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Noel Bellamy
Tritan-Industries Legacy Rising
36
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Posted - 2012.10.24 19:07:00 -
[31] - Quote
Well, it's hard to say whether Dust would be better with or without it, either way, I stand by my opinion that they have other more important things to deal with before they even consider things like bullet physics. (Like lag and hit detection, for example. It's gotten better since July, but it still needs work.) |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.10.24 19:11:00 -
[32] - Quote
Resistance had bullet speed, I remember firing earth weapons at enemy with alien weapon and ducking into cover before the enemies tracers hit me.
Unreal had many slow plasma ball and other odd weapons.
Borderlands uses bullets with travel time and has skills to speed them up on unreal engine.
I don't think any of them arc or are affected by wind, that would use much more then just travel time.
Player counts were smaller in all of those games, so it is a matter of if there is enough resources.
The rail gun sniper shouldn't have bullet drop, at 500m it would only drop 19.6cm a modern 7.62x51mm nato would drop 1.96m. Strange how it is within rounding of 1/10 the bullet drop of modern sniper. Most sniper shoot would just hit lower on the head while using more resources, travel time is significant though at that range. |
Ops Fox
ZionTCD Legacy Rising
197
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Posted - 2012.10.24 19:14:00 -
[33] - Quote
Captain-Awesome wrote:as wolfman said, the performance hit and dev work involved wouldn't be worth it, we lead our shots out of instinct because that's what we've always done.
there are more important things to do right now but yes it would be nice to buy a skill book that improves the bullet speed... or buy ammunition that has variable speed.
Isn't that the point with out bullet travel time there's no need to lead.
I for one think it would add to the skill required to shoot, but good hit detection is important.
I say iys worth it if ccp willing to try |
Lonewolf514
79
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Posted - 2012.10.24 19:17:00 -
[34] - Quote
hit scan is just meh, snipe from 1 km away and insta hit. skillless. there are some thing you cant leave as hiscan. or balance it so it becomes useless or annoying and boring. |
Noel Bellamy
Tritan-Industries Legacy Rising
36
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Posted - 2012.10.24 19:22:00 -
[35] - Quote
Lonewolf514 wrote:hit scan is just meh, snipe from 1 km away and insta hit. skillless.
I think that's more of a range issue then a hitscan issue TBH. Either way, don't stand still, stay near cover, and you're a lot less likely to get hit. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.10.24 19:29:00 -
[36] - Quote
Hit scan is fine, I have no problem with it at all. Something like a railgun for example, do you know how fast they're supposed to travel? Regular projectiles are so fast that they can kill you before you even hear the sound of the shot firing, one would think that would only improve in the future. Evading another player's aim on you is fine, but dodging bullets should not be possible. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
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Posted - 2012.10.24 19:31:00 -
[37] - Quote
My take is mobile dominated the convo.....I read more of what he wanted than what the devs plan to do |
Lonewolf514
79
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Posted - 2012.10.24 19:35:00 -
[38] - Quote
i know that last build i had zero problems hitting anyone exept fps shuffle scouts. like mobius i was leading my shots. at first i thought it was me not aiming right but i tried it a few times with different tactics and none or them worked. aiming way off left then way off right in case the hitboxes were more "bouncy" than the player model etc i tried it all. |
Lonewolf514
79
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Posted - 2012.10.24 19:37:00 -
[39] - Quote
Ydubbs81 RND wrote:My take is mobile dominated the convo.....I read more of what he wanted than what the devs plan to do
sounds to me like he's old school and invited here by old school fps players. old farts.
he asked all the right questions.
i bet he didnt buy his way in. he earned it.
mobius keep asking them questions someone needs to. mei m just blunt, cheeky and rude. |
Lonewolf514
79
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Posted - 2012.10.24 19:48:00 -
[40] - Quote
KAGEHOSHI Horned Wolf wrote:Hit scan is fine, I have no problem with it at all. Something like a railgun for example, do you know how fast they're supposed to travel? Regular projectiles are so fast that they can kill you before you even hear the sound of the shot firing, one would think that would only improve in the future. Evading another player's aim on you is fine, but dodging bullets should not be possible.
i had no problems with railguns (while bouncing off walls btw) but we are talking a min of 16v16 right? and last build while pissing about in assault i scouted some of the maps for sniping spots. as a defence sniper. boxes everywhere to peek out at advancing players.
have fun with pc snipers. |
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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:03:00 -
[41] - Quote
KAGEHOSHI Horned Wolf wrote:Hit scan is fine, I have no problem with it at all. Something like a railgun for example, do you know how fast they're supposed to travel? Regular projectiles are so fast that they can kill you before you even hear the sound of the shot firing, one would think that would only improve in the future. Evading another player's aim on you is fine, but dodging bullets should not be possible. Agreed, but no matter what speed the projectile flies at, you still have to lead a sufficiently distant target.
Lonewolf514 wrote:Ydubbs81 RND wrote:My take is mobile dominated the convo.....I read more of what he wanted than what the devs plan to do sounds to me like he's old school and invited here by old school fps players. old farts. he asked all the right questions. i bet he didnt buy his way in. he earned it. If "mobile" is me, then I was trying to keep up with a very busy chat, and thus made quite a few small posts instead of fewer, larger ones. I got in via MPT back in Replication. I bought a Merc Pack later to give the code to my friend.
The way I see it, projectile speed better emphasizes player skill, and allows for more variation between weapon types. For example:
Plasma < Bullet < Slug(Gauss) < Laser as far as speed is concerned.
I say that Plasma would be slowest because rather than accelerating a solid projectile that mostly keeps it's inertia over range, a Plasma weapon fires a ball of gas that has to travel through atmosphere of a similar mass, thus allowing it to be slowed far more easily over range. On the opposite end, you have a Laser weapon, which requires no target leading regardless of range, but only does it's full damage within a limited range, and only does that damage based on the time the beam is held on the target.
With those as either end of the spectrum, you can array the other weapons accordingly and make each one more unique and demanding of a particular skillset. If you wanted to get really crazy, when you have other planets introduced, you could take gravity into account with projectile weapons so that fighting on a smaller planet would allow you to have to compensate less for ballistic falloff. A railgun does indeed fire fast, but you're not going to beat gravity with a horizontal shot, and the projectile is still slower than the speed of light. |
Noel Bellamy
Tritan-Industries Legacy Rising
36
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Posted - 2012.10.24 20:05:00 -
[42] - Quote
Hmm, I just think that would make the game too excessively complex and turn off a lot of potential first time players. |
Lonewolf514
79
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Posted - 2012.10.24 20:07:00 -
[43] - Quote
Mobius Wyvern wrote:KAGEHOSHI Horned Wolf wrote:Hit scan is fine, I have no problem with it at all. Something like a railgun for example, do you know how fast they're supposed to travel? Regular projectiles are so fast that they can kill you before you even hear the sound of the shot firing, one would think that would only improve in the future. Evading another player's aim on you is fine, but dodging bullets should not be possible. Agreed, but no matter what speed the projectile flies at, you still have to lead a sufficiently distant target. Lonewolf514 wrote:Ydubbs81 RND wrote:My take is mobile dominated the convo.....I read more of what he wanted than what the devs plan to do sounds to me like he's old school and invited here by old school fps players. old farts. he asked all the right questions. i bet he didnt buy his way in. he earned it. If "mobile" is me, then I was trying to keep up with a very busy chat, and thus made quite a few small posts instead of fewer, larger ones. I got in via MPT back in Replication. I bought a Merc Pack later to give the code to my friend. The way I see it, projectile speed better emphasizes player skill, and allows for more variation between weapon types. For example: Plasma < Bullet < Slug(Gauss) < Laser as far as speed is concerned. I say that Plasma would be slowest because rather than accelerating a solid projectile that mostly keeps it's inertia over range, a Plasma weapon fires a ball of gas that has to travel through atmosphere of a similar mass, thus allowing it to be slowed far more easily over range. On the opposite end, you have a Laser weapon, which requires no target leading regardless of range, but only does it's full damage within a limited range, and only does that damage based on the time the beam is held on the target. With those as either end of the spectrum, you can array the other weapons accordingly and make each one more unique and demanding of a particular skillset. If you wanted to get really crazy, when you have other planets introduced, you could take gravity into account with projectile weapons so that fighting on a smaller planet would allow you to have to compensate less for ballistic falloff. A railgun does indeed fire fast, but you're not going to beat gravity with a horizontal shot, and the projectile is still slower than the speed of light.
wow
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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:08:00 -
[44] - Quote
Noel Bellamy wrote:Hmm, I just think that would make the game too excessively complex and turn off a lot of potential first time players. How is having to lead your targets excessively complex, though? I hear so many complaints about low strafe speed and how it makes it too easy to just hold down the trigger and spray down people, but that isn't the whole issue. Even with strafe speed increased, with enough practice you can just jig the left stick back and forth and hit the trigger whenever the dot turns red.
What? |
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.24 20:10:00 -
[45] - Quote
Mobius Wyvern wrote:Noel Bellamy wrote:Hmm, I just think that would make the game too excessively complex and turn off a lot of potential first time players. How is having to lead your targets excessively complex, though? I hear so many complaints about low strafe speed and how it makes it too easy to just hold down the trigger and spray down people, but that isn't the whole issue. Even with strafe speed increased, with enough practice you can just jig the left stick back and forth and hit the trigger whenever the dot turns red.
It's not just leading your targets though. It's "Gun A will do this, but not that, even though it's similar to Gun B that does both this AND that. Gun C on the other hand is completely different, even though it's an Assault Rifle like both Gun A and Gun B." I dunno, maybe I'm over thinking it? |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:12:00 -
[46] - Quote
Noel Bellamy wrote:Mobius Wyvern wrote:Noel Bellamy wrote:Hmm, I just think that would make the game too excessively complex and turn off a lot of potential first time players. How is having to lead your targets excessively complex, though? I hear so many complaints about low strafe speed and how it makes it too easy to just hold down the trigger and spray down people, but that isn't the whole issue. Even with strafe speed increased, with enough practice you can just jig the left stick back and forth and hit the trigger whenever the dot turns red. It's not just leading your targets though. It's "Gun A will do this, but not that, even though it's similar to Gun B that does both this AND that. Gun C on the other hand is completely different, even though it's an Assault Rifle like both Gun A and Gun B." I dunno, maybe I'm over thinking it? Right now, the only weapons that don't have a visible projectile are bullet weapons, and even the HMG fires tracers. It shouldn't be too much of a learning curve to work out that you need to put the glowing thing on the enemy. Besides, a VR tutorial could teach that in a few seconds right when you start the game. |
Lonewolf514
79
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Posted - 2012.10.24 20:12:00 -
[47] - Quote
Noel Bellamy wrote:Mobius Wyvern wrote:Noel Bellamy wrote:Hmm, I just think that would make the game too excessively complex and turn off a lot of potential first time players. How is having to lead your targets excessively complex, though? I hear so many complaints about low strafe speed and how it makes it too easy to just hold down the trigger and spray down people, but that isn't the whole issue. Even with strafe speed increased, with enough practice you can just jig the left stick back and forth and hit the trigger whenever the dot turns red. It's not just leading your targets though. It's "Gun A will do this, but not that, even though it's similar to Gun B that does both this AND that. Gun C on the other hand is completely different, even though it's an Assault Rifle like both Gun A and Gun B." I dunno, maybe I'm over thinking it?
you didnt read the other bits did you. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.24 20:13:00 -
[48] - Quote
Lonewolf514 wrote:Noel Bellamy wrote:Mobius Wyvern wrote:Noel Bellamy wrote:Hmm, I just think that would make the game too excessively complex and turn off a lot of potential first time players. How is having to lead your targets excessively complex, though? I hear so many complaints about low strafe speed and how it makes it too easy to just hold down the trigger and spray down people, but that isn't the whole issue. Even with strafe speed increased, with enough practice you can just jig the left stick back and forth and hit the trigger whenever the dot turns red. It's not just leading your targets though. It's "Gun A will do this, but not that, even though it's similar to Gun B that does both this AND that. Gun C on the other hand is completely different, even though it's an Assault Rifle like both Gun A and Gun B." I dunno, maybe I'm over thinking it? you didnt read the other bits did you. Seriously, was the "wow" good or bad? |
Lonewolf514
79
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Posted - 2012.10.24 20:15:00 -
[49] - Quote
Mobius Wyvern wrote:Lonewolf514 wrote:Noel Bellamy wrote:Mobius Wyvern wrote:Noel Bellamy wrote:Hmm, I just think that would make the game too excessively complex and turn off a lot of potential first time players. How is having to lead your targets excessively complex, though? I hear so many complaints about low strafe speed and how it makes it too easy to just hold down the trigger and spray down people, but that isn't the whole issue. Even with strafe speed increased, with enough practice you can just jig the left stick back and forth and hit the trigger whenever the dot turns red. It's not just leading your targets though. It's "Gun A will do this, but not that, even though it's similar to Gun B that does both this AND that. Gun C on the other hand is completely different, even though it's an Assault Rifle like both Gun A and Gun B." I dunno, maybe I'm over thinking it? you didnt read the other bits did you. Seriously, was the "wow" good or bad?
you are kidding right?
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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:20:00 -
[50] - Quote
Lonewolf514 wrote: you are kidding right?
No I'm not. |
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Super Cargo
Osmon Surveillance Caldari State
428
|
Posted - 2012.10.24 20:20:00 -
[51] - Quote
1) It's referred to as "hit scan"
2) I would like to see them work on hit detection a bit more before they start adding hit-scan to weapons. Hit-scan typically works in games with small maps such as counter-strike where the bullet impact would be near-istantaneous anyways.
This could be used in DUST, but the maps are pretty large so adding hit-scan would take away from good snipers and AR users. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.24 20:23:00 -
[52] - Quote
Super Cargo wrote:1) It's referred to as "hit scan"
2) I would like to see them work on hit detection a bit more before they start adding hit-scan to weapons. Hit-scan typically works in games with small maps such as counter-strike where the bullet impact would be near-istantaneous anyways.
This could be used in DUST, but the maps are pretty large so adding hit-scan would take away from good snipers and AR users. I'm confused now. You realize that hit-scan is basically what we have right now, right? Albeit server-side? |
Noel Bellamy
Tritan-Industries Legacy Rising
36
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Posted - 2012.10.24 20:24:00 -
[53] - Quote
Ok, forget all the confusing BS. All I'm gonna say is that, at least for now, I'm against adding in any bullet traveling time or drop. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:26:00 -
[54] - Quote
Noel Bellamy wrote:Ok, forget all the confusing BS. All I'm gonna say is that, at least for now, I'm against adding in any bullet traveling time or drop. I was referring to an eventualy development goal rather than something that should be implemented right now or even in a soon-to-come build. I agree completely that there are priorities that should take precedence over something like this. Again, my goal with this was just to start a discussion. |
Lonewolf514
79
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Posted - 2012.10.24 20:26:00 -
[55] - Quote
why add drop battle field did it. |
Super Cargo
Osmon Surveillance Caldari State
428
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Posted - 2012.10.24 20:28:00 -
[56] - Quote
Mobius Wyvern wrote:Super Cargo wrote:1) It's referred to as "hit scan"
2) I would like to see them work on hit detection a bit more before they start adding hit-scan to weapons. Hit-scan typically works in games with small maps such as counter-strike where the bullet impact would be near-istantaneous anyways.
This could be used in DUST, but the maps are pretty large so adding hit-scan would take away from good snipers and AR users. I'm confused now. You realize that hit-scan is basically what we have right now, right? Albeit server-side?
And that's what I get for not reading the OP. Take a lesson kids.
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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:29:00 -
[57] - Quote
Super Cargo wrote:Mobius Wyvern wrote:Super Cargo wrote:1) It's referred to as "hit scan"
2) I would like to see them work on hit detection a bit more before they start adding hit-scan to weapons. Hit-scan typically works in games with small maps such as counter-strike where the bullet impact would be near-istantaneous anyways.
This could be used in DUST, but the maps are pretty large so adding hit-scan would take away from good snipers and AR users. I'm confused now. You realize that hit-scan is basically what we have right now, right? Albeit server-side? And that's what I get for not reading the OP. Take a lesson kids. Oh hell, not jumping on you or anything. Was just trying to clarify. |
Super Cargo
Osmon Surveillance Caldari State
428
|
Posted - 2012.10.24 20:38:00 -
[58] - Quote
No you're good. I should have read before posting. Having read the OP I think hit scan severely takes away from the skill required for gunplay.
I agree that bullet drop and a reasonable lag time is more of the standard now and it what I am used to. Previous to this post I didn't realize DUST was hit scan. My K/D should improve immensely Hit scan should be used on games with small maps, not large ones. Hit scan is a cop-out.
I'm sure I will get used to hit scan, but it does dumb the game down. Wolfman suggests that it isn't worth the resources, but it is elements like bullet drop and lag that truly reward players for staying dedicated. That seems worth the extra money to me.
Honestly, this seems to be additional evidence that CCP woefully ignorant of the current FPS scene and hasn't utilized enough outside resources (i.e. Zipper employees). DUST's progression system and integration with EVE won't keep players interests if the gunplay isn't satisfying and rewarding. |
Olav Grey-Mane
The Exemplars
58
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Posted - 2012.10.24 20:39:00 -
[59] - Quote
err. what? realism post coming up...
"Hey! so I just picked up this gun and I suck with it so my bullets are very slow..." after some hours training with gun (or skill books) "After using this gun allot I can now shoot the same gun faster.
that makes no sense... guns should have a static firing speed, damage and range. those are factors that can't changed with out modding of the weapon.
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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.24 20:44:00 -
[60] - Quote
Olav Grey-Mane wrote:err. what? realism post coming up...
"Hey! so I just picked up this gun and I suck with it so my bullets are very slow..." after some hours training with gun (or skill books) "After using this gun allot I can now shoot the same gun faster.
that makes no sense... guns should have a static firing speed, damage and range. those are factors that can't changed with out modding of the weapon.
Oh no, that wasn't what I was saying. I was saying that each weapon would have projectile behavior as a base, static characteristic. I wasn't trying to suggest that it should be variable based on skill training or anything else, not even weapon modifications. |
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