Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.01.25 13:58:00 -
[1] - Quote
DJINN leukoplast wrote:Treemugger wrote:DJINN leukoplast wrote:I should have some precise aiming with ADS and hip-fire, yet be able tot turn 180 degrees on a dime if needed. Sadly, that is not the case.
CCP has made significant improvements to the aiming in this game (most notably on Chromosome), but it still needs a massive amount of work. I am still holding out hope that they give the players the ultimate choice, meaning we have full control over the deadzones, accelerations etc etc of the controls. Heavies would be unstoppable if they could quick-turn. They have so much health and firepower that if they get you in their sights, you're a dead man walking. That's the advantage of the Scout: It has really low health, but can dance around bullets. If everyone turned quickly, the Scout would be pretty useless. Plus, it makes flanking actually relevant. In games where you have low health like COD, flanking works because you can kill them before they know what hit them. Dust players have more health so that brief period of time where they're like "Where am I being shot from?" is less significant. Making it where dudes can't turn instantly means the flankers have more time to shoot so it's actually a valid strategy. I can agree and disagree with your statement at the same time You have a point about different classes being able to turn at different rates (true, I agree a heavy shouldn't be able to insta-turn on a dime). However this game is very similar to COD in respects to insta-killing, for the most part. Unless somebody is a well-speced heavy or a crazy logi with all high/low slots filled with complex/enhanced shield/armor mods, it is very possible to kill even a proto player with maxed out everything nearly instantly if you can get the beat on them. It all depends on aim. Every so often I could have the clear cut advantage, and I start haphazardly firing on somebody's back, but unless I make my shots count, they can turn around and annihilate me if they have the better aim. No only has this happened to me, but I have also killed many players with this technique as well. So I guess I just killed my own idea with my own post.. LOL. But still, I would like to see more options in regards to turning speed, deadzones, acceleration and etc, even if it is limited to what class I choose. Agreed. What i've always wanted from the dev's is the ability for us to draw our own controller response curve, limited by a particular dropsuit's inherent rotational inertia, ofc. It's doable and will not consume a ton of dev-hours.
DUST is pulling players from a lot of different games and even genres, and a customizable response curve would be a service to the playerbase.
DUST, being what it is, deserves this kind of sophistication in it's fps controls. I'm thinking CCP would get pretty good mileage from both playerbase and the press from this.
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Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.01.25 15:14:00 -
[2] - Quote
Garrett Blacknova wrote:Another part of the problem for some people is the deadzone.
Most FPS games on console have a minimal deadzone, just enough that a slightly loose stick doesn't cause your aim to drift. DUST's deadzone is tied to the PSMove controller's deadzone setting. And even when turned to 0, it's wider than it probably should be, but turning that RIGHT down is a huge improvement. Great explanation, Garrett. Thanks for the insight - the Dust world makes a little bit more sense now. |