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EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
11
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Posted - 2013.05.20 18:54:00 -
[1] - Quote
Fall damage and impact damage. I really don't like it, and think it's way too high. I see no reason for a super advanced, futuristic assault armor to lose half of its shields after jumping off of a relatively small hill. And spawning is awkward too. To start with, spawning (more specifically, inertia dampening). Can we have greater control over our descent while in free fall? A system similar to what Section 8 (a somewhat bad game) used would be really nice. When we jump off of a building, or out of the MCC, give us MORE directional control over where we're going to land as we fall. On the flipside, make it so that inertia dampeners will cause our descent to be locked in as we drop down. Furthermore, change the way the inertia dampeners work. As it stands now, you can either deploy the inertia dampener right after jumping out , or deploy your inertia dampener 2 feet off the ground.. and be perfectly okay. Make it so that the earlier you use the dampener, the less damage you take upon impact (with damage beginning to accumulate only after a certain altitude). This, in my opinion, would make the current mechanics a lot more interactive and fun but let me know what you guys think, okay?
Moving on, impact damage. I've been in several matches roaming around in my tank in some tight quarters where one of my teammates came blazing through with an LAV. There was ample room for him to fit between me and the wall, but he wasn't necessarily the best of drivers and wound up hitting the side of his car on the front treads of my tank. Subsequently, my shields went down by half (shield tank) and he blew up. And the passengers therein. I've played a lot of first person shooters and I always appreciate when I can accidentally crash my vehicle into something and not pay for it (in DUST, pay quite literally). After all, in EVE, I can slam my frigate at over 4,000 meters per second into a Titan and you know what happens? I don't explode, I bounce off of him (it has become an important game mechanic in EVE). While physically questionable and the tendency to cause extreme lulz, I think a lot more people would be upset by causing spaceship collision damage than those who would like it added in (if there even are any).
I also don't like collision damage amongst the vehicles as it almost relegates the current role of the LAV to a roadkill/suicide slamming vehicle. You can see this thread for my opinion on fixes necessary to LAVs, and removing impact damage from collisions on them would further benefit the LAV in its role. But removing impact damage collisions would not only help LAVs but also tanks. I had a match where my enemy and I were both in tanks, being pressed by the opposing teams and forced to retreat. I was reversing, trying to pick off some of my aggressors while retreating. The enemy tank was engaged in a similar situation, coming directly at me, but focused on my teammates who were putting the pressure on him. Well, we bumped. And we BOTH exploded. I think I speak for the both of us when I say we would rather have just bumped into each other, stopped moving, and had been allowed to engage each other in proper combat. Rather than both of us suddenly losing who knows how much combined ISK for a reason that, let us face it, holds little ground and standings.
So, I am hereby formally requesting and suggesting that CCP either greatly reduces and/or completely eliminates collision damages. Just look at other triple A shooter titles that have done this with little in the ways of negative drawbacks. And no, removing them is not going to turn the game into Halo 514. This game, while far from completely balanced and "complete", is very different from other shooters in its concept. And in the years to come the gap will widen as the game becomes more and more of what we all know it is capable of becoming, and beyond.
Death to bad mechanics! |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
13
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Posted - 2013.05.21 15:10:00 -
[2] - Quote
Bumping this thread to encourage the reading of longer posts and not just "_____ is OP it killed me, plz nerf" and of course the equal and opposite buff threads. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
17
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Posted - 2013.05.22 13:59:00 -
[3] - Quote
Sparhawk TheRubyKnigt wrote:+1 for an actual articulated post and as Exastra said, not just another "_____ is OP it killed me, plz nerf"
also, i am all for the reworking of colision damages. in all honesty, unless someone in an LAV is going at top speed and slams squarely into a wall/post, there's no need to decimate his shields and armor. (also, the whole 2 tanks bumping eachother? bogus) Yeah I'd been grumbling in my head about the collision damages since playing the game, but when our tanks bumped and we both died, that was when I decided "Somebody has to say something about this." I'm sure CCP wanted a bit of realism and all with it but as it is right now it's far more detrimental to gameplay than anything it could possibly add.
Niccolo deLuce wrote:That's a long read, worth it though. I like the ideas.
I do have to say that in my experience when I turn on my damps at low altitude (1-2seconds) I outright die or take armor dmg at least. Also, my damps seem to expire, so if I turn them on as soon as I jump they're gone pre-impact and I splat every single time. I have to aim for the 3-5 second window, not sure if that's the same for other people.
I play suicide LAV'er quite often though, and I agree that the impact mechanics in this game are almost as ridiculous as they are in eve. I can hit a scout at full speed and it slams my LAV to a complete stop about 50% of the time. Losing half my shields when I hit an object at 10kph, backing into a static tank and blowing up, etc... At the same time though I can barrel roll down a 200meter mountain and take zero dmg, passengers included. It's all just a bit weird.
Today it's been all about the quicksand. I had two vehicles get flat out stuck on open roads and refuse to move. One even locked my passenger inside it for the entire match (luckily it ejected me straight forward about 50 meters). One vehicle decided to have a flat tire and had the rear right side permanently about .8 meters clipping through the floor, although it realistically pulled very hard to the right the entire time.
Anyways, impact definitely needs a rehaul I can confirm that I have hit the inertia dampeners less than half a second before impact and been fine. As a matter of fact, when I first jumped into Uprising, I had been using the dampeners 1-2 seconds after jumping from the dropship. And I died on impact. Obviously confused, I began testing the fall-death mechanics. Somewhere along the line I think CCP fixed the inertia dampeners resulting in unavoidable fall deaths when used from high altitude, but I found that you can literally turn them on RIGHT before impact and be perfectly okay, not a single scratch on the suit. Which begs the question, "Why do we even have the option to choose when to turn them on?"
Which is why I proposed the idea of slightly more controlled flight with them off, and a straight, steady, safe descent with them on.
And I too have experienced the zero-damage multiple flip LAV rolls. Which saddens me because, sometimes I'll take damage by going down a hill that's too steep at less than 5kph. Like, I am literally barely moving and my front end just sorta scrapes the ground? Bam, 75% shields gone, "LRN2DRVE MORAN" - DUST collision coding |
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