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KingBabar
Seraphim Initiative. CRONOS.
443
|
Posted - 2012.10.11 10:44:00 -
[1] - Quote
As I see it, the reduced strafing speed is CCP's sollution to the bad hit detection issue. Even though I would prefer playing with the last builds' strafing speed, its fairly obvious that scout suit, especially when used in an adventageous manner (the super fast side to side straifing some people have used while just spraying wildly with an smg or even shotgun), needed a huge nerf in this regard. I've even tried this for a few games myself when I equipped a scout suit and used a normal AR instead of a tactical AR/assault combo that I normally use. Its quite riddicilous when I can stand right infront of a heavy and wildly emty two clips in his general direction, without even loosing half my shields. Something had to be done.
I theorize that the (bad) core mechanics combined with general internet latency couldn't cope with such high speeds and consequently reducing the speed is the only way they've been able to adress the hit detection issue that have troubled this beta since launch. I belive it is so due to the fact that CCP haven't really adressed this issue publicly, and they should have, its been several months and this is a much more important issue than adding another gun or whatnot.
Even though I'm one of those wannabe elite run and gun kind of players who have on several occations cried out over this on these forums, I'm beginning to realize that this is probably what we'll end up with. So what to do? Is there a sollutions that will make both the wannabe gang and the eve noobs satisfied?
How about a reduction or even a complete removal of the character slow down when hit? I'm not 100% on this one but i think it will do the trick. Its not so much the lowered speed that is annoying, making it very easy to initially hit targets, but the slow down of movement makes it even easier to keep hitting a target which doesn't really have any alternative but to either die or more or less stay close to cover all the time, making the game a boring camp fest for many players.
This will make hitting a moving target harder, without raising the strafe speed to a point were bad hit detection becomes an issue again. It will help the players that are good at moving about, since they won't be slowed down to a crawl by the first bullets and mowed down directly after. This will also be "fair" to less skilled players, the movement rate is slow, as it is now, but they won't get additional help like it is now, were hitting a target makes them almost stop, making finishing the job super easy.
Its not the reduced strafe speed thats really the problem, its the combination of low strafe speed and lowered charcacter movement when hit that makes it very unpopular with experienced FPS players. |
Jack McReady
A.C.M.E Corp
71
|
Posted - 2012.10.11 11:08:00 -
[2] - Quote
you dont understand the core of the issue. the hit detection issue was solved. the speed changes were done additionally. scouts suits can be hit almost as easy as heavy suits now which makes scout suit obsolete.
if you compare the speed "advantage" of the scout suit with the assault suit (which currently is the most common) you will see that the speed difference is small when sprinting/running next to each other BUT the difference in shields, armor and fittings on the other hand is HUGE. an assault suit can easily be fit for speed and still be more durable than the scout suit.
having lower strafe speed is fine but the speed adavantage of scout suits is it too low for the drawbacks. |
KingBabar
Seraphim Initiative. CRONOS.
443
|
Posted - 2012.10.11 11:22:00 -
[3] - Quote
Jack McReady wrote:you dont understand the core of the issue. the hit detection issue was solved. the speed changes were done additionally. scouts suits can be hit almost as easy as heavy suits now which makes scout suit obsolete.
if you compare the speed "advantage" of the scout suit with the assault suit (which currently is the most common) you will see that the speed difference is small when sprinting/running next to each other BUT the difference in shields, armor and fittings on the other hand is HUGE. an assault suit can easily be fit for speed and still be more durable than the scout suit.
having lower strafe speed is fine but the speed adavantage of scout suits is it too low for the drawbacks.
No in this regard its you who don't comprehend the issue. This isn't solely about scout suits, that was a mere example of the extreme. And what do you mean that the hit detection issues was solved prior to the lowered speed? Thats just plain wrong. If we can call this build "the build that fixed of the hit detection issue", it came simultaneously with the movement nerf, or as I would put it; "because of the movement nerf".
I play AR/Assault and I'm very dissapointed of the development since my skill as a FPS player in regards to "being able to cirkle strafe around, dodge and generally move smartly while still keeping my fire hitting my enemy" is almost completely removed in this build. Its more a matter of who sees who first and who's got the best equipment. I can accept the lowered strafe speed in itself, but with the slowing down of my movement in addition, it becomes useless to move about and you're stuck with a cover to cover kind of gameplay that many, many people finds quite boring.
Thats the issue. The game in its current state caters too much to one kind of playstyle which is just silly. My suggestion might be a way to cater to both, which should be the ultimate goal. Agreed? |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.10.11 12:03:00 -
[4] - Quote
Even with higher sprint speed a scout would be insane to take on a hmg. CCP made it very very clear that if a scout gets close to a hvy it should be game on. This is not the case and your fix wont make this so.
Still + 1 because this is a very important topic and your right about playstyles.
The side to side strafing was stupid yes but now we dont even have circle strafing. Why not give it back its high strafe speed but make it a little slower to change back and strafe the other way?
TBH I dont really know all I know is its ruined the game for alot of peeps and nowdays camping will get you everywhere. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.11 12:08:00 -
[5] - Quote
Kingbabar, like many of us before, you're pointing at the real issue.
1) Is the strafe nerf what allowed CCP to fix the hit detection in wich case it would make sense as it was the #1 issue everyone complained about. Yet we could interrogate ourselves on how in hell they couldnt find any solution to that matter other than killing straffing speed
2) On the other hand, if Hit detection was solved without needing any movement speed modification, then why the sudden change of dynamic in the game ? Why not fix HD, test with the precursor speed settings and see how people feel ?
IF, and i insist on the IF, hit detection was solved independantly, straf nerf wasnt needed. As chaotic quick left-right straffing in CQC would have most likely mean death now. And it would have maintain the dodging abilities and the tracking target skill needed intact.
Unfortunately, we can't now for sure between 1) and 2). Still, i sure pray for a return to precursor straffing and movement speed so i can finally see the specificity of the suits again on that matter. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.10.11 12:10:00 -
[6] - Quote
Laurent Cazaderon wrote:Kingbabar, like many of us before, you're pointing at the real issue.
1) Is the strafe nerf what allowed CCP to fix the hit detection in wich case it would make sense as it was the #1 issue everyone complained about. Yet we could interrogate ourselves on how in hell they couldnt find any solution to that matter other than killing straffing speed
2) On the other hand, if Hit detection was solved without needing any movement speed modification, then why the sudden change of dynamic in the game ? Why not fix HD, test with the precursor speed settings and see how people feel ?
IF, and i insist on the IF, hit detection was solved independantly, straf nerf wasnt needed. As chaotic quick left-right straffing in CQC would have most likely mean death now. And it would have maintain the dodging abilities and the tracking target skill needed intact.
Unfortunately, we can't now for sure between 1) and 2). Still, i sure pray for a return to precursor straffing and movement speed so i can finally see the specificity of the suits again on that matter.
I would honestly have your babys if you asked me to.
Thank you for putting exactly how I feel into wurds. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.11 12:11:00 -
[7] - Quote
Sha Kharn Clone wrote:Even with higher sprint speed a scout would be insane to take on a hmg. CCP made it very very clear that if a scout gets close to a hvy it should be game on. This is not the case and your fix wont make this so. Still + 1 because this is a very important topic and your right about playstyles. The side to side strafing was stupid yes but now we dont even have circle strafing. Why not give it back its high strafe speed but make it a little slower to change back and strafe the other way? TBH I dont really know all I know is its ruined the game for alot of peeps and nowdays camping will get you everywhere.
I'm with you dude yet camping isnt that much present at the moment. I still manage to go forward objectives without being corner-waited each time. But, there's situations now where you have absolutely no chance to have any impact on the result when you had it before in precursor. It's not especially regarding killing a guy as much as it is about finding cover or exhausting a dude's ammo before having a chance to counter attack. And THAT is bothering me. big time. |
KingBabar
Seraphim Initiative. CRONOS.
443
|
Posted - 2012.10.11 12:23:00 -
[8] - Quote
Sha Kharn Clone wrote:Even with higher sprint speed a scout would be insane to take on a hmg. CCP made it very very clear that if a scout gets close to a hvy it should be game on. This is not the case and your fix wont make this so. Still + 1 because this is a very important topic and your right about playstyles. The side to side strafing was stupid yes but now we dont even have circle strafing. Why not give it back its high strafe speed but make it a little slower to change back and strafe the other way?TBH I dont really know all I know is its ruined the game for alot of peeps and nowdays camping will get you everywhere.
A very good point indeed. Why didn't i think of that? |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.10.11 12:24:00 -
[9] - Quote
Sha Kharn Clone wrote:Even with higher sprint speed a scout would be insane to take on a hmg. CCP made it very very clear that if a scout gets close to a hvy it should be game on. This is not the case and your fix wont make this so. Still + 1 because this is a very important topic and your right about playstyles. The side to side strafing was stupid yes but now we dont even have circle strafing. Why not give it back its high strafe speed but make it a little slower to change back and strafe the other way? TBH I dont really know all I know is its ruined the game for alot of peeps and nowdays camping will get you everywhere.
Camping?? that gets folks dead like snipers who stay in one spot or folks that depend on cover way too much since IMHO its better to get an angle on them and shoot and they die.
In this build the danceing shotgun pixies who made fun of a full HMG clip at head on are gone and heavies are now a bit better but still need a bit more health.
The scout needs a faster linear movement speed and the assault needs a slower linear movement speed when running to take objectives. Strafeing is good where its at right now.
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Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.10.11 12:27:00 -
[10] - Quote
Why should a heavy be able to side step as fast as a scout ?
I dont see how you can even think that makes sense.
Edit: but yes sprint speed changes to assult and scout I could get behind. |
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.10.11 12:30:00 -
[11] - Quote
Laurent Cazaderon wrote:Sha Kharn Clone wrote:Even with higher sprint speed a scout would be insane to take on a hmg. CCP made it very very clear that if a scout gets close to a hvy it should be game on. This is not the case and your fix wont make this so. Still + 1 because this is a very important topic and your right about playstyles. The side to side strafing was stupid yes but now we dont even have circle strafing. Why not give it back its high strafe speed but make it a little slower to change back and strafe the other way? TBH I dont really know all I know is its ruined the game for alot of peeps and nowdays camping will get you everywhere. I'm with you dude yet camping isnt that much present at the moment. I still manage to go forward objectives without being corner-waited each time. But, there's situations now where you have absolutely no chance to have any impact on the result when you had it before in precursor. It's not especially regarding killing a guy as much as it is about finding cover or exhausting a dude's ammo before having a chance to counter attack. And THAT is bothering me. big time.
Now its about tactical awareness of where the enemy is and where they are looking at for a proper avenue of attack versus lasts build of who cares how many are in front of me and my NEO bullet dodge moves.
I much prefer this build where when I see a heavy/HMG combo its no longer ohhh! look at the free kill as now the CQC defense move is RUN!! away! from the heavy. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.10.11 12:36:00 -
[12] - Quote
Lol well I would say I'm right behind you on that one but thats not really true I would be waaaay infront running like a little pansy....from almost everything all the time.
Hvy hmg is just insane now and its lost its only predator the CQB scout.
Stopped playing my hmg char and deleted it because I should be working on my poor gungame skills not rofl stomping eveything. |
KingBabar
Seraphim Initiative. CRONOS.
443
|
Posted - 2012.10.11 12:44:00 -
[13] - Quote
I'd like to get some actual feedback on my idea.
Under the assumtion that: Low speed = proper hit detection.
Wouldn't that make the removal or reduction of "getting slowed down even further by enemy fire" be the right course of action to minimize the annoyance and restoring at least a little of the movement game? |
Cpl Quartz
127
|
Posted - 2012.10.11 12:45:00 -
[14] - Quote
KingBabar wrote:As I see it, the reduced strafing speed is CCP's sollution to the bad hit detection issue.[/b]
good call, someone else with a brain calling them out for compromising gameplay as a quickfix to a bug.
1+
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Ky'noke Vyrus
Villore Sec Ops Gallente Federation
21
|
Posted - 2012.10.11 12:46:00 -
[15] - Quote
Scouts were meant to take on heavys. It should take a rediculously long time if 1v1 but with circle strafing a shotgun scout or smg scout should win if they close without getting killed. Scouts need strafe boost back and hvys need a health boost back. Read some of the early posts from devs. This is how the game was intended.. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.10.11 12:51:00 -
[16] - Quote
Ky'noke Vyrus wrote:Scouts were meant to take on heavys. It should take a rediculously long time if 1v1 but with circle strafing a shotgun scout or smg scout should win if they close without getting killed. Scouts need strafe boost back and hvys need a health boost back. Read some of the early posts from devs. This is how the game was intended..
Nice that some people here can read and have a clue what they are taling about. +1 |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.10.11 12:51:00 -
[17] - Quote
Sha Kharn Clone wrote:Lol well I would say I'm right behind you on that one but thats not really true I would be waaaay infront running like a little pansy....from almost everything all the time.
Hvy hmg is just insane now and its lost its only predator the CQB scout.
Stopped playing my hmg char and deleted it because I should be working on my poor gungame skills not rofl stomping eveything.
In CQC a heavy/HMG is scary but out in the open an AR or a laser with light sharpshooter L5 and the heavy just dies, dies and sends me hate mail.
The scout with Vigor, Endurance and mobility at L5 is very fun to use versus a slower moving assault and I think the only thing missing to make the scout really scarey is some vegetation to hide in. Oh and some no waiting to use novaknifes and folks can play scout Jason/hockey mask.
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.10.11 12:57:00 -
[18] - Quote
KingBabar wrote:I'd like to get some actual feedback on my idea.
Under the assumtion that: Low speed = proper hit detection.
Wouldn't that make the removal or reduction of "getting slowed down even further by enemy fire" be the right course of action to minimize the annoyance and restoring at least a little of the movement game?
Yes that mechanic needs to go since now with slower speeds its no longer needed to ensure proper hit sync of shooter and shootee.
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Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.11 13:03:00 -
[19] - Quote
KingBabar wrote:I'd like to get some actual feedback on my idea.
Under the assumtion that: Low speed = proper hit detection.
Wouldn't that make the removal or reduction of "getting slowed down even further by enemy fire" be the right course of action to minimize the annoyance and restoring at least a little of the movement game?
Yes, unless that further speed decrease was also required to fully fix hit detection.
It could have required such a slow lateral velocity that CCP decided to implement it in a two stage manner so as not to be so obvious when not in a firefight. They slow you enough for the first bullet to have a decent chance, then kick in the full effect once it is determined you are in a fight.
Absent an explanation from the Devs we can only speculate. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.11 13:04:00 -
[20] - Quote
Tech Ohm Eaven wrote:Laurent Cazaderon wrote:Sha Kharn Clone wrote:Even with higher sprint speed a scout would be insane to take on a hmg. CCP made it very very clear that if a scout gets close to a hvy it should be game on. This is not the case and your fix wont make this so. Still + 1 because this is a very important topic and your right about playstyles. The side to side strafing was stupid yes but now we dont even have circle strafing. Why not give it back its high strafe speed but make it a little slower to change back and strafe the other way? TBH I dont really know all I know is its ruined the game for alot of peeps and nowdays camping will get you everywhere. I'm with you dude yet camping isnt that much present at the moment. I still manage to go forward objectives without being corner-waited each time. But, there's situations now where you have absolutely no chance to have any impact on the result when you had it before in precursor. It's not especially regarding killing a guy as much as it is about finding cover or exhausting a dude's ammo before having a chance to counter attack. And THAT is bothering me. big time. Now its about tactical awareness of where the enemy is and where they are looking at for a proper avenue of attack versus lasts build of who cares how many are in front of me and my NEO bullet dodge moves. I much prefer this build where when I see a heavy/HMG combo its no longer ohhh! look at the free kill as now the CQC defense move is RUN!! away! from the heavy.
Tactical... was waiting for that one. Sorry but in previous build, running like a fool against a pack of enemy got you killed as well. Running around without paying attention to HAVs, snipers and such was primordial as well.
If we listen to you guys it's like previous Dust build was open to do whatever you felt like doing because people travelled at the speed of light. Non-sense.
And again, what you refer to is the forever coming back point about broken HD on scouts. If you had red properly previous posts you would have already saw something about that..... |
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.10.11 13:05:00 -
[21] - Quote
Ky'noke Vyrus wrote:Scouts were meant to take on heavys. It should take a rediculously long time if 1v1 but with circle strafing a shotgun scout or smg scout should win if they close without getting killed. Scouts need strafe boost back and hvys need a health boost back. Read some of the early posts from devs. This is how the game was intended..
Nah since it invalidates leveling up sharpshooter skills. And just as early DEV posts about EVE do not equal EVE in its present state such is the expected state of Dust. Its an evolving enterprise and not a set in stone roadmap. Whats missing are absent game balance components such as a simple glue trap deployable only by scouts to trap enemy soldiers.
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Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2012.10.11 14:08:00 -
[22] - Quote
The fundamental assumption here is that the improvements to hit detection are related to the strafe speed changes. This assumption is being made because both changes were released at the same time. Sloppy experimental design CCP, tich tich =P
I'm thinking this assumption is incorrect.
-CCP stated that this build would have a new hit detection system. Taking this at face value tells us at the very least that we do not have the old hit detection system with slower strafe.
-There's more than one way to get high tangential velocity(technically angular velocity is the issue, but you know what i mean) that would give a gimped hit detection system trouble. A Merc or LAV moving at right angles to the shooter would also generate a hit detection issue. But we don't have to lead shots in this build, which supports the theory that the hit detection system has been fundamentally changed. I know we would normally think of having to lead targets a lag issue, but whatever the case things are different this build and we're still on the same hardware so that implies it's a code change.
It would be nice to get some confirmation fron the Devs on this one so we can put this topic to rest and discuss the remaining issues more clearly.
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.11 14:31:00 -
[23] - Quote
Tech Ohm Eaven wrote:Ky'noke Vyrus wrote:Scouts were meant to take on heavys. It should take a rediculously long time if 1v1 but with circle strafing a shotgun scout or smg scout should win if they close without getting killed. Scouts need strafe boost back and hvys need a health boost back. Read some of the early posts from devs. This is how the game was intended.. Nah since it invalidates leveling up sharpshooter skills. And just as early DEV posts about EVE do not equal EVE in its present state such is the expected state of Dust. Its an evolving enterprise and not a set in stone roadmap. Whats missing are absent game balance components such as a simple glue trap deployable only by scouts to trap enemy soldiers.
What's the point with sharpshooter skills ? Circle straffing means CQC. Sharpshooter means longer range fights. Also, about the evolving enterprise. I agree on that. But, to evolve, the game must leave room for every play type. And straf nerf kills a lot of the scout's possibilities. A glue trap wont make any difference.
There's a difference between game evolution and fundamental principles. Heavy, not agile. tough. Assault, versatile. Logi, bit slower and weaker but support oriented. Scout, agile and weak. Now we have : heavy, not agile. Assault, not agile, Logi, not agile, Scout, not agile. Great.
Nowhere it is said then that you have to pick ONE gunplay style depending on your suit. You can try and take a heavy to have a good sprint speed. Or take a scout and go fast Shotgunning at close rank. Or i dont know. take a heavy and use a snipe\SL combo. Thing is, killing the differences between scout type also kills the variety in the ennemy you will face. |
Cpl Quartz
127
|
Posted - 2012.10.11 14:44:00 -
[24] - Quote
Vrain Matari wrote:The fundamental assumption here is that the improvements to hit detection are related to the strafe speed changes. This assumption is being made because both changes were released at the same time. Sloppy experimental design CCP, tich tich =P
I'm thinking this assumption is incorrect.
-CCP stated that this build would have a new hit detection system. Taking this at face value tells us at the very least that we do not have the old hit detection system with slower strafe.
-There's more than one way to get high tangential velocity(technically angular velocity is the issue, but you know what i mean) that would give a gimped hit detection system trouble. A Merc or LAV moving at right angles to the shooter would also generate a hit detection issue. But we don't have to lead shots in this build, which supports the theory that the hit detection system has been fundamentally changed. I know we would normally think of having to lead targets a lag issue, but whatever the case things are different this build and we're still on the same hardware so that implies it's a code change.
It would be nice to get some confirmation fron the Devs on this one so we can put this topic to rest and discuss the remaining issues more clearly.
simple then keep the new HD and turn strafe back to how it was. who complained about strafe speed anyway why change it(exept for scout unhittable bug and anyway why change the strafe speed for all classes)? not going to happen because there's way too much coincidence that they enabled a HD fix and a strafe speed reduce in one patch. anyway it's their game if they are happy with making the gameplay not enjoyable to fix something hoping the players won't notice that's up to them.
a 25% player count drop says it all. |
Jack McReady
A.C.M.E Corp
71
|
Posted - 2012.10.11 15:12:00 -
[25] - Quote
Cpl Quartz wrote:Vrain Matari wrote:The fundamental assumption here is that the improvements to hit detection are related to the strafe speed changes. This assumption is being made because both changes were released at the same time. Sloppy experimental design CCP, tich tich =P
I'm thinking this assumption is incorrect.
-CCP stated that this build would have a new hit detection system. Taking this at face value tells us at the very least that we do not have the old hit detection system with slower strafe.
-There's more than one way to get high tangential velocity(technically angular velocity is the issue, but you know what i mean) that would give a gimped hit detection system trouble. A Merc or LAV moving at right angles to the shooter would also generate a hit detection issue. But we don't have to lead shots in this build, which supports the theory that the hit detection system has been fundamentally changed. I know we would normally think of having to lead targets a lag issue, but whatever the case things are different this build and we're still on the same hardware so that implies it's a code change.
It would be nice to get some confirmation fron the Devs on this one so we can put this topic to rest and discuss the remaining issues more clearly.
simple then keep the new HD and turn strafe back to how it was. who complained about strafe speed anyway why change it(exept for scout unhittable bug and anyway why change the strafe speed for all classes)? not going to happen because there's way too much coincidence that they enabled a HD fix and a strafe speed reduce in one patch. anyway it's their game if they are happy with making the gameplay not enjoyable to fix something hoping the players won't notice that's up to them. a 25% player count drop says it all. nope, we dont need circle dance parties like in the worst shooter that exists, aka halo the fps for kids.
slower strafe is fine as long as the speed is balanced across all classes but it currently is not, it makes no sense that the scout is suddenly a brick like the heavy. |
Auztin Dorriety
Tritan-Industries Legacy Rising
8
|
Posted - 2012.10.11 15:13:00 -
[26] - Quote
Why should you be able to go Matrix in a first person shooter.You should not be able to jump over me & run in circles shooting from the hip spraying your gun like this is an arcade game.Shooting from hip isn't skill based but gear based.You have better gun of course your going to win.Precursor was Socom 2 mixed in with Halo(Bad combination).Scouts should not be in a guy's face going 1v1 with a Heavy or Assault.How was the last build skill based with Halo/Superhero jumping scouts with shotguns everywhere fun?This is not supposed to be an arcade shooter like CoD or Halo. |
Cpl Quartz
127
|
Posted - 2012.10.11 15:15:00 -
[27] - Quote
Jack McReady wrote:Cpl Quartz wrote:Vrain Matari wrote:The fundamental assumption here is that the improvements to hit detection are related to the strafe speed changes. This assumption is being made because both changes were released at the same time. Sloppy experimental design CCP, tich tich =P
I'm thinking this assumption is incorrect.
-CCP stated that this build would have a new hit detection system. Taking this at face value tells us at the very least that we do not have the old hit detection system with slower strafe.
-There's more than one way to get high tangential velocity(technically angular velocity is the issue, but you know what i mean) that would give a gimped hit detection system trouble. A Merc or LAV moving at right angles to the shooter would also generate a hit detection issue. But we don't have to lead shots in this build, which supports the theory that the hit detection system has been fundamentally changed. I know we would normally think of having to lead targets a lag issue, but whatever the case things are different this build and we're still on the same hardware so that implies it's a code change.
It would be nice to get some confirmation fron the Devs on this one so we can put this topic to rest and discuss the remaining issues more clearly.
simple then keep the new HD and turn strafe back to how it was. who complained about strafe speed anyway why change it(exept for scout unhittable bug and anyway why change the strafe speed for all classes)? not going to happen because there's way too much coincidence that they enabled a HD fix and a strafe speed reduce in one patch. anyway it's their game if they are happy with making the gameplay not enjoyable to fix something hoping the players won't notice that's up to them. a 25% player count drop says it all. nope, we dont need circle dance parties like in the worst shooter that exists, aka halo the fps for kids. slower strafe is fine as long as the speed is balanced across all classes but it currently is not, it makes no sense that the scout is suddenly a brick like the heavy.
so your saying the mechanics were bad/worse than what we have now last build?
anyway the little i have played this build it seems they nerfed 1 number in the strafe equasion and that nerfed everyone equally across the board. i.e they didnt even bother trying to balance each class individually. |
xjumpman23
Royal Uhlans Amarr Empire
262
|
Posted - 2012.10.11 15:24:00 -
[28] - Quote
This game has gotten incredbly boring this build. The gameplay and the BS that goes on in matches is no different than that of COD or BF.
The people hiding behind the "tactical" excuse really need to STFU. There's nothing tactical about head glitching behind a rock. I shouldn't have to prefire my gun before turning a corner, because I know some idiot camper is hiding behind it.
Replication and E3 were the best builds in this game, because they were action packed and required people to move and work together. Matches this build are incredibly stagnant, because half of the opposing forces are off hiding some place with snipers.
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Cpl Quartz
127
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Posted - 2012.10.11 15:28:00 -
[29] - Quote
cyclops shooting is awesome isn't it. |
KingBabar
Seraphim Initiative. CRONOS.
443
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Posted - 2012.10.12 06:39:00 -
[30] - Quote
Again, this thread was supposed to be about loosing the "go into slomo mode when hit" issue. I think it would solve a lot.
And I do agree, this build is definately the most boring. I can't really go anywhere without facing 3-5 people just waiting for someone to pop up in whatever area of the map they control. Its stagnant and boring. Take away my ability to move about and engage several enemies simultaneously and you're left with either blob or trench warefare, I need action and adrenaline, not the pot shot taking position game its become. |
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