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Aeon Amadi
Maverick Conflict Solutions
1003
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Posted - 2012.11.24 10:46:00 -
[1] - Quote
Remove the strafe speed nerf that has absolutely decimated some playstyles (and by consequence turned the game into blob warfare) completely.
Introduce a variable strafe speed that is affected solely by the sensitivity of the analog stick - not whether or not you're aiming down the sight.
Give the weapon (any and all) some sway when moving based on the rate of movement.
[*] More sway when aiming down the sight and moving. |
The Black Jackal
The Southern Legion
302
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Posted - 2012.11.24 12:14:00 -
[2] - Quote
Aeon Amadi wrote: Remove the strafe speed nerf that has absolutely decimated some playstyles (and by consequence turned the game into blob warfare) completely.
Introduce a variable strafe speed that is affected solely by the sensitivity of the analog stick - not whether or not you're aiming down the sight.
Give the weapon (any and all) some sway when moving based on the rate of movement.
More sway when aiming down the sight and moving.
I don't think removing the strafe nerf is required. The 'blob' warfare you're talking about is called Teamwork. Being able to outstrafe a heavy with HMG in a scout suit while being attacked by another Assault that you also avoid being hit by, and owning both is possible in the current build, but the game is supposed to emphasis team work, not rambo-style combats with Scouts and SMGs.
With hit detection much better than previous builds, the ability to hit scouts as they hard is still tough, but possible. Whereas prior to the strafe nerf (then rebuff when they overnerfed it) it was nigh impossible unless you had ESP.
Variable strafe speed wouldn;t work due to one thing... how do you 'vary' KB / Mouse controls due to sensitivity? We have two options. On of Off, there's no degree of sensititivity in our strafing or movement.
Weapon sway... yes... and double yes, based on movement. But the strafe speed should still be locked to aiming down sights. Aiming down sites while jogging is possible, and likely unable to hit anything if we did it, but if you want to snap shot something, you will slow down naturally anyway. So why not allow what would happen naturally happen?
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Sytonis Auran
Valor Coalition RISE of LEGION
52
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Posted - 2012.11.24 17:01:00 -
[3] - Quote
Scout and assault strafing are pretty close to being there at the moment. I haven't used heavy enough to make a comment there.
Hit detection still needs work, agreed. |
Shijima Kuraimaru
WarRavens
168
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Posted - 2012.11.24 23:38:00 -
[4] - Quote
Sytonis Auran wrote:Scout and assault strafing are pretty close to being there at the moment. I haven't used heavy enough to make a comment there.
Hit detection still needs work, agreed.
Heavies are slow moving, slow turning, and are hardly able to jump. I know this because I play one. |
Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
485
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Posted - 2012.11.24 23:43:00 -
[5] - Quote
I find strafing speed fine as it is, its still challenging to shoot moving targets with a heavy.
If strafing speeds increase heavy turn speed should increase a little. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.11.25 02:07:00 -
[6] - Quote
Elijah Sol' Dzusaki wrote:I find strafing speed fine as it is, its still challenging to shoot moving targets with a heavy.
If strafing speeds increase heavy turn speed should increase a little.
I'd be cool with the Scout having some better base speed to make up for this.. Just saying, trying to ninja scalp an Assault suit with the knives is tasking as hell. They move at damn near the same speed and you can't charge the knives while sprinting so.. It's sort of a luck thing.. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.11.25 02:49:00 -
[7] - Quote
Aeon Amadi wrote: Remove the strafe speed nerf that has absolutely decimated some playstyles (and by consequence turned the game into blob warfare) completely.
Introduce a variable strafe speed that is affected solely by the sensitivity of the analog stick - not whether or not you're aiming down the sight.
Give the weapon (any and all) some sway when moving based on the rate of movement.
More sway when aiming down the sight and moving.
Look, they almost completely reversed the speed reduction, and the only major change was to the Scout suit. The Assault suit was barely touched at all. The only real difference now is that our characters actually have weight, so you can't just skip back and forth at full speed like before, which was stupid. Wolfman was right on the money on that one. And you shouldn't be able to strafe at full speed while in ADS, or why would you play the game out of ADS at all? The whole point is supposed to be to offer steadier aiming at the cost of decreased mobility. More sway with movement is fine, but not too much.'
But really, the only asset really affected was the Scout suit, and you shouldn't be using that for frontline fighting. Hell, I use mine for sneaking around behind people with a shotgun, and that's the whole point behind it. If you want to run straight into fights, use an Assault suit. That's what they're made for. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.11.25 05:22:00 -
[8] - Quote
Mobius Wyvern wrote:Aeon Amadi wrote: Remove the strafe speed nerf that has absolutely decimated some playstyles (and by consequence turned the game into blob warfare) completely.
Introduce a variable strafe speed that is affected solely by the sensitivity of the analog stick - not whether or not you're aiming down the sight.
Give the weapon (any and all) some sway when moving based on the rate of movement.
More sway when aiming down the sight and moving.
Look, they almost completely reversed the speed reduction, and the only major change was to the Scout suit. The Assault suit was barely touched at all. The only real difference now is that our characters actually have weight, so you can't just skip back and forth at full speed like before, which was stupid. Wolfman was right on the money on that one. And you shouldn't be able to strafe at full speed while in ADS, or why would you play the game out of ADS at all? The whole point is supposed to be to offer steadier aiming at the cost of decreased mobility. More sway with movement is fine, but not too much.' But really, the only asset really affected was the Scout suit, and you shouldn't be using that for frontline fighting. Hell, I use mine for sneaking around behind people with a shotgun, and that's the whole point behind it. If you want to run straight into fights, use an Assault suit. That's what they're made for.
Nah dude... Said it before and I'll say it a hundred times, the Scout suit isn't designed -just- for the sneaky bullshit especially with a half-ass scanning system that has no real way of being sure if it's working. Sneaking and trying to get behind enemy lines is silly, if not outright stupid in a game that revolves around team-effort. You don't just sneak up on one guy when he's got an entire squad with him.
And yes, the Scout was -originally- meant for frontline combat. In fact, it heralded upon breaking the frontline entirely as it could jump into the fray quickly and disrupt the enemy line. In fact, they have an entire suit archtype that's going to be released (at some point) that's DESIGNED for that as it has bonuses dedicated for that field.
CCP Pokethulu even comments that a Scout suit can put a Heavy in the dirt as he can outmaneuver him - but as things stand it's not exactly graceful. It's a difficult endeavor that is arguably the hardest thing to do in game. Just getting close the heavy in the first place is tasking with all of his squad watching out for him, but once you're within range you can't hardly do anything unless you're sprinting around him - in which by the time you get your gun lined up to shoot he's already turned around.
Strafing speed is EVERYTHING in close combat. When you're close enough that shots being fired are guaranteed (especially with this BS new hit detection system borrowed directly from Call of Duty) to hit your only real defense is being able to move behind the person's firing stream. Close combat is being able to predict your enemy's movements and firing streams and try to deceive him into firing a direction that you're -not- going. This is why tactics like Bunny Hopping and Dolphin Diving have existed for so long and are so effective.
To that extent, if you want to call it "sneaking" it's not going to be effective by ANY means until cloaking is implemented, let alone a scan system that is actually explained in depth not to mention actually working. Any idiot in any suit can snipe, and a few can even "sneak" but it's hard pressed to actually be effective when the only thing a person has to do is look in your general direction to light you up for the entire map. |
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