"Game Doesn't Feel Right"


(Seanza) #21


(BomBaKlaK) #22

Playing with a FOV of 90 is not possible even with 110 the game feel slow, I don’t think that’s a speed problem but maybe a camera setting, cause when you see other players the speed look good. But at this point with a FOV of 100 people looks really tiny even on a 27" monitor. That’s a big problem.

Head hit box feel a bit to high in the model or something is strange you really need to aim at the top of the head to get a headshot. around the neck is like bodyshot.


(Hundopercent) #23

I’ve killed a few people that were behind walls with the sniper. Not as common but, I don’t play it as much nor do you shoot as many bullets. I find the strafing/tracers to be even more weird when sniping. I’ve seen some tracers go right through players faces. Drives me nuts.

If you look at the second SS you will see the kill ghost killing me through the wall even though I probably died standing but on my screen I was crouching and mid reload.


(Hundopercent) #24

[QUOTE=BomBaKlaK;473947]Playing with a FOV of 90 is not possible even with 110 the game feel slow, I don’t think that’s a speed problem but maybe a camera setting, cause when you see other players the speed look good. But at this point with a FOV of 100 people looks really tiny even on a 27" monitor. That’s a big problem.

Head hit box feel a bit to high in the model or something is strange you really need to aim at the top of the head to get a headshot. around the neck is like bodyshot.[/QUOTE]

After the recent patch you can now shoot above the head and the collar area and get a headshot.


(onYn) #25

I really miss proper maps, that doesnt feel like some tubes connected together. Also some kind of spawn system, where i can decide where I want to spawn, where i can fight over the spawn, and defend it…
Where are the fields of fight, big streets and stuff? And if there are some places that are nice, they are full with some stuff lying arround, that just is too much, vew places too hide ar nice, but not mass of them. When i escort the ev i feel like in an ancient italian citty, where the walls are so close to me, I can´t even turn myself.


(BomBaKlaK) #26

Proper maps is a real problem …


(acutepuppy) #27

The biggest “feel” problem I have is in area awareness. The heart-beat sensor and third eye camera feel both over-effective and weak with the through-wall IFF…


(attack) #28

agree.the deat wallhackhas to be removed


(1-800-NOTHING) #29

heartbeat sensor slows the game down quite a lot, actually.
at least for me, as i tend to wait until the #%#¤% “detected” crap goes away. then, “SPAM!”, another hbs grenade lands near your feet again… %#"%#!!#%


(.-COM-.PAIN) #30

[QUOTE=INF3RN0;473936]I still don’t feel input delay myself (as long as oneframeinterval is off), but the game does feel a bit different than other games I suppose. I don’t really think it interferes with aiming, but you can’t really rely on headline strafing like other games. It may be the difference between depending too much on muscle memory vs focusing more on visual crosshair position. I’ve been playing with the sniper lately and it makes me wonder if other weapons might just have some value of X-axis recoil?? because the mouse feels spot on when using the sniper. I still think it’s just the overall slight recoil that’s futzing with most people, and the fact that some characters appear to have different move speeds. A solid frame rate also makes a huge difference in my experiences with Xt. I’d like to be able to hide the weapon model/muzzle/etc and have a dot in scope though, and I think it would help a lot of people feel more in tune with their aim.

Damage delay isn’t actually “letting people shoot through walls”, but it can cause a lot of confusion. The less of a delay the better of course, but overall I feel like the registration is better than any other game I’ve played. Even with high ping getting lower priority damage you still hit what you aim at which is great. The worst I’ve seen is a player around 400 ping warping slightly, but I’d say overall 200 ping is probably the max limit for a consistently playable experience. I had the unfortunate chance to play on a heavy traffic network last week, and I must say that packet loss is not useful at all. It causes visual skipping, delayed actions, and all sorts of poo.

Visibility changes drastically when disabling post process for me. Also 90 FOV can do wonders for vision. I also made a preset on my monitor where I maxed out the brightness/contrast/sharpness and it helped a ton. Anyone with erratic frame rates will probably experience a lot of screen tearing too, but I’d suggest messing around with the smoothframerate on and off, as well as trying a square aspect ratio. Widescreen works well enough for me, but I remember some people feeling less tearing on square aspects.[/QUOTE]

The recoil no matter how small makes this game feel odd. Stand in one spot and press FIRE, by the time your clip is gone, you’re looking up at the sky. It’s just a pain in the ass. I’d sooner have no recoil and lots of spread.

/brokenrecord


(INF3RN0) #31

[QUOTE=.-COM-.PAIN;474093]The recoil no matter how small makes this game feel odd. Stand in one spot and press FIRE, by the time your clip is gone, you’re looking up at the sky. It’s just a pain in the ass. I’d sooner have no recoil and lots of spread.

/brokenrecord[/QUOTE]

Recoil just requires you to have better aim… you’d rather have absolutely no one be able to hit anything just so you don’t have to practice??? The recoil in this game is literally so minimal that you’d have to be playing with .000000000001 sensitivity to have a problem.


(Protekt1) #32

[QUOTE=.-COM-.PAIN;474093]The recoil no matter how small makes this game feel odd. Stand in one spot and press FIRE, by the time your clip is gone, you’re looking up at the sky. It’s just a pain in the ass. I’d sooner have no recoil and lots of spread.

/brokenrecord[/QUOTE]

:rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes::rolleyes:

Really? The recoil is so small and very manageable.


(Rex) #33

Good idea! The spread should be so huge that you can hit 10 enemies at once.


(Kendle) #34

Oh, thanks for the laugh, that is just ****ing hilarious. :smiley:

Pull the mouse down as you fire to compensate, FFS it’s not ****ing rocket science. ****ing numpty.


(Mustang) #35

The only annoyance in these sorts of things is the random sniper crosshair movement when strafing whilst ADS’d.

Actual gun recoil hasn’t bothered me greatly thus far.


(Protekt1) #36

[QUOTE=Mustang;474110]The only annoyance in these sorts of things is the random sniper crosshair movement when strafing whilst ADS’d.

Actual gun recoil hasn’t bothered me greatly thus far.[/QUOTE]

I’d say snipers would be completely OP if you can be mobile and snipe perfectly each shot. Snipers aren’t meant to be mobile death machines.


(INF3RN0) #37

They are already pretty useful as is. Some people like to complain they are OP or lame already, however I’ve seen very few people that actually do well tbh. I tend to strictly use sniper in pubs because it’s easier to use well in that environment (and I just consider most other classes to be more dependable), but I think if someone was consistent enough they’d be very viable. I’d like to see less damage on the primary and maybe give them a deagle as a secondary. That way you don’t deal nearly as much damage from a distance and can still 2 shot people with the scope. I still enjoy the OHK headshots and it feels nice when you manage to land a good series of em.


(shaftz0r) #38

anybody that can rail in quake, can be an effective scope, and for top shelf aimers, its extremely viable in comp, bordering on op if you gib fast enough. Also completely agree on the second point


(Pytox) #39

Ow yea I would love that :smiley: :tongue:


(.-COM-.PAIN) #40

Coming from W:ET and L4D2 which both share no recoil and obviously more arcade feeling, both shoot great. Try playing some L4D2 and you’ll see what I mean.

The x-y recoil in Extraction makes it feel different. To each their own…

I would have hoped the new engine would feel different than Brink. TBH, not too much different at the moment and we all know where that could end.