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Sollemnis Aelinos
89th Infantry Division
53
|
Posted - 2013.07.08 10:51:00 -
[31] - Quote
if the backpedal issue was fixed....i would be happy |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
646
|
Posted - 2013.07.08 10:55:00 -
[32] - Quote
WANT TO BUY COMMON SENSE
Common sense says: walking speed is as follows:
Forward > sideways > backwards.
CCP
USE
COMMON
SENSE |
Twomanchew
Goose Bite
23
|
Posted - 2013.07.08 11:03:00 -
[33] - Quote
I like the change. Brings some interesting fun battles. I was fighting this guy, we both must of reloaded 3 times and we were not that far apart from each other. It was a fun moment. :) |
Spectral Clone
The Unholy Legion Of DarkStar DARKSTAR ARMY
59
|
Posted - 2013.07.08 11:08:00 -
[34] - Quote
Easier to kill heavies in CQC with my assault SMG now.
Fking awesome. |
Rei Shepard
Spectre II
364
|
Posted - 2013.07.08 11:32:00 -
[35] - Quote
5aEKUXeRJGJ27kCDnDVYak4 wrote:CCP you lied. It is obviously faster than before. It is even faster than walking forward.
You just somehow mistaken the "DS3+keyboard = 2x strafe" bug as "normal speed".
I am truly speechless as to how incompetence you are to not notice this.
Fix this strafe. This is not normal. This is 2x the normal speed.
It is also faster than walking forward, how do you even explain that?
I know the strafing speed doesnt make much sense, at all and while i like the speed, i dont really get the physics behind the part i can go sideways much faster then i can go straight ahead.
Ill accept it for now and each time i start strafing like a Mofo, i think about yelling "GO GO GADGET ROLLERBLADES" and out pop wheels under my feet, next update we get scateboards?
Now if only i could get the "GO GO GADGET COPTER" and ill be able to dodge Lavs vertically.... |
Albert Farrier
Brutor Vanguard Minmatar Republic
5
|
Posted - 2013.07.08 11:32:00 -
[36] - Quote
I don't claim to be knowledgeable or skilled when it comes to DUST or first person shooters in general. In fact I totally suck at this game. All I really know is that just as I was beginning to have a glimmer of hope that my skills (not my skill points, but my ability to use my character effectively) were improving and I was starting to get the hang of the game, they change the rules and pull the carpet from under me.
I had just begun to get an average per match k/d of 0.6 (as I said, I suck) and had pulled my overall k/d up to 0.46 from 0.31 (a lot of dying in a game with a horrible new player experience) Since the update that I was so looking forward to, getting 0.3 is a good match. The heavy suit is just too sluggish now for my boundless hmg to do me any good. All the time and effort that I put into skilling into the heavy and all the practice I put into using it was wasted. Since the movement speed was changed, I feel like I am trying to swat a fly with a cinderblock.
I love the maps and the overall concept of the game more than I can express, but the actual gameplay has me looking for another game to play. If this was a game where I could actually improve my skills and not just the skills of my character, I would be a paying customer. As it stands now, I am on the verge of leaving DUST behind. |
martinofski
Rebelles A Quebec Orion Empire
246
|
Posted - 2013.07.08 11:35:00 -
[37] - Quote
Spectral Clone wrote:Easier to kill heavies in CQC with my assault SMG now.
Fking awesome.
While the heavy think the oposite about mostly every opponents in cqc.
Laurent, let us know when you'll check speed, because the heavy can't track more than before and still other are strafing faster. A strafing heavy? Lol, never seen that. I mean really strafing A moving side to side one, yes, but still an eady target to track.
I played one evening since 1.2 with the HMG, and have been runned around and strafe to death in CQC more than ever, to the point LAV are fun to get hit by (almost). I am playing forge now.
All a heavy can track now is a guys too far to deal good damages, someone who don't strafe at all in cqc, another heavy or someone in a tight hallway. |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
651
|
Posted - 2013.07.08 11:38:00 -
[38] - Quote
You will never win
|
Deluxe Edition
TeamPlayers EoN.
476
|
Posted - 2013.07.08 12:17:00 -
[39] - Quote
Laurent Cazaderon wrote:5aEKUXeRJGJ27kCDnDVYak4 wrote:CCP you lied. It is obviously faster than before. It is even faster than walking forward.
You just somehow mistaken the "DS3+keyboard = 2x strafe" bug as "normal speed".
I am truly speechless as to how incompetence you are to not notice this.
Fix this strafe. This is not normal. This is 2x the normal speed.
It is also faster than walking forward, how do you even explain that? All i know is i like it that way. Much more dynamic than it was before.
The biggest issue is the strafe speed of the scout.. if you can call it that. It's more of a teleport really like watching an episode of dragon ball z. They are also comepletely break hit detection, even when tracking them well 75% of the on target bullets do not register making an AR completely useless against them. Right now the ONLY weapon that can kill scouts is the flaylock pistol. |
Laurent Cazaderon
What The French CRONOS.
1738
|
Posted - 2013.07.08 12:32:00 -
[40] - Quote
Deluxe Edition wrote:Laurent Cazaderon wrote:5aEKUXeRJGJ27kCDnDVYak4 wrote:CCP you lied. It is obviously faster than before. It is even faster than walking forward.
You just somehow mistaken the "DS3+keyboard = 2x strafe" bug as "normal speed".
I am truly speechless as to how incompetence you are to not notice this.
Fix this strafe. This is not normal. This is 2x the normal speed.
It is also faster than walking forward, how do you even explain that? All i know is i like it that way. Much more dynamic than it was before. The biggest issue is the strafe speed of the scout.. if you can call it that. It's more of a teleport really like watching an episode of dragon ball z. They are also comepletely break hit detection, even when tracking them well 75% of the on target bullets do not register making an AR completely useless against them. Right now the ONLY weapon that can kill scouts is the flaylock pistol.
I killed many scouts since 1.2. Still killed them way more than they killed me. Worst reaction vs a scout is to full auto. Fire nice tight burst and you'll hit them a lot more.
Let's not forget this game is based on RDS that makes your bullets pretty much not end up where you're aiming. God... i just hate that mecanics.. Important bi-dimensional (x and y) recoil and straight line for bullets is much more pleasant and skill demanding than those random dispersion system all FPS seems to love now. (who yelled counter strike in the back ?) |
|
Laurent Cazaderon
What The French CRONOS.
1739
|
Posted - 2013.07.08 12:39:00 -
[41] - Quote
martinofski wrote:Spectral Clone wrote:Easier to kill heavies in CQC with my assault SMG now.
Fking awesome. While the heavy think the oposite about mostly every opponents in cqc. Laurent, let us know when you'll check speed, because the heavy can't track more than before and still other are strafing faster. A strafing heavy? Lol, never seen that. I mean really strafing A moving side to side one, yes, but still an eady target to track. I played one evening since 1.2 with the HMG, and have been runned around and strafe to death in CQC more than ever, to the point LAV are fun to get hit by (almost). I am playing forge now. All a heavy can track now is a guys too far to deal good damages, someone who don't strafe at all in cqc, another heavy or someone in a tight hallway.
Heavies were broken before 1.2 tbh. i crushed them with smg just as i do now. Heavies need some more HP. Well, at least Sentinel so the suit offers something really interesting compared to basic frames.
Bonus about feedback damage turned into a +5% bonus to both shield and armor base HP per level would be a lot of help to those big fellas. That and a slight buff to turn speed. But on that last point, progress are coming for the DS3 with the rapid fire updates and it might change a lot. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
188
|
Posted - 2013.07.08 12:47:00 -
[42] - Quote
I personally like the new strafe speed. I'm in a gosh darn dropsuit for Pete's sake, there should be nothing natural about the movement. |
martinofski
Rebelles A Quebec Orion Empire
248
|
Posted - 2013.07.08 13:14:00 -
[43] - Quote
Laurent Cazaderon wrote:martinofski wrote:Spectral Clone wrote:Easier to kill heavies in CQC with my assault SMG now.
Fking awesome. While the heavy think the oposite about mostly every opponents in cqc. Laurent, let us know when you'll check speed, because the heavy can't track more than before and still other are strafing faster. A strafing heavy? Lol, never seen that. I mean really strafing A moving side to side one, yes, but still an eady target to track. I played one evening since 1.2 with the HMG, and have been runned around and strafe to death in CQC more than ever, to the point LAV are fun to get hit by (almost). I am playing forge now. All a heavy can track now is a guys too far to deal good damages, someone who don't strafe at all in cqc, another heavy or someone in a tight hallway. Heavies were broken before 1.2 tbh. i crushed them with smg just as i do now. Heavies need some more HP. Well, at least Sentinel so the suit offers something really interesting compared to basic frames. Bonus about feedback damage turned into a +5% bonus to both shield and armor base HP per level would be a lot of help to those big fellas. That and a slight buff to turn speed. But on that last point, progress are coming for the DS3 with the rapid fire updates and it might change a lot.
Not sure the HP is the main concern I got for the heavy, more about the fun factor of it. It wont be fun to be turned around twice as long and shoot at if we have a hard time to just turn on ourself to track the guys.
I am fine with the current speed for strafing, make the game more fast and enjoyable in general, but everyone strafing bonus from 1.2 is a minus for the heavy, since nothing have changed for him really. It was a "performance" fix for everyone, but for the heavies. Just showing how our turn speed was an issue even before 1.2.
|
calisk galern
BurgezzE.T.F
445
|
Posted - 2013.07.08 13:17:00 -
[44] - Quote
alt spam bot account, nothing more then a troll |
5aEKUXeRJGJ27kCDnDVYak4
Expert Intervention Caldari State
657
|
Posted - 2013.07.08 13:18:00 -
[45] - Quote
calisk galern wrote:alt spam bot account, nothing more then a troll Shut up if you have nothing to contribute. |
Deluxe Edition
TeamPlayers EoN.
478
|
Posted - 2013.07.08 13:19:00 -
[46] - Quote
Laurent Cazaderon wrote:Deluxe Edition wrote:Laurent Cazaderon wrote:5aEKUXeRJGJ27kCDnDVYak4 wrote:CCP you lied. It is obviously faster than before. It is even faster than walking forward.
You just somehow mistaken the "DS3+keyboard = 2x strafe" bug as "normal speed".
I am truly speechless as to how incompetence you are to not notice this.
Fix this strafe. This is not normal. This is 2x the normal speed.
It is also faster than walking forward, how do you even explain that? All i know is i like it that way. Much more dynamic than it was before. The biggest issue is the strafe speed of the scout.. if you can call it that. It's more of a teleport really like watching an episode of dragon ball z. They are also comepletely break hit detection, even when tracking them well 75% of the on target bullets do not register making an AR completely useless against them. Right now the ONLY weapon that can kill scouts is the flaylock pistol. I killed many scouts since 1.2. Still killed them way more than they killed me. Worst reaction vs a scout is to full auto. Fire nice tight burst and you'll hit them a lot more. Let's not forget this game is based on RDS that makes your bullets pretty much not end up where you're aiming. God... i just hate that mecanics.. Important bi-dimensional (x and y) recoil and straight line for bullets is much more pleasant and skill demanding than those random dispersion system all FPS seems to love now. (who yelled counter strike in the back ?)
I know how to burst my shots on an AR. The only time bullets register onthem is when I bring up my sights, however since they are all using flaylocks that isn't an option. |
Kiro Justice
Namtar Elite Gallente Federation
293
|
Posted - 2013.07.08 13:26:00 -
[47] - Quote
Translation: "WAAAAAHHHHHH!!!! I have to aim now!!!" |
Laurent Cazaderon
What The French CRONOS.
1744
|
Posted - 2013.07.08 13:53:00 -
[48] - Quote
Deluxe Edition wrote:Laurent Cazaderon wrote:Deluxe Edition wrote:Laurent Cazaderon wrote:5aEKUXeRJGJ27kCDnDVYak4 wrote:CCP you lied. It is obviously faster than before. It is even faster than walking forward.
You just somehow mistaken the "DS3+keyboard = 2x strafe" bug as "normal speed".
I am truly speechless as to how incompetence you are to not notice this.
Fix this strafe. This is not normal. This is 2x the normal speed.
It is also faster than walking forward, how do you even explain that? All i know is i like it that way. Much more dynamic than it was before. The biggest issue is the strafe speed of the scout.. if you can call it that. It's more of a teleport really like watching an episode of dragon ball z. They are also comepletely break hit detection, even when tracking them well 75% of the on target bullets do not register making an AR completely useless against them. Right now the ONLY weapon that can kill scouts is the flaylock pistol. I killed many scouts since 1.2. Still killed them way more than they killed me. Worst reaction vs a scout is to full auto. Fire nice tight burst and you'll hit them a lot more. Let's not forget this game is based on RDS that makes your bullets pretty much not end up where you're aiming. God... i just hate that mecanics.. Important bi-dimensional (x and y) recoil and straight line for bullets is much more pleasant and skill demanding than those random dispersion system all FPS seems to love now. (who yelled counter strike in the back ?) I know how to burst my shots on an AR. The only time bullets register onthem is when I bring up my sights, however since they are all using flaylocks that isn't an option.
Flaylock is another issue. But aint that the point of scouts to be a massive pain to take down once they managed to get to CQC ? I mean, a scout at mid\long range is often dead quite fast. It's only fair that he becomes an overwhelming threat at close range.
Yes it's frustrating because it feels like the guy sometimes goes through bullets but hey, it's an uber fast suit in a futuristic universe. Besides, it s nothing compared to scouts when HD was really badly broken and nothing would register no matter the range. |
Zekain K
Expert Intervention Caldari State
210
|
Posted - 2013.07.08 13:55:00 -
[49] - Quote
The new movement speed brings back fond memories from replication.
Good times... good times. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4647
|
Posted - 2013.07.08 14:01:00 -
[50] - Quote
Tallen Ellecon wrote: I'm in a gosh darn dropsuit for Pete's sake, there should be nothing natural about the movement. Because we're all actually dropsuits. Transformers 514 |
|
Laurent Cazaderon
What The French CRONOS.
1745
|
Posted - 2013.07.08 14:02:00 -
[51] - Quote
martinofski wrote:Laurent Cazaderon wrote:martinofski wrote:Spectral Clone wrote:Easier to kill heavies in CQC with my assault SMG now.
Fking awesome. While the heavy think the oposite about mostly every opponents in cqc. Laurent, let us know when you'll check speed, because the heavy can't track more than before and still other are strafing faster. A strafing heavy? Lol, never seen that. I mean really strafing A moving side to side one, yes, but still an eady target to track. I played one evening since 1.2 with the HMG, and have been runned around and strafe to death in CQC more than ever, to the point LAV are fun to get hit by (almost). I am playing forge now. All a heavy can track now is a guys too far to deal good damages, someone who don't strafe at all in cqc, another heavy or someone in a tight hallway. Heavies were broken before 1.2 tbh. i crushed them with smg just as i do now. Heavies need some more HP. Well, at least Sentinel so the suit offers something really interesting compared to basic frames. Bonus about feedback damage turned into a +5% bonus to both shield and armor base HP per level would be a lot of help to those big fellas. That and a slight buff to turn speed. But on that last point, progress are coming for the DS3 with the rapid fire updates and it might change a lot. Not sure the HP is the main concern I got for the heavy, more about the fun factor of it. It wont be fun to be turned around twice as long and shoot at if we have a hard time to just turn on ourself to track the guys. I am fine with the current speed for strafing, make the game more fast and enjoyable in general, but everyone strafing bonus from 1.2 is a minus for the heavy, since nothing have changed for him really. It was a "performance" fix for everyone, but for the heavies. Just showing how our turn speed was an issue even before 1.2.
As i said, work is being done on the DS3 acceleration, aim assist, on overall feel according to Wolfman. It's mainly because they focus on such basic enhancement that stuff we consider quick fix take longer. We may see some improvements round september i'd say. But dont quote me on that as it's nothing official.
Back to the heavies turn speed, yes it's slow. but it's kind of the purpose. It may be way too slow at the moment, havent tried much since 1.2 i'll admit. But regarding HP, anytime i face a heavy dude, i dont feel as much threatened as i should. Even when i dont have enough space to outmanoeuver him at close range, i usually go for a face to face that i win most of the time.
This always makes me kinda sad as i remember older build where heavies were even slower but were freakin rock solid. Well, they didnt have much overheat on their HMG at the time as well so it was really awfull lol but they were what they're meant to be. So yeah, i think heavies should have more HP than they have now. A faster turn rate as well but not by much as it is part of their profile. |
Zekain K
Expert Intervention Caldari State
212
|
Posted - 2013.07.08 14:32:00 -
[52] - Quote
the movement speed is universal, you can tell by how the cross hairs do not change size when you strafe in a circle formation.
Also, walking backwards in the MCC got a major buff. Which is awesome. |
Albert Farrier
Brutor Vanguard Minmatar Republic
7
|
Posted - 2013.07.08 14:33:00 -
[53] - Quote
Laurent Cazaderon wrote:
...snip...
Back to the heavies turn speed, yes it's slow. but it's kind of the purpose. It may be way too slow at the moment, havent tried much since 1.2 i'll admit. But regarding HP, anytime i face a heavy dude, i dont feel as much threatened as i should. Even when i dont have enough space to outmanoeuver him at close range, i usually go for a face to face that i win most of the time.
This always makes me kinda sad as i remember older build where heavies were even slower but were freakin rock solid. Well, they didnt have much overheat on their HMG at the time as well so it was really awfull lol but they were what they're meant to be. So yeah, i think heavies should have more HP than they have now. A faster turn rate as well but not by much as it is part of their profile.
I agree that heavies should not be as fast as other lighter suits. The problem arose when all the other suits got a boost and the gap between them and the heavies widened. In a recent match, someone with a shotgun was literally running circles around me and all I could do was watch him kill me. I could not get away and I absolutely could not retaliate. I was completely defenceless. In my opinion, the HP of the heavy is fine. Any additional hp should come through skilling the proper suits and fittings. We just need to be able to defend ourselves in CQC. At this point I survive longer in the Militia Frontline fitting that comes preloaded in the game. |
Laurent Cazaderon
What The French CRONOS.
1747
|
Posted - 2013.07.08 14:37:00 -
[54] - Quote
Albert Farrier wrote:Laurent Cazaderon wrote:
...snip...
Back to the heavies turn speed, yes it's slow. but it's kind of the purpose. It may be way too slow at the moment, havent tried much since 1.2 i'll admit. But regarding HP, anytime i face a heavy dude, i dont feel as much threatened as i should. Even when i dont have enough space to outmanoeuver him at close range, i usually go for a face to face that i win most of the time.
This always makes me kinda sad as i remember older build where heavies were even slower but were freakin rock solid. Well, they didnt have much overheat on their HMG at the time as well so it was really awfull lol but they were what they're meant to be. So yeah, i think heavies should have more HP than they have now. A faster turn rate as well but not by much as it is part of their profile.
I agree that heavies should not be as fast as other lighter suits. The problem arose when all the other suits got a boost and the gap between them and the heavies widened. In a recent match, someone with a shotgun was literally running circles around me and all I could do was watch him kill me. I could not get away and I absolutely could not retaliate. I was completely defenceless. In my opinion, the HP of the heavy is fine. Any additional hp should come through skilling the proper suits and fittings. We just need to be able to defend ourselves in CQC. At this point I survive longer in the Militia Frontline fitting that comes preloaded in the game.
Dont forget the game relies on sort of a rock paper scissor system. or at least it's supposed to. A heavy at very close range is supposed to be defenseless against a fast enemy. Not saying things are ideal. But there are situations where you're supposed to be doomed.
On the other hand, such weaknesses should come with being outterly dangerous and powerfull in other situations which isnt the case.
Balance is a tough thing to reach, especially with dust compared to other FPS. Everyone has its idea but it's fair to say no one can get it to be perfect. Only solution :
Plan. Do. Check. Act. Do it again till you reach a soft spot. |
Albert Farrier
Brutor Vanguard Minmatar Republic
8
|
Posted - 2013.07.08 15:02:00 -
[55] - Quote
Laurent Cazaderon wrote:
Dont forget the game relies on sort of a rock paper scissor system. or at least it's supposed to. A heavy at very close range is supposed to be defenseless against a fast enemy. Not saying things are ideal. But there are situations where you're supposed to be doomed.
On the other hand, such weaknesses should come with being outterly dangerous and powerfull in other situations which isnt the case.
Balance is a tough thing to reach, especially with dust compared to other FPS. Everyone has its idea but it's fair to say no one can get it to be perfect. Only solution :
Plan. Do. Check. Act. Do it again till you reach a soft spot.
My experience has been that if I am close enough to do the damage that a boundless hmg is supposed to do, I am close enough to be "defenceless and doomed" even with the range increase. Perhaps this is due to my lack of skill at this game, but I did not have this problem before 1.2.
That being said, I would like to apologize if I come across as just another complainer trying to tell CCP how it should be done. That is not my intention at all. I understand that it can be frustrating to be working hard to get a product polished and have hoards of angry players telling you that you are doing it wrong. My hope is to add the viewpoint of a noob to that of the seasoned vets so that you may get some ideas to improve the new player experience. (granted, I shouldn't be such a noob if I have been in long enough to have a sentinel suit and proto weapon, as I said before, I SUCK at this game lol)
I do appreciate all of you at CCP listening to player feedback and trying to make this game all it can be. |
PonyClause Rex
TRAMADOL KNIGHTS
237
|
Posted - 2013.07.08 16:22:00 -
[56] - Quote
conducted my weekly forum visit looking for a 5aEKUXeRJGJ27kCDnDVYak4 thread left satisfied
Keep fighting the good fight |
Laurent Cazaderon
What The French CRONOS.
1758
|
Posted - 2013.07.09 07:48:00 -
[57] - Quote
Albert Farrier wrote:Laurent Cazaderon wrote:
Dont forget the game relies on sort of a rock paper scissor system. or at least it's supposed to. A heavy at very close range is supposed to be defenseless against a fast enemy. Not saying things are ideal. But there are situations where you're supposed to be doomed.
On the other hand, such weaknesses should come with being outterly dangerous and powerfull in other situations which isnt the case.
Balance is a tough thing to reach, especially with dust compared to other FPS. Everyone has its idea but it's fair to say no one can get it to be perfect. Only solution :
Plan. Do. Check. Act. Do it again till you reach a soft spot.
My experience has been that if I am close enough to do the damage that a boundless hmg is supposed to do, I am close enough to be "defenceless and doomed" even with the range increase. Perhaps this is due to my lack of skill at this game, but I did not have this problem before 1.2. That being said, I would like to apologize if I come across as just another complainer trying to tell CCP how it should be done. That is not my intention at all. I understand that it can be frustrating to be working hard to get a product polished and have hoards of angry players telling you that you are doing it wrong. My hope is to add the viewpoint of a noob to that of the seasoned vets so that you may get some ideas to improve the new player experience. (granted, I shouldn't be such a noob if I have been in long enough to have a sentinel suit and proto weapon, as I said before, I SUCK at this game lol) I do appreciate all of you at CCP listening to player feedback and trying to make this game all it can be.
I see what you mean. And no prob, all feedback is welcomed ^^ |
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