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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Awry Barux
Shining Flame Amarr Empire
6
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Posted - 2013.07.25 18:51:00 -
[1] - Quote
The dev blog doesn't mention one thing that I feel to be of critical importance: separate sensitivities for ADS and hip fire. Right now, we're forced to choose between overly sensitive hip fire with good ADS, and good hip fire with extremely sluggish ADS. Please allow us to either: a. Set ADS and non-ADS sensitivity separately b. Set the multiplier applied to non-ADS sensitivity when in ADS.
Still, overall, I'm glad to see these changes coming. It's gratifying to see my AUR purchases building a better game. Good work and keep it up! |
Awry Barux
Shining Flame Amarr Empire
6
|
Posted - 2013.07.25 18:57:00 -
[2] - Quote
Lance 2ballzStrong wrote:Would like to know how aiming went from being alright in Chromosome, with nobody really complaining about it, to being absolutely atrocious in Uprising.
Just curious as to what caused it. RTFB From the blog: The biggest update, however, is that we plan to reintroduce aim assists that we previously disabled. Don't sneer! Aim assists are part and parcel of aiming control on console!
The assists in question are magnetism and adhesion. Magnetism works by helping you maintain your aim as you strafe a target. Adhesion adjusts your rotation when an enemy is targeted to help you stay on target. Why did we disable them in the first place? In testing, we found that in a limited number of circumstances they could interfere with aiming instead of assisting it. We made the decision to disable it until we could iron out the kinks in the system. |
Awry Barux
Shining Flame Amarr Empire
8
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Posted - 2013.07.25 19:25:00 -
[3] - Quote
Lance 2ballzStrong wrote:Awry Barux wrote:Lance 2ballzStrong wrote:Would like to know how aiming went from being alright in Chromosome, with nobody really complaining about it, to being absolutely atrocious in Uprising.
Just curious as to what caused it. RTFB From the blog: The biggest update, however, is that we plan to reintroduce aim assists that we previously disabled. Don't sneer! Aim assists are part and parcel of aiming control on console! The assists in question are magnetism and adhesion. Magnetism works by helping you maintain your aim as you strafe a target. Adhesion adjusts your rotation when an enemy is targeted to help you stay on target. Why did we disable them in the first place? In testing, we found that in a limited number of circumstances they could interfere with aiming instead of assisting it. We made the decision to disable it until we could iron out the kinks in the system. i've tested this in Uprising recently. There is SOME aim assist atm. The problem is not aim assist. It feels like my player is drunk. I've played BF3 extensively and that has a huge amount of input lag (drunk player feeling). While I can still play pretty well on BF3, on DUST this drunken feeling has nothing to do with aim assist. Mind you, how DICE "fixed" input lag on BF3 was to crank up the aim assist to ridiculous proportions.
Right. There's still some assist, but the aim-assist system as a whole is not working properly because they disabled the magnetism and adhesion aspects. The assist is therefore unintuitive/inconsistent, leading to the drunk feeling. Hopefully my conjecture as to the cause is correct and 1.4 fixes this.
Also am I really the only one who wishes we had separate ADS and non-ADS sensitivities? |
Awry Barux
Shining Flame Amarr Empire
8
|
Posted - 2013.07.25 19:57:00 -
[4] - Quote
HEAD- HUNTER-GEO wrote:I am an A.R. guy myself i think all this is great feedback>>I also think being able to put sights on are Assault riffles would also help on some aiming issues.Just a simple red dot like the scrambler riffle would work please ccp make this happen.In 1.4
LOL. AR bro can't handle iron sights, too tough. |
Awry Barux
Shining Flame Amarr Empire
17
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Posted - 2013.07.26 16:30:00 -
[5] - Quote
Shotty GoBang wrote: Crysknife: Scouts carry an assassin's blade which does not occupy a weapon slot.
Yes. Yes yes yes. Please implement this- nova knives are a ton of fun but they're pretty tenuous in terms of being worth a whole sidearm slot. Make it deal damage equivalent to the suit's tier of nova knives, with no charge option. Dune is the best and if you name the knife something else I'll die of rage.
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