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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
IAmDuncanIdaho II
The Southern Legion
14
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Posted - 2013.07.25 20:34:00 -
[1] - Quote
ZDub 303 wrote:[...]
Also... any word on if you'll be able to fix the horrendous module/equipment wheel? Its so difficult trying to select the right piece of equipment when you have 3-4 items.
Oh **** yeah, this is such a pain trying to select a freaking repper with a mouse on my logi alt. Hotkeys or something? 1, 2, 3 |
IAmDuncanIdaho II
The Southern Legion
14
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Posted - 2013.07.26 17:04:00 -
[2] - Quote
Gotta say I agree with the comments around Scouts. Removing rotation speeds for dropsuits seems unrealistic. Why should all classes / weapons be able to aim at the same speed? The more mass your suit + weapon + equipment + modules etc has, the heavier it is and the slower you should turn, just like armour weighs you down for other types of movement. ( I assume the reason right now only armour effects movement is because the mass of everything else is negligible in comparison)
I think it will be a pity if Scouts lose one of their major advantages.
I'd feel happier if I saw implementation based on real physics where every little bit you add affects all movement (agility), which naturally mean scouts are more agile than anything else. Every item and dropsuit should have a mass that affects agility (beginning to sound like Eve :-o). Seems like this change would be going in the opposite direction. Surely there's more variation and fun in figuring suit fittings when there's a variable change for everything you add/remove.
Hell LAVs should take (more) damage if they run me over when I weigh a freaking tonne! And I should be able to run into them :-p
And I should be able to drop onto a vehicle from height, in a suicide attempt (read: don't inertia dampen) and seriously damage whatever I land on...damage based on my mass and length of freefall / terminal velocity. Lol. I could ramble on.
[Edit: rambling on] And then drop-ships can have a purpose...fit them with a mobile CRU....and drop heavies onto vehicles to kill them |
IAmDuncanIdaho II
The Southern Legion
15
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Posted - 2013.07.26 17:35:00 -
[3] - Quote
Shotty GoBang wrote:IAmDuncanIdaho II wrote:I think it will be a pity if Scouts lose one of their major advantages. You're Duncan Idaho! That's three Dune references in a row! The Crysknife is meant to be.
I...Am :-p |
IAmDuncanIdaho II
The Southern Legion
15
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Posted - 2013.07.26 18:19:00 -
[4] - Quote
Shotty GoBang wrote:IAmDuncanIdaho II wrote:I think it will be a pity if Scouts lose one of their major advantages. You're Duncan Idaho! That's three Dune references in a row! The Crysknife is meant to be. When two Scouts meet in combat, "may thy knife chip and shatter" should either be heard in game or flashed onscreen. This has little to do with aiming and controls, but such an opportunity to improve the game should not be squandered .
Hah yes! Take their water! |
IAmDuncanIdaho II
The Southern Legion
18
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Posted - 2013.07.27 21:16:00 -
[5] - Quote
Master Jaraiya wrote:
[...]
KB/M users, when strafing can literally stop on a dime and go the other direction without a change in speed because they can simply go from moving right > left instantly.
DS3 users must move the analog stick from far right > center > far left. This means that to shift directions we are forced to gradually slow our speed by moving back to center then gradually increase our speed to move in another direction.
[...]
I get this, makes sense, and that would cause some imbalances between controller choices we're seeing. I can't see why any of this has to be an issue. Why can't simple physics simply be applied across the board. If you write the software so that my dropsuit cannot instantly change direction (which shouldn't be possible when you factor in inertia etc.) then nobody has any disadvantage.
Maybe this is easier said than done, I dunno, I don't write software for games, but seems like mins and maxes shouldn't be applied to the controllers, but to the things being controlled. |
IAmDuncanIdaho II
The Southern Legion
22
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Posted - 2013.08.04 07:18:00 -
[6] - Quote
Master Jaraiya wrote:Zethnos wrote: Try looking up some old ps1 and ps2 games... also look into the N64. many racing and fighting games on the d-pad.
I did say PS3 games. I'm fully aware that PS1 games use D-pad (there was no analog stick with PS1) along with some PS2 games and many N64 games. As for PS3 being backward compatible for PS1 games, this is because of the extra hardware working with a software emulator therefore it would make sense that these PS1 classics use the D-pad on the DS3 controller. This may simply be allowed only through the PS1 software emulation. Master Jaraiya wrote:This may be possible, but again my not be due to Software limitations of the PS3. I cannot think of any PS3 game that allows movement input via D-Pad. Also, while this would eliminate the disparity in the ability to strafe, it (correct me if I am wrong) would do nothing to bring the turn speeds in line with eachother.
Guy at my work uses d-pad for Fifa. Don't ask me *why*. But he does, because he prefers it. |
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