Increase Aim Down Sights Movement Speed.


(Anti) #41

I’d kind of like us to do this was well, based on a lot of feedback we’ve got recently. I don’t think speed is an issue at all in the game, it’s rate of change of direction that puts some people off.

The reason we’ve stayed away from this recently though is that most people say they want the game to feel responsive and this sort of acceleration makes it feel a tiny bit less responsive. It’s a tough one to get right.


(BomBaKlaK) #42

[QUOTE=Anti;504735]I’d kind of like us to do this was well, based on a lot of feedback we’ve got recently. I don’t think speed is an issue at all in the game, it’s rate of change of direction that puts some people off.

The reason we’ve stayed away from this recently though is that most people say they want the game to feel responsive and this sort of acceleration makes it feel a tiny bit less responsive. It’s a tough one to get right.[/QUOTE]

Yes ! I mean No !

I dont want to much inertia, keep the game responsive as possible.


(Smooth) #43

The design goal is to have ironsights be more useful than hip-fire at long-ranges and also a viable option at mid-range.

Based on usage, we’ve found that the majority players start to expect ironsights to start being useful at ~10-15m and preferred beyond ~20m so we’ll be working towards that being the case.


(BomBaKlaK) #44

[QUOTE=Smooth;504740]The design goal is to have ironsights be more useful than hip-fire at long-ranges and also a viable option at mid-range.

Based on usage, we’ve found that the majority players start to expect ironsights to start being useful at ~10-15m and preferred beyond ~20m so we’ll be working towards that being the case.[/QUOTE]

Keep the hip fire effective, for me ironsight it’s only for long range, and sometimes mid/long.
But if ironsight is to effective the game will turn into a new COD / BF style, and if I play SD games it’s because that’s not a full Ironsight game. Look at all the people who just want to remove ironsight entirely


(Glottis-3D) #45

[QUOTE=Smooth;504740]The design goal is to have ironsights be more useful than hip-fire at long-ranges and also a viable option at mid-range.

Based on usage, we’ve found that the majority players start to expect ironsights to start being useful at ~10-15m and preferred beyond ~20m so we’ll be working towards that being the case.[/QUOTE]

ironsight is too precise.
imho, you cannot make ironsight viable only at long and mid/long range, without making it realy awful in use. because it has zero spread. you counter this zero spread by adding extreme recoil and very low FOV, and even lower FOV due to big black thing right at your face (i realy dislike big black things at my face).

suggestion:
make spread bigger, then make FOV a little bigger.
spread increase will not make it very advantage-giving, but a slight FOV increase will make more friendly.

if you just increase FOV , it will become much more viable at all range because it has zero spread. and visa versa - increasing only spread will make IS totally useless.

tl;dr: make IS mid/long range, instead of long


(slanir) #46

[QUOTE=Anti;504735]I’d kind of like us to do this was well, based on a lot of feedback we’ve got recently. I don’t think speed is an issue at all in the game, it’s rate of change of direction that puts some people off.

The reason we’ve stayed away from this recently though is that most people say they want the game to feel responsive and this sort of acceleration makes it feel a tiny bit less responsive. It’s a tough one to get right.[/QUOTE]

I would like to try some additional inertia and better color differentiation between mercs and the environment.


(Anti) #47

We’re doing some work on merc visibility at the moment. Might take a while to sort out as there are actually a lot of complex shaders and lighting systems going on there, but we are trying to improve it.


(spookify) #48

How much longer until Add-On’s? Do we have a time table?

Red-Dot?
3.4x?

Can’t wait to test this!!!

Also sorry for pushing for stats…
BUT
How’s the work coming on a off-site stat giver? I would love to see how my stats change patch to patch…

The biggest is going to be when Add-On are added vs Default Iron Sights…
Headshots are going to triple!!

I can’t wait to say things like When crouched with Iron-sights the recoil should be less!!! :smiley:


(Mustang) #49

[QUOTE=Anti;504735]I’d kind of like us to do this was well, based on a lot of feedback we’ve got recently. I don’t think speed is an issue at all in the game, it’s rate of change of direction that puts some people off.

The reason we’ve stayed away from this recently though is that most people say they want the game to feel responsive and this sort of acceleration makes it feel a tiny bit less responsive. It’s a tough one to get right.[/QUOTE]
Oh god no! When the strafe acceleration was reduced a while back I was finally able to aim and hit people instead of constantly lagging behind, please don’t make it take an age to build up to full speed again.


(montheponies) #50

[QUOTE=PixelTwitch;504692]And… I have a narrow minded view is cute coming from someone that declared that IS is an awful system in general due to a PC Elitist assumption that Irons Sights where designed for console kiddies… When you have an issue with something try and actually explain your reasons and try your best to avoid assumptions…

All I want this game to be is popular and fun… Everything else to me is irrelevant and I am just giving my feedback like everyone else… Now, if I am too ‘New Skool’ for you, I do apologize.[/QUOTE]

Sorry where did I declare that IS is awful?

Here’s my actual original post on IS as implemented in DB “As it is, I think the IS implementation is fine, it makes sense for long range which is where it should remain viable.”. No screaming that it’s awful that I can see…

The opinion that using it for certain situations (ie. long range) has been echoed by a number of others in this thread - does that make us all PC Elitist?


(PixelTwitch) #51

[QUOTE=Anti;504735]I’d kind of like us to do this was well, based on a lot of feedback we’ve got recently. I don’t think speed is an issue at all in the game, it’s rate of change of direction that puts some people off.

The reason we’ve stayed away from this recently though is that most people say they want the game to feel responsive and this sort of acceleration makes it feel a tiny bit less responsive. It’s a tough one to get right.[/QUOTE]

Actually this acceleration mostly only feels less responsive if its linked to the speed in which you slow down.
I would suggest allowing you to slow down at the same speed as you can now and decrease the speed of starting up your movement.
This would actually allow for more accurate control when running on ledges and stuff as currently even a super quick tap can send you flying in one direction much further then you was hoping it.

On top of that I still think that Ironsight speed needs to be at least 50-100 percent quicker then it is currently to allow for peaking and maintaining at least some momentum after using. I actually find Call of Duty with Stalker perk to be a good speed for a game like Dirty Bomb.


(Erkin31) #52

This topic scares me. Inertia, Ironsight,mmmmff.


(Raviolay) #53

http://forums.warchest.com/showthread.php/39209-Add-some-spread?highlight=add+spread+iron+sights


(Glottis-3D) #54

we are walking in circles for a long time here =)