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Thread Statistics | Show CCP posts - 1 post(s) |
Foldenfly
Circle of Huskarl Minmatar Republic
81
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Posted - 2012.09.19 03:44:00 -
[1] - Quote
There should be some form of slowing when a player is hit with weapons fire. Players can currently zigzag to dodge bullets without any affect from getting hit.
EDIT: Maybe it's not a slowing from weapons fire that needs to occur, but at the current standard zigzagging makes assault rifles virtually useless when confronted with players using that tactic. Maybe the strafe slowing in the next build will mitigate that issue, or maybe the fault lies in the ADS of the shooter. It will be interesting to see how the next build affects the situation. |
Foldenfly
Circle of Huskarl Minmatar Republic
81
|
Posted - 2012.09.19 17:20:00 -
[2] - Quote
lol, glad to see I have sparked a conversation. As for those who question my gunplay, it always needs improving but I actually rank fairly well among my teammates for being less than seven days in. I do, of course, get owned by better players on a regular basis, but who doesn't. Could we possibly pose alternative issues/answers to what I stated rather than attempt personal attacks on my gameplay?
I am also not saying my requests are the answer, but as a tester they deserve to be posted. If the larger BETA community chooses another direction, I will abide and adapt rather than whine and complain. As for nerfing, part of our job is to point out anything that bumps each us and allow the developers to tweak any issues they see fit. Sorry if you any of you disagree, but the reason I post here is to get feedback from all of you in addition to the developers. Otherwise, I would e-mail support directly.
Something is off in this interaction, whether it's the weapon hit reaction, strafing speed, ADS, or something I am just not thinking of. There are numerous posts regarding the overall interaction in head to head, and I chose to comment based on an experience I had at the time of this post.
I try to show respect to others on here, but I will not back down from posting my feedback because it is why I am here. What I will do is acknowledge better ideas than mine (as I have done in other posts), concede to valid arguments, and ask questions of things that I feel the need to.
Thank you all for weighing in on this topic. |
Foldenfly
Circle of Huskarl Minmatar Republic
81
|
Posted - 2012.09.19 18:17:00 -
[3] - Quote
Moonracer2000 wrote:Straffing feels fine as is. I'd wait till hit detection actually works before changing anything like that personally.
Still I can see both sides:
If you hit someone and do enough damage that should slow them down. It makes sense, even with power armor. Without the armor any of these guns would be one hit kills (if not vaporize you). So even with enhanced mobility the kinetic force of these weapons should throw off the processors keeping you balanced and moving.
That said, I can see that shield damage wouldn't cause as much disturbance. And heavies shouldn't be affected at all (they move slow enough that they are kittened already).
But ultimately this is a balance tweak between FPS gamers and RPG gamers. This will be a handicap for player with FPS skill and turn combat into more of a stand in place and find out who has the most hitpoints situation.
Definite valid argument. My concern is too much of an adjustment that makes it easy to hit someone. There should be a challenge, but nothing too impossible. |
Foldenfly
Circle of Huskarl Minmatar Republic
81
|
Posted - 2012.09.19 23:09:00 -
[4] - Quote
Azmode Deamus wrote: I just brought this up in an other thread. Here's my opinion. Keep in mind I play Scouts decked out with speed enhancers and focus on lightning strikes, long kills, and using my mobility to destroy foes. I consider myself a HARDCORE gamer and would love the game to benefit from having a better GUN GAME.
Problem is - when you shoot someone THERE IS NO EFFECT AT ALL on movement it seems. I'm sorry but something should happen. At least an animation... Some blood? Some type of jerk? SOMETHING PLEASE . I'm tired of shooting a freaking futuristic BB gun and seeing my targets fall to the ground because it tickles them so. These "Futuristic Weapons" seriously lack any feel of power.. Seriously - for guns that are suppose to be so powerfull that a normal man cannot fire it without an exoskeleton they seem pretty underwhelming to say the least.
I don't mind strafing speed as it is now... What I do mind is the "instant juking" left, right, left, left, jump, right , and left - with no acceleration in between that dominates fire fights. Seriously... I love speed... But it's ridiculous how fire fights play out.
If you're complaining about the changes because they "target the casual" gamer - you have some serious issues in thinking. . There's nothing skillfull in playing like a ballerina. Are we playing dancing with the stars, hmmm?
The most hardcore shooter of them all - Counter Strike - had a great hit stagger system. If you got shot, your character could hardly move. So any of you saying that it's less "Hardcore" or somehow caters to the casuals to add this are freaking insane.
I said this before and I'll say it again. Killzone 3 had the best feel of any shooter I've ever played. I didn't like the guns for the most part - but the feel of them was the best ever. There was nothing like spraying from target to target with the Gatling gun in the game watching dirt kicking up, peices of cover blow apart, and enemies getting hit. YOU KNEW when you hit someone in that game. Killzone 3 was the first game where I realized that graphics do have an impact on how much you can enjoy a game...
Just because Dust514 is F2P doesn't mean it should be subpar in graphical, sound, and gun game quality.. The gun game has to be tight or else this game will fail in the long run. I hated this game at first but it grew on me because I stuck with it and saw the potential... Most people sadly will probably play it once and then put the controller down for good because the gun play is so sub par.
PS. Please - if you take away agility, acceleration, and speed... Give us the ability to skill into it if we want to be speed demons.
+1 and thanks for the input. I think I've seen your name before as I collapsed on the field. :)
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Foldenfly
Circle of Huskarl Minmatar Republic
81
|
Posted - 2012.09.20 22:40:00 -
[5] - Quote
SYST3M 0V3RL0AD wrote:Moonracer2000 wrote:Straffing feels fine as is. I'd wait till hit detection actually works before changing anything like that personally.
I agree with this. This is how i feel about it. If hit detection isn't even functioning properly, that should be addressed before any other "fixes" are piled on. That said, my gun game is quite fine. There are plenty of people here that would agree. Yet, for some reason, when i've got a scout dancing around, i can barely ever hit him. There's something wrong there. It should be easier to hit a nearby target with a stream of AR bullets not essentially impossible, so the system definitely needs work. Additional option is to increase damage in close quarters. Logical no? At point blank range if it's more difficult to hit a target for some strange reason, the shots that do hit should cause more damage. Another is your accuracy should technically be increased at close range. Maybe a higher likelihood for a head shot? I don't know. Fact is, close quarter combat should be easier to kill an opponent, not more difficult. Regardless of how fast he can zig-zag. That's how real life works. As it stands right now i can far more easily kill a target 100 feet away than one 5 feet away. That's a little odd, no? Regardless, fix the actual mechanics of the game before messing with the numbers. Before you make a specific defense about a particular weapon or scenario,really think about it. I'm talking about the true basic fundamentals of gun fighting in general here not specific,unlikely, unrealistic scenarios that somehow defend your opposite stance and only your stance.
Maybe that's what's bumping me. It was a strafing situation I encountered that prompted this thread, which made strafing the source of my grief. The more I read the responses, the more I realize that was probably not the issue at all.
And I 100% agree about the distance. I can drop a player a decent distance away, but close quarters and I'm dead as a doornail. It honestly makes me try to avoid close-quarters combat as the mechanic now stands. |
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