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Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
158
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Posted - 2013.05.19 08:45:00 -
[1] - Quote
I think pretty much everyone is well aware of the issues with the aiming system. It's definitely improved over the last week, though there are still problems. That being said, there are other issues that are not part of the aiming system which are compounding the problem. One of these issues (and it's a big one in my opinion) is the way in which players move.
In terms of a CQC fight, the issue isn't that people can move too quickly, it's that there is no acceleration on player movement, and you can change directions too quickly. If you stand still and push the left stick in any direction, you instantly begin moving at the maximum speed. In games with low health this isn't so much of an issue, because it only takes a couple bullets to take someone down. But in games with high health, being able to quickly change directions is a nightmare.
Imagine a CQC fight where one person is aiming and the other person is just trying to avoid being shot. The shooter's aim has to accelerate, but the person moving doesn't have to. This means that the shooter's aim can never really keep up with the rapid changes of direction.
In Chromosome aim acceleration was there, but it was minimal. That's why CQC was easier then, because our aim could keep up. The problem is that having little aim acceleration made tracking and small aiming adjustments much too difficult at medium to long range. More substantial aim acceleration needed to be added, and it was. The problem is that character movement stayed the same.
So here's what I'd suggest:
-Slightly increase strafing speeds -Add movement acceleration in all directions
This effectively slows people down without actually slowing people/the game down. It just penalizes you for trying to change directions too much. This should help improve not only CQC, but distance aiming too, as people won't be able to dance around in open areas to avoid being shot (as easily).
So, any thoughts on this? Agree/Disagree? |
David Spd
Isuuaya Tactical Caldari State
31
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Posted - 2013.05.19 09:15:00 -
[2] - Quote
Maybe I missed the point (tired sorry) but why increase strafe speed? Compensate for move accel.? Also if this is the case yeah, all for it. Was the biggest issue compounding the aim being broken imo.
Also (maybe off-topic) but when spawning in I've had my crosshair literally track people moving in front of me but once I push the stick it stops completely. Only seems to work well when standing still in general, very odd.... |
Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
158
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Posted - 2013.05.19 09:36:00 -
[3] - Quote
David Spd wrote:Maybe I missed the point (tired sorry) but why increase strafe speed? Compensate for move accel.? Also if this is the case yeah, all for it. Was the biggest issue compounding the aim being broken imo.
Also (maybe off-topic) but when spawning in I've had my crosshair literally track people moving in front of me but once I push the stick it stops completely. Only seems to work well when standing still in general, very odd.... Yeah, it would be to compensate for adding acceleration. I think not increasing strafing speed but adding acceleration would make it feel too sluggish. It seems like forward and backwards are mostly fine in terms of maximum speed.
Basically, like I said in the OP, the idea is that this should keep people moving generally at the same rate (so the pace of the game shouldn't change), it's just that changing directions rapidly/repeatedly would be more difficult to reduce the insane strafe CQC battles we have now. Which in turn should make hipfire aiming at close range not feel completely broken. |
Sete Clifton
PSU GHOST SYNDICATE DARKSTAR ARMY
160
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Posted - 2013.05.19 21:51:00 -
[4] - Quote
I hate to do this, but I'm bumping this thread. I feel pretty strongly about this and have to admit I'm a little disappointing there aren't more opinion on it, even if you think it's totally nuts. |
greyarea67
Namtar Elite Gallente Federation
16
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Posted - 2013.05.23 14:35:00 -
[5] - Quote
I was hoping there would be more feedback/discussion of this topic but no one seems interested, which is a shame.
Did todays Uprising 1.1 update improve aiming issues for mouse users like it was supposed to? |
REMNANCY 1
Opus Arcana Orion Empire
18
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Posted - 2013.05.23 15:23:00 -
[6] - Quote
If anything we should kill strafing which would solve so many issues and improve overall game quality |
Ranger SnakeBlood
OSG Planetary Operations
143
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Posted - 2013.05.23 15:57:00 -
[7] - Quote
Another topic i aint seen in a while hope to see it stick around its another one of those topics that get plagued with get good trolls or perhaps they just prefer the halo playstyle iam not 100% sure,
All the same +1 this is a step in right direction and would improve the core gameplay, making people have to consider there tactics and positioning more carefully, the dancing as some of us has come to know it should not be the main manner of avoiding bullets using cover should be far more effective but right now a static target poking out of cover is easier to hit than someone who is good at dancing. Strafing and dancing about should not be as effective as it is in dust look at Battllefield and ARMA you do that there and you die plain and simple. |
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