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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. |
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CCP Wolfman
C C P C C P Alliance
105
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Posted - 2012.09.19 03:51:00 -
[2] - Quote
There is a small reduction in speed when hit. In the next new build strafe speeds have been slowed a touch to lessen the power of the zig zag and the hit detection improvements should make a pretty big difference as well.
CCP Wolfman |
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Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
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Posted - 2012.09.19 06:35:00 -
[3] - Quote
CCP Wolfman wrote:There is a small reduction in speed when hit. In the next new build strafe speeds have been slowed a touch to lessen the power of the zig zag and the hit detection improvements should make a pretty big difference as well.
CCP Wolfman
Wolfman,
Then what is the point of having a drop/power suit if it can't take a hit with out slowing and the purpose of the power assistance to the movement of the merc on the ground? If the suit wasn't going to give me an advantage (especially when it is compared across the board between the suit types) why would I want to wear it?
EDIT: I would suggest that it is much like writing a script for a screen play. If the reality that you are weaving is plausible tot he universe it is occurring in, then it should make sense. If the audience looks at certain things and see the ridiculousness of it, then the universe and the connection to the audience has missed its mark.
In the ends of the dropsuit, it is supposed to be a sort of power armor that allows for the use of weapons that would rip a normal persons limbs from their bodies when using it. So if it is able to do this, then what would be the lore that would explain this supposed reduction in the soldiers' maneuverability? |
Heinz Doofenshertz
BetaMax.
360
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Posted - 2012.09.19 06:40:00 -
[4] - Quote
otherwise when you fired your gun you would melt |
Jane DeArc
Militaires Sans Jeux
87
|
Posted - 2012.09.19 06:41:00 -
[5] - Quote
Kazeno Rannaa, if you were hit by a railgun item (such as sniper rifles are to be in the universe) you'd hardly be moving at all. The dropsuit is mild mitigation.
Being slowed by some kind of space grenade or railgun, or superheated electrical burst is a fairly low cost. |
Mister Hunt
Sanmatar Kelkoons Minmatar Republic
230
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Posted - 2012.09.19 10:32:00 -
[6] - Quote
CCP Wolfman wrote:There is a small reduction in speed when hit. In the next new build strafe speeds have been slowed a touch to lessen the power of the zig zag and the hit detection improvements should make a pretty big difference as well.
CCP Wolfman Small? I got hit by a pistol while in a heavy suit and I was practically rooted in place. The system is good, but also need to realize that my heavy suit would have better servo motors to avoid having a PISTOL keep me rooted. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2012.09.19 12:20:00 -
[7] - Quote
Mister Hunt wrote:CCP Wolfman wrote:There is a small reduction in speed when hit. In the next new build strafe speeds have been slowed a touch to lessen the power of the zig zag and the hit detection improvements should make a pretty big difference as well.
CCP Wolfman Small? I got hit by a pistol while in a heavy suit and I was practically rooted in place. The system is good, but also need to realize that my heavy suit would have better servo motors to avoid having a PISTOL keep me rooted. +1 - That is a valuable point you make, Mister Hunt. It makes sense that the heavier suits would be affected less, and also adds to the tactical 'richness' of choosing a suit/loadout.
The same argument could also apply to the type/caliber weapon being fired. Lasers might have long range and do good damage to sheilds, but have no stopping power. One would imagine that getting 'clipped' by a HMG round would be a different experience for a scout than getting clipped by a smg.
It's plausible, adds richness to decision-making and adds a layer of realism to the game. |
Ghural
The Southern Legion
63
|
Posted - 2012.09.19 13:24:00 -
[8] - Quote
Mister Hunt wrote:CCP Wolfman wrote:There is a small reduction in speed when hit. In the next new build strafe speeds have been slowed a touch to lessen the power of the zig zag and the hit detection improvements should make a pretty big difference as well.
CCP Wolfman Small? I got hit by a pistol while in a heavy suit and I was practically rooted in place. The system is good, but also need to realize that my heavy suit would have better servo motors to avoid having a PISTOL keep me rooted.
I agree |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.09.19 13:35:00 -
[9] - Quote
CCP Wolfman wrote:There is a small reduction in speed when hit. In the next new build strafe speeds have been slowed a touch to lessen the power of the zig zag and the hit detection improvements should make a pretty big difference as well.
CCP Wolfman
LOL nerfin strafe again GG CCP way to give in to ppl who struggle at tracking targets thus making the game easier so not only do u get slowed by a hit but u also got this random jerkin animation PLUS strafe is slower.......lol thought this was to be a "hardcore" and "harsh" game? doesnt seem like it
as i predicted, since its F2P u are forced to cater to casuals while pretending to actually care for hardcore players. nice.
honest question CCP.....so far ur record for nerfing anything ppl QQ about is at 100% is this gonna be the trend? cry enough and get ur wish? and ppl tell me this game isnt goin the same way as lolMAG |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.19 14:19:00 -
[10] - Quote
Mavado V Noriega wrote:CCP Wolfman wrote:There is a small reduction in speed when hit. In the next new build strafe speeds have been slowed a touch to lessen the power of the zig zag and the hit detection improvements should make a pretty big difference as well.
CCP Wolfman LOL nerfin strafe again GG CCP way to give in to ppl who struggle at tracking targets thus making the game easier so not only do u get slowed by a hit but u also got this random jerkin animation PLUS strafe is slower.......lol thought this was to be a "hardcore" and "harsh" game? doesnt seem like it as i predicted, since its F2P u are forced to cater to casuals while pretending to actually care for hardcore players. nice. honest question CCP.....so far ur record for nerfing anything ppl QQ about is at 100% is this gonna be the trend? cry enough and get ur wish? and ppl tell me this game isnt goin the same way as lolMAG
Yep I miss the speed of the game from a few builds ago and how hard it was to hit somone. Ah well if this is the only way they can fix hit detection will just have to live with it. Guess will just have to roll an assult with AR like everyone else from now on. |
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Le-gen Dairy
6
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Posted - 2012.09.19 14:27:00 -
[11] - Quote
Haven't read everyone else's responses but I think that the player should only be slowed once their shields are gone. |
Victor 'LifeLine' Ramous
SyNergy Gaming
242
|
Posted - 2012.09.19 14:31:00 -
[12] - Quote
Sha Kharn Clone wrote:Mavado V Noriega wrote:CCP Wolfman wrote:There is a small reduction in speed when hit. In the next new build strafe speeds have been slowed a touch to lessen the power of the zig zag and the hit detection improvements should make a pretty big difference as well.
CCP Wolfman LOL nerfin strafe again GG CCP way to give in to ppl who struggle at tracking targets thus making the game easier so not only do u get slowed by a hit but u also got this random jerkin animation PLUS strafe is slower.......lol thought this was to be a "hardcore" and "harsh" game? doesnt seem like it as i predicted, since its F2P u are forced to cater to casuals while pretending to actually care for hardcore players. nice. honest question CCP.....so far ur record for nerfing anything ppl QQ about is at 100% is this gonna be the trend? cry enough and get ur wish? and ppl tell me this game isnt goin the same way as lolMAG Yep I miss the speed of the game from a few builds ago and how hard it was to hit somone. Ah well if this is the only way they can fix hit detection will just have to live with it. Guess will just have to roll an assult with AR like everyone else from now on.
These forums have a way of making me not want to visit them because it disgusts me how good casuals are at crying about things... strafe speed being lowered the first time was a bad thing, lowering it again is just ridiculous.
So is your policy that everybody should be able to aim and hit someone? So there isnt anything up to personal skill and ability to track but instead your providing ridiculous welfare to players who need more practice, not more babying?
CCP was headed in the right direction, but recently with this, talk of that silly tank idea (separate gunner and driver; it would not have any impact on balance, so why bother fixing something that isnt broken?) and im sure other topics that have undeservingly gained your attention as well that im unaware of, im not so sure.
Hell why dont we just get rid of the joystick actually having a purpose? We will have it so the auto aim can take full control of the players aiming, that way no way someone can miss. Also, we can add some grappling hooks, some capes, (WOULD BE REALLY COOL GAIS) maybe a couple nukes that just kill everything. Yeah thats a great idea! Killstreaks too? and for safe measure deathstreaks as well. And then, when someone is about to die, if they can pound the x button hard enough maybe they can just come back to life? Everyone should have a chance at staying alive even if they died... its only fair.
I like my social policies in real life politics, so does Iceland if i have my politics right, but keep it out of video games, let the weak die.
For the OP, if what you're being annoyed by is scout strafing, its likely the hit detection issue as its more prevalent with strafing, there is no need to change strafe speed. If its other classes as well for you, then im sorry, but you need to work on your gun game. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.09.19 14:52:00 -
[13] - Quote
Mavado V Noriega wrote:CCP Wolfman wrote:There is a small reduction in speed when hit. In the next new build strafe speeds have been slowed a touch to lessen the power of the zig zag and the hit detection improvements should make a pretty big difference as well.
CCP Wolfman LOL nerfin strafe again GG CCP way to give in to ppl who struggle at tracking targets thus making the game easier so not only do u get slowed by a hit but u also got this random jerkin animation PLUS strafe is slower.......lol thought this was to be a "hardcore" and "harsh" game? doesnt seem like it as i predicted, since its F2P u are forced to cater to casuals while pretending to actually care for hardcore players. nice. honest question CCP.....so far ur record for nerfing anything ppl QQ about is at 100% is this gonna be the trend? cry enough and get ur wish? and ppl tell me this game isnt goin the same way as lolMAG
I have to agree there. If hit detection is improved, why slow strafe speed ?
It's like the HAV hotfix. Ok something had to be done but you made a LOT of changes all of a sudden when you could have tried to just reduce splash damage, turret tracking speed and resistance modules efficiency without boosting AV weapons ? Wouldnt have it be more usefull in the learning process ?
So don't do the same mistake now with character movement ! You fixed the hit detection ? Fine, see how it goes. There's no need to nerf anything before proper testing on the beta crowd. Some of us manage to do fine, even excellent with those settings without reaching overwhelming strenght on the BF. This must mean that you're not that far from a good balance regarding infantry vs infantry fights.
If you think something needs to be done to help newcomers, maybe boost the basic aim skills when starting as they are ridiculous and can disgust someone from the game when in fact, 400k SP would make a world of difference.
But seriously, DONT nerf that straff movement speed. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.09.19 14:58:00 -
[14] - Quote
Mister Hunt wrote:Small? I got hit by a pistol while in a heavy suit and I was practically rooted in place. The system is good, but also need to realize that my heavy suit would have better servo motors to avoid having a PISTOL keep me rooted.
Well, it's a laser pistol, and are the suits even powered in that respect? But, anyway, I think the idea that heavy suits should be slowed less makes sense. After all, the point is to make strafing a less viable method of fighting, right? Well, heavies move slowly enough that it probably isn't necessary for them to be slowed more.
That said, I don't know how much heavy suits are slowed and whether CCP has already taken this into account and it's either a bug or your perception. But I still agree with the premise. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.19 15:02:00 -
[15] - Quote
CCP Wolfman wrote:There is a small reduction in speed when hit. In the next new build strafe speeds have been slowed a touch to lessen the power of the zig zag and the hit detection improvements should make a pretty big difference as well.
CCP Wolfman If the strafe speed is being reduced further, could we get an overall speed increase to go with it?
I mean, with hit detection being improved, zig-zagging won't be as powerful, and the constant reduction to movement speed just makes the game feel slower. I was always one to disagree with Protoman and Regnum before, but I think I see where they're coming from now. I fully agree that strafe speed should be slower than forward speed, and reverse should be slower than strafing, but its hard to feel like a super-soldier in powered armor when you feel like you're only running as fast as a modern day soldier. |
EnIgMa99
Imperfects Negative-Feedback
219
|
Posted - 2012.09.19 15:35:00 -
[16] - Quote
CCP Wolfman wrote:There is a small reduction in speed when hit. In the next new build strafe speeds have been slowed a touch to lessen the power of the zig zag and the hit detection improvements should make a pretty big difference as well.
CCP Wolfman
oooo I would be very careful very careful this might make ppl pissy. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2012.09.19 16:55:00 -
[17] - Quote
Laurent Cazaderon wrote:Mavado V Noriega wrote:CCP Wolfman wrote:There is a small reduction in speed when hit. In the next new build strafe speeds have been slowed a touch to lessen the power of the zig zag and the hit detection improvements should make a pretty big difference as well.
CCP Wolfman LOL nerfin strafe again GG CCP way to give in to ppl who struggle at tracking targets thus making the game easier so not only do u get slowed by a hit but u also got this random jerkin animation PLUS strafe is slower.......lol thought this was to be a "hardcore" and "harsh" game? doesnt seem like it as i predicted, since its F2P u are forced to cater to casuals while pretending to actually care for hardcore players. nice. honest question CCP.....so far ur record for nerfing anything ppl QQ about is at 100% is this gonna be the trend? cry enough and get ur wish? and ppl tell me this game isnt goin the same way as lolMAG I have to agree there. If hit detection is improved, why slow strafe speed ? It's like the HAV hotfix. Ok something had to be done but you made a LOT of changes all of a sudden when you could have tried to just reduce splash damage, turret tracking speed and resistance modules efficiency without boosting AV weapons ? Wouldnt have it be more usefull in the learning process ? So don't do the same mistake now with character movement ! You fixed the hit detection ? Fine, see how it goes. There's no need to nerf anything before proper testing on the beta crowd. Some of us manage to do fine, even excellent with those settings without reaching overwhelming strenght on the BF. This must mean that you're not that far from a good balance regarding infantry vs infantry fights. If you think something needs to be done to help newcomers, maybe boost the basic aim skills when starting as they are ridiculous and can disgust someone from the game when in fact, 400k SP would make a world of difference. But seriously, DONT nerf that straff movement speed.
I have to agree. Strafe seems very reasonable where it is right now. I'd be inclined to wait until we've spent some time on the the new server with the new fps mechanics build. If lag/hit detection is going to be better on the Tranquility build that's prolly all we need. |
Foldenfly
Circle of Huskarl Minmatar Republic
81
|
Posted - 2012.09.19 17:20:00 -
[18] - 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. |
Moonracer2000
Subdreddit Test Alliance Please Ignore
315
|
Posted - 2012.09.19 17:45:00 -
[19] - Quote
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. |
Foldenfly
Circle of Huskarl Minmatar Republic
81
|
Posted - 2012.09.19 18:17:00 -
[20] - 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. |
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Bones McGavins
TacoCat Industries
24
|
Posted - 2012.09.19 21:10:00 -
[21] - Quote
Anyone complaining about changes to allow folks to actually kill eachother is an idiot. Try and play any other FPS, its a lot more fun because you can actually shoot each other. In this game, bad hit detection combined with speedy strafing leads to **** gameplay.
It feels like a game designed for KB&M rather than PS3 controller.
It isn't fun. And its not about "skill". I've only once ever been impressed by someone's ability to shoot other people, and I am 99% sure they had a kb&m. Firefights in this game are boring at best and frustratingly bad at worst.
I was super pumped for this game for years, but unless the gunplay gets a lot better, I will pass. And all my friends that I was going to get to play with me will too. Im not alone. DUST, in its current state, wont capture many players, especially with Planetside 2 coming out |
Abner Kalen
Seituoda Taskforce Command Caldari State
100
|
Posted - 2012.09.19 21:53:00 -
[22] - Quote
I'm curious why / how it's possible to get headshots when your shields are still 100%. I've shot someone and immediately they die if I get a lucky headshot. The same has happened to me. It doesn't seem right if we're in these expensive dropsuits that have shields, etc. You'd think even the armor would defend against a headshot, unless it's been knocked down a little already. |
Azmode Deamus
Amarr Templars Amarr Empire
28
|
Posted - 2012.09.19 22:59:00 -
[23] - Quote
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. |
Foldenfly
Circle of Huskarl Minmatar Republic
81
|
Posted - 2012.09.19 23:09:00 -
[24] - 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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Goric Rumis
Amarr Templars Amarr Empire
80
|
Posted - 2012.09.20 00:35:00 -
[25] - Quote
Azmode Deamus wrote: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. Good point. I wouldn't go strictly with skill, but skill + mods to improve your speed--even getting specific about directions, e.g., a mod that improves strafing--would put an interesting spin on builds. Kind of like the concept of "speed tanking" at the expense of shield and armor mods.
Not sure that I'd be behind it 100%, but it's an interesting thought I'd like to see explored. |
Song Soulfire
Circle of Huskarl Minmatar Republic
44
|
Posted - 2012.09.20 04:53:00 -
[26] - Quote
Kazeno Rannaa wrote:CCP Wolfman wrote:There is a small reduction in speed when hit. In the next new build strafe speeds have been slowed a touch to lessen the power of the zig zag and the hit detection improvements should make a pretty big difference as well.
CCP Wolfman Wolfman, Then what is the point of having a drop/power suit if it can't take a hit with out slowing and the purpose of the power assistance to the movement of the merc on the ground? If the suit wasn't going to give me an advantage (especially when it is compared across the board between the suit types) why would I want to wear it? EDIT: I would suggest that it is much like writing a script for a screen play. If the reality that you are weaving is plausible tot he universe it is occurring in, then it should make sense. If the audience looks at certain things and see the ridiculousness of it, then the universe and the connection to the audience has missed its mark. In the ends of the dropsuit, it is supposed to be a sort of power armor that allows for the use of weapons that would rip a normal persons limbs from their bodies when using it. So if it is able to do this, then what would be the lore that would explain this supposed reduction in the soldiers' maneuverability?
oh i don't know... inhospitable planets, lack of oxygen, increased gravity/atmospheric pressure......guns that are specced to be operated by dropsuits, and that as such are not limited by the frail human structure....you're right jump outa that silly drop suit!!
as to your last argument. your answer is ... mass and inertia.
drop suits(apart from the scout to some extent) have many components.. all of which add weight (mass), and the added weight takes more power to get moving AND to change direction whilst moving (inertia). |
Vance Alken
Subdreddit Test Alliance Please Ignore
94
|
Posted - 2012.09.20 05:12:00 -
[27] - Quote
The quicker ADAD strafe spam is gone (or stick wagglin for most I guess) the better. |
Ranger SnakeBlood
38
|
Posted - 2012.09.20 15:30:00 -
[28] - Quote
Iam deligthed that this is been adressed it has long been a issue and a sore topic for players who want to make the game better in general and for the try hards protecting their one and only life line making them leet who use one statment over and over "get gud"
I have a feeling that it is the strafing speed which had something to do with the hit detection as when i did a nice testing of the scout shotgun combo i found the hit detection was at it worse when it was 2 scouts up against each other or a assult Type 2, so that could be the hit detection improvment our dev freind was talking about.
I think one way of speeding up movement a little would be to encance sprint speed as it barely is better than standard movement for assults and logi not sure bout rest tho.
+1 to who it was that brought up the gun play issue Killzone is a prime example of how a gun should feel.
As for the head shot protection we already have some if we were not in these suits one ar shot to the skull would down us,
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SYST3M 0V3RL0AD
Zumari Force Projection Caldari State
209
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Posted - 2012.09.20 22:33:00 -
[29] - Quote
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.
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Foldenfly
Circle of Huskarl Minmatar Republic
81
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Posted - 2012.09.20 22:40:00 -
[30] - 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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