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RedRebelCork
Ahrendee Mercenaries Legacy Rising
37
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Posted - 2012.11.07 12:17:00 -
[1] - Quote
Played Dust last night for the first time in a couple of months. First thing that struck me was the improved UI and better feel in the game, great, amazing!. Second thing that struck me, I'm sad to say, was the ridiculous range limitation on the assault rifle. It's bad for the game in at least 2 ways:
1. It's counter-intuitive for a new player. I'm wracking my brains to think of any online FPS in the last 10 years where your bullets time out after 100/150m or whatever the range limit is. My first thought when I observed this was that I was shooting at a friendly or my weapon had been disabled (that would have been a cool feature), it made no sense otherwise. Alas I was mistaken.
2. It's unrealistic. Yes, I realise that super-soldier clones traipsing across the galaxy isn't quite realistic either. But in the confines of this future universe we're playing in, are we to believe that assault rifles have somehow degressed and gone back to the era of muskets. Diriculous stuff, simple as that.
"But Red, what about the skills we've trained for range?" I hear you cry. Well, how about make it like in EVERY other single freaking FPS with a range skill. The range skills increase your accuracy at long-range, not the point at which your bullets magically cease to be. Bullet drop has not been an issue for me in this game, I wouldn't even know if it exists as my bullets don't go that far it seems!
Now, I'm all for innovation and progress in games, new things should be tried. But this is reinventing the wheel in the shape of a square, the punters won't buy it. A small gripe grant you, but necessary. |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
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Posted - 2012.11.07 12:37:00 -
[2] - Quote
This is an ongoing conversation between certain people I know. I am in full agreement with your perception. |
Crm234
Wraith Shadow Guards
166
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Posted - 2012.11.07 14:04:00 -
[3] - Quote
Completely agree , it's one of my biggest problems with dust and don't see it changing because eve players love it . Like lawyers they come out with lore arguments to justify every bad mechanic in this game. This beta will drive me to black ops 2 and I don't have the money or love for the series. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
391
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Posted - 2012.11.07 15:01:00 -
[4] - Quote
i would agree with you, but the AR is a plasma based weapon and if you read the description it makes sense for the projectiles to fizzle out at a certain range.
the SMG, on the other hand needs to not have it's rounds just stop at a certain range. lumps of metal just don't disappear. |
Ops Fox
ZionTCD Legacy Rising
197
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Posted - 2012.11.07 15:16:00 -
[5] - Quote
i could understand it if it was because the plasma burnt out, but projectile weapons such as railguns and combustion based should have range fall off not a hard range the railgun SMG and HMG have hard ranges where they dont shoot past thats frong if i take control burst or even single shot with my SMG then it should still be able to hit most targets, i will accept plasma having a hard range but not projetile drivin rounds |
Crm234
Wraith Shadow Guards
166
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Posted - 2012.11.07 15:40:00 -
[6] - Quote
Then a plasma based assault rifle sucks and shouldn't be used. Especially since a weapon today will out perform this type of assault rifle. Guns don't get design to get worse over time . Who cares what company made something and why it works the way it does its the future just make it work. Think if Star Trek and Star Wars had to prove everything to be in the movie. Games and movies are based off art with an idea of science and this is coming from a person with a engineering degree. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.11.07 15:44:00 -
[7] - Quote
Crm234 wrote:Then a plasma based assault rifle sucks and shouldn't be used. Especially since a weapon today will out perform this type of assault rifle. Guns don't get design to get worse over time . Who cares what company made something and why it works the way it does its the future just make it work. Think if Star Trek and Star Wars had to prove everything to be in the movie. Games and movies are based off art with an idea of science and this is coming from a person with a engineering degree. No, it should be used, because there will be other ARs that use slugs, bullets, or other energy types that would have different characteristics. These are classic Gallente weapons: great damage but limited range.
And really? Wanting buffs to ARs when most of the community agrees that their universally high performance is a major factor in the current gameplay imbalance? I think we need more weapons to work with before we start making any more pronouncements on anything. |
Crm234
Wraith Shadow Guards
166
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Posted - 2012.11.07 15:57:00 -
[8] - Quote
Nice deversion tactic but I never said buff anything . Magically disappearing bullets,plasma,and projectiles are a bad game mechanic and people are loring bad game development |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.11.07 16:12:00 -
[9] - Quote
Crm234 wrote:Nice deversion tactic but I never said buff anything . Magically disappearing bullets,plasma,and projectiles are a bad game mechanic and people are loring bad game development What I'm saying is that with the way these current ARs work, the only way to do what you're saying would be to give them a buff. Your shots eventually disappear due to the dispersion of the plasma from the shot. As I just said, you'll be seeing ARs with physical projectiles that won't follow those same rules. The other limiting factor is that Dust uses hitscan. I know you'll probably say that that shouldn't be the case either, but the current issues with missiles flying all over the place from moving vehicles is related to the engine's issue with slow-moving projectiles. Trying to calculate projectiles for several hundred clients would be a nightmare. Since they can't calculate a projectile at all, falloff ranges are needed to diversify weapons. Again, though, the other ARs will probably function with different mechanics based on what they actually fire. |
Crm234
Wraith Shadow Guards
166
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Posted - 2012.11.07 17:18:00 -
[10] - Quote
Maybe what you said is true, but I don't review dust on what its going to be. My feed back and a lot of others feedback is based off what dust is now. Also what they experienced today in a match or yesterday not a month from now. If what you say becomes a reality then myself and others will be happy or happier with dust.
I understand Eve players think Eve`s skill tree is perfection but some of these skills are not translating well from RPG to FPS. Also if dust wants to keep this awful evaporating type bullet, they need to provide a way for the player to understand what is in range and what is not in range. In other games i know im not in range because the bullet went above the enemy's head or hit the ground and i tweak my aim to adjust. In dust you really have no clue, Even allowing red boxes around players in range would make this problem go away faster than trying to out lore people.
Plus everyone hates every weapon in dust it seems , its just not the AR. This is the result of a Gear based game that is non Co-op. You cant balance levels of weapons or charge different prices for weapons and think everyone is going to be happy.
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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.11.07 17:21:00 -
[11] - Quote
Crm234 wrote:Maybe what you said is true, but I don't review dust on what its going to be. My feed back and a lot of others feedback is based off what dust is now. Also what they experienced today in a match or yesterday not a month from now. If what you say becomes a reality then myself and others will be happy or happier with dust.
I understand Eve players think Eve`s skill tree is perfection but some of these skills are not translating well from RPG to FPS. Also if dust wants to keep this awful evaporating type bullet, they need to provide a way for the player to understand what is in range and what is not in range. In other games i know im not in range because the bullet went above the enemy's head or hit the ground and i tweak my aim to adjust. In dust you really have no clue, Even allowing red boxes around players in range would make this problem go away faster than trying to out lore people.
Plus everyone hates every weapon in dust it seems , its just not the AR. This is the result of a Gear based game that is non Co-op. You cant balance levels of weapons or charge different prices for weapons and think everyone is going to be happy.
The dot in the middle of the scope turns red when a target is within firing range, same as in Halo, which has enough of a playerbase that that means of range telegraphing should be very easy to identify and adapt to. |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.11.07 17:47:00 -
[12] - Quote
if everything was realistic the tank pilots would gripe and moan. because honestly an RPG can take out a helicopter and abrams tank. they are the ones you should complain to about realism. heavies would mow everything down with the cone of death and constant vehicle denial would be the main purpose of the game. |
Kain Spero
Imperfects Negative-Feedback
907
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Posted - 2012.11.07 18:32:00 -
[13] - Quote
After reading this thread I think what might be helpful if the current AR mechanics are maintained is more visual feedback with the AR. The visuals looks like regular tracer rounds and really don't shout "future plasma weapon" to players. Right now the average player would fire the weapon, see the tracer round effect, see the "bullets" disappear, and then be confused. |
Snaps Tremor
Doomheim
19
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Posted - 2012.11.07 18:38:00 -
[14] - Quote
Mobius Wyvern wrote: The dot in the middle of the scope turns red when a target is within firing range, same as in Halo, which has enough of a playerbase that that means of range telegraphing should be very easy to identify and adapt to.
Which is great for Halo, but Halo is alive and kicking and on a different platform, so I'm not sure where you see the major crossover here.
If you're coming into the game fresh, a red dot is too vague to be intuitive. Red is the generally accepted colour for no, but also the colour for danger. So when you put your crosshair over someone and it goes red, it's not clear what it is communicating to you at first. Is it saying no, don't fire for whatever reason, or is it saying if you fire right now you will kill a person (which is pretty dangerous)? Nothing in the game helps clear this up so it's one of those trial and error things that can frustrate people until they work it out. Unfortunately public server FPS gamers are not known for their patience and deductive skills.
Since Dust is a game that also uses the crosshair to indicate when you're hovering over a target vs pointing at a rock, it actually needs two distinct crosshair states. First, one that says if you shoot now you're going to hit. It has this now. But it also needs something different to indicate you're out of range, because you cannot understand the (lack of) indicator for being out of range without first understanding the function of the red dot.
I'll suggest a change of the full crosshair to red rather than just the central dot, followed by an extra "Out of range" message which only appears under the crosshair if you pull the trigger. It won't irritate veterans, who won't be wasting ammo firing at invalid targets anyway, but it'll immediately clue in new players to what the indicators mean. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.07 19:51:00 -
[15] - Quote
Snaps Tremor wrote:Mobius Wyvern wrote: The dot in the middle of the scope turns red when a target is within firing range, same as in Halo, which has enough of a playerbase that that means of range telegraphing should be very easy to identify and adapt to.
Which is great for Halo, but Halo is alive and kicking and on a different platform, so I'm not sure where you see the major crossover here. If you're coming into the game fresh, a red dot is too vague to be intuitive. Red is the generally accepted colour for no, but also the colour for danger. So when you put your crosshair over someone and it goes red, it's not clear what it is communicating to you at first. Is it saying no, don't fire for whatever reason, or is it saying if you fire right now you will kill a person (which is pretty dangerous)? Nothing in the game helps clear this up so it's one of those trial and error things that can frustrate people until they work it out. Unfortunately public server FPS gamers are not known for their patience and deductive skills. Since Dust is a game that also uses the crosshair to indicate when you're hovering over a target vs pointing at a rock, it actually needs two distinct crosshair states. First, one that says if you shoot now you're going to hit. It has this now. But it also needs something different to indicate you're out of range, because you cannot understand the (lack of) indicator for being out of range without first understanding the function of the red dot. I'll suggest a change of the full crosshair to red rather than just the central dot, followed by an extra "Out of range" message which only appears under the crosshair if you pull the trigger. It won't irritate veterans, who won't be wasting ammo firing at invalid targets anyway, but it'll immediately clue in new players to what the indicators mean.
Considering the game uses red very clearly as an indicator of "enemy" in every situation where ANYTHING on the HUD shows up in red, I'm pretty sure a red dot in the crosshairs is a pretty clear "enemy here" indicator.
Also, if you hover over the target while scoped, there's an on-screen "efficiency" indicator which tells you how effective your weapon will be against that target at the current range.
More of an in-game tutorial or a selectable help screen that explains things would be nice, but it's already giving you a LOT of information if you're just patient enough to look at what's going on. |
RedRebelCork
Ahrendee Mercenaries Legacy Rising
37
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Posted - 2012.11.07 21:05:00 -
[16] - Quote
Based on others feedback I've taken away a few things from this thread.
The plasma nature of our current ARs is one of the justifications for limited range ARs in use. Ok fair enough as long as we get some projectile alternative in the future, but in the mean time that needs to be intuitively communicated. As one player mentions, what we have now appear like tracer rounds. A better visual indicator of rounds timing out would be balls or oblong bolts of plasma that dissipate into nothingness the further they go. Think along the lines of the old plasma rifle in Unreal Tournament or the plasma rifle in Halo: http://www.youtube.com/watch?v=_wp4RXWo3C4
Even then I have a suspicion there will be hard limits on the projectile rifles when they come in (current sniper rifles have a hard limit too right?). What purpose would the range AR skills serve otherwise if they were only good for one AR type? It comes back to the EVE skill system.. I have the feeling CCP are trying to shoehorn too much of what makes EVE special into a game type that is incompatible. Take for example the dropsuit fitting screen, works great in EVE with a mouse and keyboard and all your inventory boxes open but it's just clunky in comparison to other console FPS loadout screens.
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Ima Leet
Imperfects Negative-Feedback
321
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Posted - 2012.11.07 21:38:00 -
[17] - Quote
there is a skill that levels this up, Light Weapon Sharpshooter and Sharpshooter Proficiency |
RedRebelCork
Ahrendee Mercenaries Legacy Rising
37
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Posted - 2012.11.07 22:03:00 -
[18] - Quote
Ima Leet wrote:there is a skill that levels this up, Light Weapon Sharpshooter and Sharpshooter Proficiency
Forget the posts for a second, did you even read the thread title? |
Ima Leet
Imperfects Negative-Feedback
321
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Posted - 2012.11.07 22:12:00 -
[19] - Quote
RedRebelCork wrote:Ima Leet wrote:there is a skill that levels this up, Light Weapon Sharpshooter and Sharpshooter Proficiency Forget the posts [...] why are you posting?
AR Range and Skills = Counter intuitive
you can skill your sharpshooter up, you want everyone to be able to snipe with AR's from the get go? NTY
RedRebelCork wrote:The range skills increase your accuracy at long-range, not the point at which your bullets magically cease to be this thread should be about Forge guns and Railguns, i'm sure those guys dont like they've been nerfed with range. i see no issue with this and AR's |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.11.07 22:25:00 -
[20] - Quote
Hard cap of sniper is ~600m, skills can make this over 850m.
The muzzle speeds are high enough many of the weapons would have no noticeable drop, max range sniper shoot at the top of head would hit bottom of head.
call of duty is hitscan, halo is hitscan(halo 3 wasn't), team fortress 2 is hitscan. Gears of war and borderlands have projectiles with travel time. Boarderlands has a hard range limit.
I understand battlefield uses around 8-9 times the drop a real bullet has, with dust muzzle speeds over double real life speeds, a realistic drop would not be noticeable.
Minmatar projectile rifles using battlefield like physics would be nice. The plasma ar having travel time would be nice, maybe purple tracers so people know it's not a regular bullet.
The hmg and smg are so close ranged they will hit max range in a frame or two, so hit scan just saves resources that are not needed. Maybe hitscan to optimal, pause and second hitscan after pause to max range for smg and hmg, still probably not worth cpu cycles. We don't need fps to drop when hmgs fire.
Better explaining how mechanics work to new players would be a good thing. |
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RedRebelCork
Ahrendee Mercenaries Legacy Rising
37
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Posted - 2012.11.07 22:44:00 -
[21] - Quote
Ima Leet wrote:RedRebelCork wrote:Ima Leet wrote:there is a skill that levels this up, Light Weapon Sharpshooter and Sharpshooter Proficiency Forget the posts [...] why are you posting? AR Range and Skills = Counter intuitive you can skill your sharpshooter up, you want everyone to be able to snipe with AR's from the get go? NTY RedRebelCork wrote:The range skills increase your accuracy at long-range, not the point at which your bullets magically cease to be this thread should be about Forge guns and Railguns, i'm sure those guys dont like they've been nerfed with range. i see no issue with this and AR's
Negative. I want bullets to behave like bullets. IRL you try taking on a sniper with an AR at 800m he's going to win. That's what I want here too. What I don't want is some magic wall stopping my shots dead at a range a WW1 rifle could hit for no immediately apparent or intuitive reason. The fact that upgrading your clone somehow affects the ballistics of your ammunition is a whole other conversation. But start to finish the hard-limit on ARs is bad design. |
RedRebelCork
Ahrendee Mercenaries Legacy Rising
37
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Posted - 2012.11.07 22:47:00 -
[22] - Quote
Ten-Sidhe wrote:Hard cap of sniper is ~600m, skills can make this over 850m.
The muzzle speeds are high enough many of the weapons would have no noticeable drop, max range sniper shoot at the top of head would hit bottom of head.
call of duty is hitscan, halo is hitscan(halo 3 wasn't), team fortress 2 is hitscan. Gears of war and borderlands have projectiles with travel time. Boarderlands has a hard range limit.
I understand battlefield uses around 8-9 times the drop a real bullet has, with dust muzzle speeds over double real life speeds, a realistic drop would not be noticeable.
Minmatar projectile rifles using battlefield like physics would be nice. The plasma ar having travel time would be nice, maybe purple tracers so people know it's not a regular bullet.
The hmg and smg are so close ranged they will hit max range in a frame or two, so hit scan just saves resources that are not needed. Maybe hitscan to optimal, pause and second hitscan after pause to max range for smg and hmg, still probably not worth cpu cycles. We don't need fps to drop when hmgs fire.
Better explaining how mechanics work to new players would be a good thing.
I thought this too. Hit-scan is no reason for or against hard-limits on weapons. Visually there is the challenge of showing plasma projectiles in flight but that can be worked around (plasma bullets, double the range on current rounds and make damage inverse-square relative to distance travelled or some other ratio). |
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