Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Skytt Syysch
Villore Sec Ops Gallente Federation
235
|
Posted - 2012.09.05 01:24:00 -
[1] - Quote
Pretty much the thread title.
The camera jerking around from getting hit by an explosive weapon should be relative to both suit mass and explosion force. Throw scouts all over the place, move heavies a lot less. A grenade wouldn't do as much as a barrage of large missile turrets. That kinda thing.
I think the max amount of camera jerk should be less than what it does now, as well, and only go down from there by increasing suit mass or lowering explosive force. Maybe armor plates could increase mass for suits slightly, too, to have another way to combat this.
I don't remember if I had posted this anywhere other than in passing in the IRC, so there might already be a thread on this, but I didn't see it. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.09.05 01:25:00 -
[2] - Quote
can we also get that the suit will attempt to reaim to where it was previously before the strike until it passes a threshold?
Would be neat if there was suit tossing and it was done realistically as hollywood depicts it. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.05 01:31:00 -
[3] - Quote
Skytt Syysch wrote:Pretty much the thread title.
The camera jerking around from getting hit by an explosive weapon should be relative to both suit mass and explosion force. Throw scouts all over the place, move heavies a lot less. A grenade wouldn't do as much as a barrage of large missile turrets. That kinda thing.
I don't remember if I had posted this anywhere other than in passing in the IRC, so there might already be a thread on this, but I didn't see it. I like this. It would allows for greater immersion than just applying the effect equally across all assets, honestly. Also, am I seeing things, or does a Large Missile Turret firing over your Small one cause it to jump? |
Skytt Syysch
Villore Sec Ops Gallente Federation
235
|
Posted - 2012.09.05 01:36:00 -
[4] - Quote
Mobius Wyvern wrote:Skytt Syysch wrote:Pretty much the thread title.
The camera jerking around from getting hit by an explosive weapon should be relative to both suit mass and explosion force. Throw scouts all over the place, move heavies a lot less. A grenade wouldn't do as much as a barrage of large missile turrets. That kinda thing.
I don't remember if I had posted this anywhere other than in passing in the IRC, so there might already be a thread on this, but I didn't see it. I like this. It would allows for greater immersion than just applying the effect equally across all assets, honestly. Also, am I seeing things, or does a Large Missile Turret firing over your Small one cause it to jump?
Yeah, that seems to be a problem with large missiles in general, and has been here for at least a couple builds now. Oddly enough, holding L1 while firing prevents the kick, so at least there's a workaround. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.05 01:42:00 -
[5] - Quote
Skytt Syysch wrote:Mobius Wyvern wrote:Skytt Syysch wrote:Pretty much the thread title.
The camera jerking around from getting hit by an explosive weapon should be relative to both suit mass and explosion force. Throw scouts all over the place, move heavies a lot less. A grenade wouldn't do as much as a barrage of large missile turrets. That kinda thing.
I don't remember if I had posted this anywhere other than in passing in the IRC, so there might already be a thread on this, but I didn't see it. I like this. It would allows for greater immersion than just applying the effect equally across all assets, honestly. Also, am I seeing things, or does a Large Missile Turret firing over your Small one cause it to jump? Yeah, that seems to be a problem with large missiles in general, and has been here for at least a couple builds now. Oddly enough, holding L1 while firing prevents the kick, so at least there's a workaround. Yeah, they still haven't worked out the kick. Still though, it seemed like my turret was shaking even while he was "aiming" the turret. |
Skytt Syysch
Villore Sec Ops Gallente Federation
235
|
Posted - 2012.09.05 01:57:00 -
[6] - Quote
Mobius Wyvern wrote:Skytt Syysch wrote:Mobius Wyvern wrote:Skytt Syysch wrote:Pretty much the thread title.
The camera jerking around from getting hit by an explosive weapon should be relative to both suit mass and explosion force. Throw scouts all over the place, move heavies a lot less. A grenade wouldn't do as much as a barrage of large missile turrets. That kinda thing.
I don't remember if I had posted this anywhere other than in passing in the IRC, so there might already be a thread on this, but I didn't see it. I like this. It would allows for greater immersion than just applying the effect equally across all assets, honestly. Also, am I seeing things, or does a Large Missile Turret firing over your Small one cause it to jump? Yeah, that seems to be a problem with large missiles in general, and has been here for at least a couple builds now. Oddly enough, holding L1 while firing prevents the kick, so at least there's a workaround. Yeah, they still haven't worked out the kick. Still though, it seemed like my turret was shaking even while he was "aiming" the turret.
Ohhh, that one, yeah that still persists. It's pretty obnoxious for passengers to have their turrets snapping back and forth when the vehicle or main turret are moving. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.05 03:13:00 -
[7] - Quote
I would love a more immerse feel, explosions knocking you around and things like that would be cool but I mention stagger in this thread which would have a two effects better represent bullet impacts by shaking the screen some and having a change to stop combat movments which is what this is about https://forums.dust514.com/default.aspx?g=posts&t=33819&find=unread but anything with splash damage could cause a bit of the stagger I mentioned in there. so if you just like the idea of stagger for bullets aswell as explosions and it being based of suit mass compared to dmg of bullet or force of blast then just say you only support stagger from that thread |
Billi Gene
Tronhadar Free Guard Minmatar Republic
130
|
Posted - 2012.09.05 04:16:00 -
[8] - Quote
as far as i have observed: i think bullets do affect suits in a similar fashion to explosions, its just less pronounced?
I've had marked trouble correcting my aim when getting hit by automatic gunfire. Simple test might be to get a friend to shoot you in the head with a full clip (no friendly fire kills).
I'd be all for heavies not getting tossed around as much, hard to AV sometimes as it is, without having "your one chance" ruined. |
|
CCP Nothin
C C P C C P Alliance
177
|
Posted - 2012.09.07 02:29:00 -
[9] - Quote
We're going to apply some love to this, as it's not feeling as good as it should. :) |
|
Ima Leet
Imperfects Negative-Feedback
321
|
Posted - 2012.09.07 04:31:00 -
[10] - Quote
CCP Nothin wrote:We're going to apply some love to this, as it's not feeling as good as it should. :) thankfully! thank you CCP! |
|
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.09.08 07:32:00 -
[11] - Quote
CCP Nothin wrote:We're going to apply some love to this, as it's not feeling as good as it should. :)
I've had quite a few love-less jerks and they felt great.
Anyway, I don't like this thing at all. If you must absolutely have the camera deviate then have it return to its original position similar to the way gun kick works. |
Akira Zeta
Algintal Core Gallente Federation
7
|
Posted - 2012.09.08 13:44:00 -
[12] - Quote
Here are a few ideas that I believe could improve the game:
1. Vehicle controls should be altered. I believe the driving controls should be R2 to go forward, L2 to reverse, left analog stick to steer, and the right analog stick to look around. Keep triangle to switch seats.
2. It is much too slow to switch to the sidearm. I actually wish it wasn't mapped to R2 as well. Triangle would be much better. Make the right analog stick switch stance. L2 melee and R2 grenade.
3. The reload animations are a bit too long in my opinion.
4. I think the maps should look different based on the atmosphere of the planet. Fire, Ice, Forest, Desert, Storms, Snow. You could also have ancient cities, refineries, villages, architecture of the different cultures, mines, etc. Variety is always nice and should set the maps apart.
5. All the classes should have unique weapons and abilities that help the team. Assault is useless right now.
6. Additional cosmetic variety between classes and enemies. Should be able to look at player and tell what class they are playing.
7. Aim assist and voice chat should be enabled by default.
8. Higher default looking sensitivity.
9. Camera should be farther away from character in HQ.
10. Improve textures and effects
11. Grenade indicator for friendly and enemy grenades. Make indicator different colors.
12. Hit boxes need to be adjusted.
13. Reloading while running would be great.
14. Stamina meter is a bit annoying, would prefer unlimited sprint.
15. Hold breath while sniping if not already possible.
16. More class based game play similar to battlefield but on a greater level so people work together more.
17. Engineers can build temporary structures such as gun turrets
18. Press down to open a scroll wheel to select a vehicle or structure with analog stick. Look to Star Hawk for inspiration.
19. Traditional menu would be nice with a server browser and from there you can choose to go your HQ. Would have all the features and options available when you press start. HQ feels sort of gimmicky to me since its so small.
20. Orbital drop system for spawning would be awesome. I know it is in both Section 8 and Star Hawk but it makes sense in this game since you are working for the Eve Online players.
I have a feeling this is going to be an awesome game when all is said and done. :) |
|
|
|
Pages: 1 :: [one page] |