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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.03 02:35:00 -
[1] - Quote
J'Jor Da'Wg wrote:So many tear's. Its great.
I have had no problems with the build whatsoever, but I do think that strafe speed needs a
^^^EVER SO SLIGHT^^^
buff. Not enough to make it a dance fest, but to make strafing viable for scouts. People trying to strafe in Assault suits are stupid though, thats not really the point of Assault suits. Assault suits need to think more to win, Heavies soak up damage, and scouts are mobile.
But seriously, the amount of crying by a few members of the community makes me a little more than suspicious that the fact isn't that its broken as much as that they just don't like being in a competitive playing field.
Which I just know, "a competitive playing fields" definition is gonna get argued over, but I know what it is. Actually, I couldn't understand the strafe speed complaints until I played the game again today, and started getting kills again, thereby coming to the horrible realization that the 0/11 match I had yesterday was due to me TRYING TO LEAD MY TARGETS. The reason I never experienced all the latency issues of the previous builds was because I thought leading your targets was something we were supposed to be doing. But nope. Hitscan.
The hitscan mechanic is the problem, ladies and gentlemen. If all your enemy has to do to kill you is keep the little dot on you and tap a button a slow strafe speed means that everyone just dies instantly. I seriously hope that this new hit detection system gives them the confidence to implement ballistics calculation, because we're going to have a damn hard time getting people to take our game seriously if it runs on hitscan. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.03 02:46:00 -
[2] - Quote
I mean, obviously something like a laser should be a hitscan weapon, but I thought that was one of the reasons for its lower initial damage in order to balance it against what I thought were the slower moving shots of the plasma ARs. Switching from hitscan to actual ballistics calculation would not only increase the skill ceiling involved in shooting, but would help to differentiate weapons more. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.03 03:01:00 -
[3] - Quote
Debacle Nano wrote:Mobius Wyvern wrote:I mean, obviously something like a laser should be a hitscan weapon, but I thought that was one of the reasons for its lower initial damage in order to balance it against what I thought were the slower moving shots of the plasma ARs. Switching from hitscan to actual ballistics calculation would not only increase the skill ceiling involved in shooting, but would help to differentiate weapons more. Yea I don't know much about hitscan. Or the other stuff so I can't say much. What I'm saying is that right now any shot you fire while the dot is lined up will hit the target regardless of their range or speed relative to you, eliminating the need to actually aim. All we're doing right now is "pointing". If you think about it, even magnetically accelerated, a ball of plasma would travel more slowly than a round from a railgun.
When I got into this Beta, I figured that weapon shot speeds would follow a Laser(histcan)>Guass/Rail>Plasma>Bullet layout, but with all weapons being hitscan, then what's the real difference? I'm hoping that the Experimental sniper is an indication that we'll be seeing hitscan left behind now that hit detection is working better. |
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