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2011-10-05, 01:36 PM | [Ignore Me] #76 | ||
Lieutenant Colonel
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That reminds me. I picked up sniper last month to play around with it and found that when I zoomed in more than 8x I had to jerk the mouse to get the rifle to move. So small adjustments were impossible. Is that a "feature" or just me?
And now we return you to your regularly scheduled topic. |
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2011-10-05, 01:40 PM | [Ignore Me] #77 | |||
Captain
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To make the cross-hairs move nice and smooth you need to have in-game sensitivity all the way up. Make sure in Windows the sensitivity is right in the middle and disable any mouse acceleration. Some optical mice seem to make this option very hard to deal with and now you will be hyper-sensitive ok for turrets and maxes but crap for grunting. Long ago I used an MS1 ball mouse for grunting and sniping and an old cheapo optical mouse for Maxes/turrets. Now I have a G9x with on the fly sensitivity settings. I think i'm around 300DPI for planetside. OT have to agree 100% with Basti. ADADADAD and in general glitching movement I hate in anygame... like insta-prone to make people miss and constant bunnyhopping in all those more "realistic" shooters. I loved the need in Planetside to GET THE RIGHT TOOL to do the job. Last edited by Wahooo; 2011-10-05 at 01:48 PM. Reason: Add more after reading previous posts. |
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2011-10-05, 01:42 PM | [Ignore Me] #79 | ||
Yeah, the COF blooms when you move the mouse, you cannot pan and reliably hit targets.
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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2011-10-05, 01:50 PM | [Ignore Me] #81 | ||
Colonel
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Always enjoyed the CoF system especially with the bolt driver. Forced you to lead a target exactly then fire. Not sure what you mean about tracking. If you keep your cursor on a running player the CoF doesn't really bloom noticeably. I tended to just whip my cursor to where I thought they were going then fire a round. Much faster.
Damage degredation was an awesome feature. Really made weapons useful for their main roles and varied them while still allowing them to do damage outside their intended range.
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2011-10-05 at 01:53 PM. |
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2011-10-05, 02:11 PM | [Ignore Me] #82 | ||
General
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Gauss is almost on par with Sweeper up-close. If anything the sweeper is far more situational than the gauss...I love the gauss. Loot it off people all the time.
ADADADADADADAD strafing only works because it confuses the server/client or something and causes bullets to not register as hitting you. Don't think this will happen in PS2. |
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2011-10-05, 03:53 PM | [Ignore Me] #83 | |||
Captain
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7 and 8 are similar. Pick your weapon according to situation. You dont take pistol if you want kill tank. Same with shotgun for long range. I would hate if there is almost no difference between weapons like in "modern" shooters. |
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2011-10-05, 04:11 PM | [Ignore Me] #84 | |||
Captain
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Won't work on the implanted 12x zoom, though. Anyways, this helps make those tiny adjustments with the Bolt-Driver without much CoF bloom. |
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2011-10-05, 05:19 PM | [Ignore Me] #85 | ||||
Sergeant Major
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As for strafing: the issue with ADADAD is that un-scoped, full-speed movement doesnt significantly hurt your CoF as it would in other shooters. So when scope-down limits or eliminates your CoF in PS2, it will prevent you from dashing from side to side as you fire... if you want any accuracy. As I said, those were the things I didn't like about -infantry- combat. Vehicle combat is where I spend all of my time But what's nice is that PS2 -will- be the game for me, since pretty much everything that I mentioned is currently expected to be changed! |
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2011-10-05, 06:39 PM | [Ignore Me] #86 | ||
Contributor PlanetSide 2
Game Designer |
From what Higby said on lethality being between PS1 and BFBC2 I think that seems right. PS1 was a bit slow, but BFBC2 (which had a good pace for its own type of game) wouldn't quite work for PS IMO. Something in between seems good.
But that's just lethality - "pacing" is a lot more than just TTK. Its respawn rates (5s, or 30s? Penalty for dying quickly? Bonus for resources/facilities?) Respawn options (squad spawn, beacons, AMS, towers, bunkers, etc) Its tower & base design (how quickly can you exit a base/bunker/tower from the moment you spawn?) Its vehicle construction rate (how quickly can you get a vehicle rolling?) Its vehicle spawn options (only at bases? or can some be made at towers or special player-constructed entities?) Its shield regeneration rate & delay and medic healing rate. (how quickly you can recover from a non-fatal attack and resume and how long you are vulnerable after being wounded) Its distance between respawn locations. (affects distance from A to B) Its movement speed. (affects time to move from A to B) Its terrain difficulty (affects time to move from A to B) Its amount of cover in the terrain and bases (affects damage you can take and how easy it is to move around, flank, etc) Tons of factors influence pacing. Lethality is but one small one. I think faster pacing is a good thing. More action. Less waiting. Faster people get back to a fight the more 'massive' that fight is going to seem. 30 people can seem like 10 with slow pacing and long distances. 30 can also seem like 60 with faster pacing. But too high and progress comes to a halt. So you need a good balance. I think the proposed pacing seems about right to me. The only thing that concerns me is whether all the other factors are also increased (many of which are incorporated into map/terrain/base design and layout). Lethality alone would be a bad thing to increase, but if we have shorter respawn timers and other things that improve the rate at which people get back into the fight like closer together hard spawn points, and things like one-way teleporters from spawn rooms to vehicle pads or stuff like that it could work out quite well. What I don't want to see is higher lethality but everything else staying the same. Then we just spend more time getting ot a fight and less time enjoying it. I'm pretty sure Higby and friends get that, so I'm not really worried about that. It would be rather obvious if they screwed it up - the game would feel sluggish and boring. They won't ship that way so, no...not really worried. |
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2011-10-05, 07:52 PM | [Ignore Me] #87 | ||
Captain
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I fear that they could take that faster pace too far so distance wont matter and you could get really fast anywhere on whole continent, making it feel small. It was stated that they dont want ppl to spent time traveling to battle. Squad spawn takes out a lot of traveling, and there was even mention about spawning into tank as a gunner.
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2011-10-05, 08:16 PM | [Ignore Me] #88 | |||
Brigadier General
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What was the point of having so much distance between bases and towers in Planetside when the space wasn't used for much of anything? I'd rather feel like the map is big because there is a lot of ground to capture, not because it takes me an hour to cross a map. |
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2011-10-05, 08:47 PM | [Ignore Me] #89 | |||
First Sergeant
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Also, Talek Krell, I had similar issues at longer ranges with the rifle. I just moved left and right a bit instead of moving the mouse. That seemed to help, but I don't know why. Maybe your computer is as crap as mine? I doubt it, but are you, too, using an atari with a phone cord duct taped to the back or rabbit ears resting on top? |
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