|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ranger SnakeBlood
38
|
Posted - 2012.09.07 20:11:00 -
[1] - Quote
As ever i agree with posts that want to make the games core mechanics better than they currently are +1 Mr Avenger I see you crop up in these conversations alot also.
I would also like to add my thoughts on way to improve the core mechanics also,
Movement should certainly have far more camera sway while moving and much more while sprinting making it lean foward and bob up and down and sway just a bit side to side, Forward movement should not = sideward and backward mabye a 25% reduction to side to side ans backward
Weapons feel far to weithless there needs to be more of a feel of weight to them and recoil we are not only shooting guns we are shooting guns that would break a ordinary humans arms mabye its time the weapons feel like such, weapons are far too accurate while hip firing which is encouraging one playstyle to win 70% of the time in medium engage ments there is little reason to aim down sights as the slight increase in accuracy is out weighed by the loss of strafe speed note while testing this i was using the nerfed Breach which in my opinion is now balenced if people think its underpowered learn to use its strenght and it becomes a force to be reconed with.
I think that as the merc gets hit by bullets he should be slowed down to signify that he gets winded/staggered bacily the bigger the bullet the the greater the stagger in order of effectivness SMG < AR < Pistol(kick from one bullet) < Shotgun < Sniper rifle i think that a vision blurring effect to signify fear or a want to get to cover if you either get hit or bullets pass by you, explosions from gernades mass driver, forge guns, swarms, tanks ect ect would have a very simular effect only more extreme such as blurred vision shake screen rarther vilently until you recover sound is drowned out making you temperarly lose hearing and something i personaly would like to see happen would be that if you manage to survive a gernade or a tank shell or the likes you get either knocked down on your back flung around or take a knee
I think adding stuff like this will make the game more imersive
|
Ranger SnakeBlood
38
|
Posted - 2012.09.22 20:12:00 -
[2] - Quote
+1 for the movement needing over haul and +1 for the advanced combat movement i can see people finding ways to abuse the system so i think its something which would have to be put in during beta to fix exploits and so on.
Iam delighted to hear ccp are working on straffing and hit detection, these thing are making the gun game damn right fustrating |
Ranger SnakeBlood
38
|
Posted - 2012.09.23 22:14:00 -
[3] - Quote
As far as i know the next patch is putting some changes on straffing speed and hit detection so hopefully this will be the final nail for hit detection but i aint getting hopes up but i do think it will be significently better this time when i tested shotgun scout suit i noticed hope dramaticly i um evaded bullets the more the hit dection went wrong to the extent that i went up against someone else who was good at simular fit and it took 3 clip to kill them a scout. |
Ranger SnakeBlood
38
|
Posted - 2012.09.25 19:42:00 -
[4] - Quote
X7 lion wrote:Avenger 245 wrote: now alone each one of these wont do much, but altogether they could balance out current imbalances. Overwhelmed by scouts strafing? Would mean that that slight pause when they change direction+ the slight stumble from stagger+lower accuracy while moving would mean that a scout would need to rethink charging everyone. if you stagger a scout in the way you suggest you not only defeat the point of there high movement speed but make them the under balanced class, IE a scouts speed is all that gives them a chance if for what ever reason there close up take that away you make scouts unable to run as a close quarters player and the whole point of the skill system is play as you want to play, im not saying bullet staggr and such should be in the game, but due to its annoying nature it should only make a background impact rather then a foreground annoyance but as for explosions a higher stagger effect would make sense.
Why would the scout suit be underpowered if it was staggered some what when hit the scout suits strenghts is ability toget around get to vantages see enemies are small hard to hit targets that are designed primarily for scouting/sniping neither of these things are are majorly affected by getting staggered as in general if a scout is being a good scout/sniper the enemy should not be able to keep their heads up long enough to figure out where they are,
The only reason people think this will underpower them is because they thinka scout suit should be able to stand toe to toe with a assualt suit while i agree with player choice for fittings and personaly skill a scout could beat a assult in close but a dedicated general combat fitting from both suits and a simular skill between the 2 players a assult should win everytime,
The reasoning i have for this veiw is that the assult is a dedicated combat suit but the scout isnt therefore why in combat is it balenced against it? Its the same reason the assult is overpowered against logistics its ment to be |
|
|
|