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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1759
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Posted - 2013.07.03 20:59:00 -
[1] - Quote
My personal opinion aside, where does the CPM stand on the removal of strafe speed restrictions? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1763
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Posted - 2013.07.03 21:10:00 -
[2] - Quote
Iron Wolf Saber wrote:Well I am not a major fan of it overall (as I am wanting more tactical less dancing) but you must admit that joyous chorus from the community means its closer to the sweet spot and overall its no where near as annoying as it was in early builds.
There are some complaints from various people using or dealing with straft such as running sideways faster than forwards though and would like to see those resolved but I have to let the dust from 1.2 to settle down to see which are the real complaints or not.
Overall I am still adjusting my controller and determining which graphical setting is best for me since I do have a far older PS3 model.
Despite the community, what would you say toward it affecting the game's health as a whole? Many of us feel that it is only further imbalancing the disparity between Armor/Shield tanking and has led tka negative impact on CQC combat. And please dont opt out with the "get gud" argument. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1792
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Posted - 2013.07.04 18:39:00 -
[3] - Quote
Laurent Cazaderon wrote:My personal opinion is very clear on the matter. It's better this way. And saying it takes out some tactical aspect of the game is imo untrue. The fact that the game and movement feels more responsive, more dynamic since 1.2 doesnt change the fact that you cant rush 4 guys by yourself straffing like a mad man. That you should use cover instead of being shot while running in plain sight.
I still got murdered by snipers, AR and every other weapon despite the fact that everything feels a lot more paced up.
Regarding CQC combat, i'd point out hit detection and not straffing speed. As yes, HD is still very much perfectible. But honestly, i have no issue taking down a scout at CQC by playing its own game.
Now, the debate about armor vs shield tanking is not new. Straf speed was already awfully more slow for armor than it was for shield before 1.2. And the solution doesnt lie in overall straff but in modules and penalty for those two type of defense.
So yeah, me likey.
I'm starting to become more accustomed to the strafe speed, it doesn't bother me and I'm perhaps more effective, but I am worried for the health of the game. Id like to bring some more issues to the table:
A.) Would you correlate CQC hit detection with hit box lag, the issue that occurs when the client/server don't match up due to latency/ping? If so, how would you propose to combat this issue if it simply cannot be fixed technologically?
B.) How would you solve for Nova Knife hit detection, as many of my corporation's dedicated assassins now feel that they can't keep up with targets due to small field of vision and inconsistent aim assist on knives?
C.) From your talks with CCP, has there been any work done to alter Dropsuit bonuses to correlate with Armor / Shield preference or has the balancing act resorted strictly to current and newly implemented modules?
D.) Lastly, from your experience of Uprising in Fanfest 2013, an environment with far better performance than release, would you account the strafe speeds as something new or agree with CCP Wolfman in that there were no changes but increased performance simply allowed us to see the game as it really is?
I understand these are a lot of questions on multiple different topics, thank you for your patience. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1793
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Posted - 2013.07.04 20:10:00 -
[4] - Quote
Ranger SnakeBlood wrote:Possible solution for this would the the addition of movement acceleration, as it stands now i dont think many people have a issue tracking a targets its when they start jumping and switching directions that the issue occurs as their is no indication that such a act is occurring it just happens and the target starts moving full speed in the other direction(This is more obvious with a keyboard user than a controller), if when they switch direction they were slowed down and had to gather momentum before going full speed again it would in theory at least stop alot of the CQC dances as well as add more feeling of being human and not just a floating camera with a gun.
Iam curious as to CPMs thought on the addition of movement acceleration.
I personally like the idea as it gives Dust a niche as being what it was reviewed as: "The thinking man's shooter"
However, I think there's going to be a lot of outcry about it what with the massive welcome the new strafe speeds have brougjt with the community. If armor plates affected acceleration/momentum, it would take away from a lot of the concern for movement speed penalties making armor tankers less concerned when applying large stacks of armor plates. It'd be like racinf a sedan and an truck, the Sedan taking off faster with less mass but the truck being able to match or even surpass it in speed once its acceleration has climbed due to having higher mass.
Now, there was one player here on the forums that stated that mass did not affect velocity in game or in real life, which makes me question the intelligence of the common player (lol) but I feel that he was partially correct but had the wrong way of ezplaining it. While mass doesn't necessarily affect velocity in space, it does affect acceleration a great deal and I think that Dust can hallmark on that as the difference between Armor and Shields without penalizing either.
I believe Iron Wolf brought this up a while back and I think its a good idea. It would make Shield Tankers more CQC/Skirmisher based and Armor Tankers more for lasting longer engagements. But this cannot happen without Dropsuits being looked at as a whole, not just the modules and mechanics. Armor Tankers, if by design, are supposed to have large pools of HP. This can only surpass shield tankers if bonuses like that attached to the Caldari Logistics are changed or a similar bonus applied for the opposite spectrum.
With that being said - yes, I feel this is a much needed addition that will not only add to the diversity and immersion of Dust but will help solve the imbalance we're currently seeing. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
1805
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Posted - 2013.07.05 18:09:00 -
[5] - Quote
Iskandar Zul Karnain wrote:Considering aiming feels a little wonky after the hell we went through in 1.1 I'm not entirely sure the problem is the strafe speed - it may just be that we haven't adjusted yet. That said, it does feel a *little* fast. I'm curious to see how the community will feel about this in a few weeks.
I agree if only because Ive seen some magical **** happen when using a shotgun. You dont really notice it until youre up close and personal, but despite teleporting the bunny hopping number has definitely become more effective at dodging shotgun blasts. Ive seen guys have sparks fly off their helmet but because they were strafing so fast it didnt register the hit.
Hit box lag is an odd thing to account for in Dust. The only way to tell if youve got good ping is through FW matches but it only shows when the battle is enabled, by which point the match is normally full. So, do I aim at him or behind him? Either or, hes usually strafing too fast for me to tell where his hit box is.
That and personal opinion (not relevant at all) says it kinda kills the immersion. I expect this from Scouts but Amarr Assault suits is a bit of a stretch.... |
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