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I'm Not Moejoe
Amarr Templars Amarr Empire
51
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Posted - 2012.10.07 05:08:00 -
[1] - Quote
-Sprinting should not cause your analog stick sensitivity to drop dramatically. You should be able to turn your screen just as fast (or nearly as fast) as you can standing still while sprinting like in normal shooters....your sensitivity should not be constantly changing depending on what you're doing, it makes it difficult to track your target. E.G. if I set my sensitivity to 70 it should stay at 70.
-Please stop with the dynamic field-of-view. Sprinting shouldn't cause your field-of-view to grow or shrink. This feature plus the sensitivity problem almost makes me nauseous.
(At least give us an option in the settings to turn off the above two features)
-Bullets shouldn't magically disappear into thin air. I can live with damage drop but no damage at all after a certain distance is BS.
-Overlapping icons on the HUD/minimap makes it difficult to locate enemy players. E.G. your blue team mates will cover up red enemy icons. There also seems to be instances where enemy players don't show up at all on the map when they're shooting at you.
-Fall damage? Really? We're running around in super futuristic tank armor and a 10 foot drop causes me to lose half my shields?
-Reloading feels super weird. You should be able to sprint while reloading.
Also the unresponsive UI and constant framerate drops have not been fixed (these are big issues btw). I've had this beta for almost 6 months and the responsiveness of this game has not made significant improvements. |
HK-40
120
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Posted - 2012.10.07 05:16:00 -
[2] - Quote
I'm Not Moejoe wrote:-Sprinting should not cause your analog stick sensitivity to drop dramatically. You should be able to turn your screen just as fast (or nearly as fast) as you can standing still while sprinting like in normal shooters....your sensitivity should not be constantly changing depending on what you're doing, it makes it difficult to track your target. E.G. if I set my sensitivity to 70 it should stay at 70.
Inertia, it does that. |
I'm Not Moejoe
Amarr Templars Amarr Empire
51
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Posted - 2012.10.07 05:21:00 -
[3] - Quote
HK-40 wrote:I'm Not Moejoe wrote:-Sprinting should not cause your analog stick sensitivity to drop dramatically. You should be able to turn your screen just as fast (or nearly as fast) as you can standing still while sprinting like in normal shooters....your sensitivity should not be constantly changing depending on what you're doing, it makes it difficult to track your target. E.G. if I set my sensitivity to 70 it should stay at 70. Inertia, it does that.
CCP went overboard. |
Keradil Ledeuxieme
Doomheim
24
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Posted - 2012.10.07 06:14:00 -
[4] - Quote
I'm Not Moejoe wrote: -Overlapping icons on the HUD/minimap makes it difficult to locate enemy players. E.G. your blue team mates will cover up red enemy icons. There also seems to be instances where enemy players don't show up at all on the map when they're shooting at you.
-Fall damage? Really? We're running around in super futuristic tank armor and a 10 foot drop causes me to lose half my shields?
-Reloading feels super weird. You should be able to sprint while reloading.
I agree with your point about the overlapping icons, there have been a few times where I missed people creeping up on me because of the interaction between the minimap and other icons. As well, I have noted several times dying to someone shooting me, but no one showing up on the minimap (this was from AR fire, so not it is unlikely I was being sniped)
Second point, this is so very true. I have shields that take multiple hits from projectiles that are superheated and moving at several thousand feet per second, but I can't drop a few feet per second without losing half of my shields? That is ridiculous and even with my limited understanding of physics, really doesn't add up.
Third point, you are dead wrong. I don't care how far in the future it is - reloading a weapon while moving is a *****. Moving at anything faster than a walking pace and reloading is not a wise idea, and doing so at a full sprint would be a recipe for disaster. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.10.07 06:17:00 -
[5] - Quote
Sprinting while reloading is confirmed to be coming. https://forums.dust514.com/default.aspx?g=posts&m=323290#post323290
I agree about the fall damage, there should be no fall damage unless its a really significant height.
I agree that the bullets should not be disappearing, but not with assault rifles. For assault rifles, its plasma (ionized gas) held together by what I assume is an electromagnetic field (electromagnetic fields can manipulate plasma in real life), once the field is gone, the plasma bullet falls apart.
Just because some things have not improved does not mean nothing have improved significantly. This build is far more stable, no invalid bugs, hit detection is fixed, as well as other things came in this build despite the problems.
I would advise against making list of requests and feedback, since CCP said they don't like that kind of thread. Its easier to get your ideas or feedback noticed and actually influence things if each idea gets their own dedicated thread. I recommend you find and comment on threads that already raised those issues, or create new threads for those issues. |
HK-40
120
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Posted - 2012.10.07 06:17:00 -
[6] - Quote
How about loading shotgun shells one at a time, however many thousand years into the future.
Sheesh, there are numerous military shotguns at present that use magazines. Just because its a stereotype doesn't mean it needs to be in the game.
Edit: To clarify, we need shotguns that reload using magazines, not one shell at a time. |
Mira Adari
Villore Sec Ops Gallente Federation
79
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Posted - 2012.10.07 11:02:00 -
[7] - Quote
Concerning bullets disappearing after a certain distance: most of the guns in Dust don't fire bullets, but some form of energy. |
Beforcial
Circle of Huskarl Minmatar Republic
0
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Posted - 2012.10.10 05:54:00 -
[8] - Quote
Minmatar guns better still fire bullets like their space ships do. Or it will just not fit....
As for fall damage....
-Can someone explain how the Dropsuit works. I mean you don't get fall damage when you jump/drop down on the map at start and throughout the battles. But you get fall damage when falling of a building or a cliff ... and I would rather have a dev explain this one. Why do we get fall damage in Dropsuits...
- And why we get slight shield damage when you are close to a team member or bump in to them? Not sure if this was changed over the weekend.
Ok i answered myself the fall damage after jumping of an MCC, but the inertia dampener should be usable trough out the battle with some delay between uses ....anyway....
The MCC jumps are fun and logical since i am guessing it holds all your clones and you just spawn in your next clone on the Ship and you jump on the battle field. But what is happening with default spawn point, you just magically appear on the battle field?
And last one... what happened to the Heavy missile/ torpedo thing now i can only use it on vehicles.... what's the big idea? |
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