftly as it should. Switch from primary to secondary should be fast and reliable e.g triangle.
L2 and R2 are perfect for every vehicle controls due to their design - long movement and feel. I am usually tank ho in every fps but driving in Dust is lacking precision. |
Ourors
Doomheim
130
|
Posted - 2012.08.20 19:21:00 -
[65] - Quote
it's ironic, because the new dropship and LAV controls actually give you LESS freedom of movement.
the whole idea of making the controls "harder" is so you can do more things with them, except these new controls are both harder and with less control. that's ahrd to do |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.08.20 19:25:00 -
[66] - Quote
Sergeant Wiznowski wrote:Grit I think you idea to follow infantry key mapping is wrong in my opinion.
Whole R2 wheel idea is not met with positive reactions because it is not working swiftly as it should. Switch from primary to secondary should be fast and reliable e.g triangle.
L2 and R2 are perfect for every vehicle controls due to their design - long movement and feel. I am usually tank ho in every fps but driving in Dust is lacking precision. Honestly, with R2 weapon selection, all they need to do is make the default selection shift when you bring up the wheel (I made a thread about it in the feedback forum a couple of days ago) and that should fix most weapon-switch problems. Hopefully, when we can remap the controls, this will also fix things, but it's possible the non-responsiveness will still cause issues. |
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