the current state of the spread system


(shaftz0r) #81

its funny because i dont want to reiterate my feelings, nor have them mirrored by people like spook, because its blatantly obvious that we were med whores in et ahaha :stuck_out_tongue:

i dont have any issue at all with having recoil, or even the current ADS system, i just cant shake the completely random feeling of the ARs. ive played a few hundred hours of bf3, and not once throughout those hours did i say to myself, holy **** i cant control this weapon, yet i find myself saying that about ARs in a game with way less spread and recoil. why is that? Even yesterday i found myself pulling out stoker for some hallway fire frags. came up behind someone and quite literally missed 5 bullets at point blank range at a target not moving at all… some of this HAS to do with my frames (which werent bad at the time) but i literally stopped shooting, typed disconnect in console, and got rid of him from my loadout


(Smooth) #82

No I didn’t :rolleyes: (fixed).


(Smooth) #83

Quoting my earlier post:

[QUOTE=Smooth;482907]In many cases it’s going to be a combination of lacklustre hit feedback, incorrect weapon fire-rate audio, poor performance and some potential networking/hit-detection issues.

It’s still a Beta and all these elements are still being worked on.[/QUOTE]

Also part of the reason will be that you have to get many more bullets on target in our game (hence the massively lower spread) to drop a player. This makes weapon control much more important.


(Smooth) #84

I disagree here. You can track targets at range (15-20m+) much more effectively when using ironsights.

We’ll be having weapon attachments as well :slight_smile:

The audio is broken as we’ve said many times before.

[ul]
[li]BF3 M416 = 750rpm[/li][li]Skyhammer’s AR = 500rpm (sounds like 860rpm)[/li][/ul]


(shaftz0r) #85

[QUOTE=Smooth;483149]I disagree here. You can track targets at range (15-20m+) much more effectively when using ironsights.[/QUOTE] effectively? debatable. i love it when people try to sight me. stand still please :stuck_out_tongue:


(Rex) #86

[QUOTE=Smooth;482907]In many cases it’s going to be a combination of lacklustre hit feedback, incorrect weapon fire-rate audio, poor performance and some potential networking/hit-detection issues.

It’s still a Beta and all these elements are still being worked on.[/QUOTE]

I still can’t believe it all just originates from a sort of feedback, flase sounds and the network. Though, would be nice to prove me wrong somewhen.


(spookify) #87

Its going to be a hard balancing act… I do not want the quick death like in BF3 or COD and I want some epic strafing fire fights… Add-On’s for Iron-sights might improve my AR use… However I am still a Medic only type player…

Skyhammer’s AR = 500rpm with a RED Dot would be pretty deadly… 3 Tinks all over the place…

Just be warned that if Iron-Sights takes over as the only really way to kill you will loss a lot of hardcore ET players which is a lot of your following. An Add-On Laser for more accurate hip fire would be a good way to save them.

I am going to go to lunch and see if anyone is on! I feel like playing some XT!


(ailmanki) #88

Lol I feel like saving some diskspace – maybe in a few monthes again.


(Protekt1) #89

[QUOTE=shaftz0r;483142]its funny because i dont want to reiterate my feelings, nor have them mirrored by people like spook, because its blatantly obvious that we were med whores in et ahaha :stuck_out_tongue:

i dont have any issue at all with having recoil, or even the current ADS system, i just cant shake the completely random feeling of the ARs. ive played a few hundred hours of bf3, and not once throughout those hours did i say to myself, holy **** i cant control this weapon, yet i find myself saying that about ARs in a game with way less spread and recoil. why is that? Even yesterday i found myself pulling out stoker for some hallway fire frags. came up behind someone and quite literally missed 5 bullets at point blank range at a target not moving at all… some of this HAS to do with my frames (which werent bad at the time) but i literally stopped shooting, typed disconnect in console, and got rid of him from my loadout[/QUOTE]

I think the scopes in bf3/4 make controlling the recoil easier since you have a better field of viewing. So I kinda figure that once we get more scopes in this game it should be easier to control as well. I kinda dislike the ironsights a bit, but it is kinda because of a lack of contrast on the ironsight with my graphic settings.


(montheponies) #90

at the moment bushwacker/t-rat is the one i find easiest to use, his weapon feels like a decent combination between rof, damage, spread and useful IS. sawbonez smg just feels a bit floaty in comparison, but that easily just be me.


(Smooth) #91

I believe the next update has new audio for Sawbonez’s SMG, with the correct fire rate audio.

It will be interesting to see how people find it then :slight_smile:


(Raviolay) #92

[QUOTE=Smooth;483270]I believe the next update has new audio for Sawbonez’s SMG, with the correct fire rate audio.

It will be interesting to see how people find it then :)[/QUOTE]

Until you decide to change it…


(Smooth) #93

At this point we’re progressively locking down the rate of fire for each weapon once they receive their completed audio pass, like Sawbonez’s SMG from the next update onwards.

Once that’s done we’ll have to balance the weapon using the other variables at our disposal :slight_smile:


(Rex) #94

Let’s see if it was just the audio…


(BomBaKlaK) #95

I’m sure that’s not only the audio … spread is still to much on the hip.
When can we test this ? next week ?


(chippy) #96

[QUOTE=Smooth;483149]I disagree here. You can track targets at range (15-20m+) much more effectively when using ironsights.
[/QUOTE]

This is all down to personal preference and playstyle.

I.e. I come mainly from the COD series (up until COD4) so naturally I “should” be favouring the ironsights. Not the case, I rarely use it in “active” firefights no matter the distance but rather when I’m holding an area from quite the distance OR can only see a few pixels of the opponent.


(shaftz0r) #97

i feel like an audio pass for the AR’s will drastically change how people feel about the weapons. when you posted the stats of the real RoF compared to the audio i quite literally said “well ****” to myself. that might explain how i strafe and miss so much with it.


(Hundopercent) #98

[QUOTE=Smooth;483288]At this point we’re progressively locking down the rate of fire for each weapon once they receive their completed audio pass, like Sawbonez’s SMG from the next update onwards.

Once that’s done we’ll have to balance the weapon using the other variables at our disposal :)[/QUOTE]

Anyway we can test lower RoF, higher damage, higher HS damage before “locking in” the current RoF? I think multi kills would be a possibility with this approach.

My concern is it doesn’t seem many people are happy with the current gunplay system, just like they weren’t happy with the maps, and you guys are again “locking in.”


(.-COM-.PAIN) #99

Great conversation about probably the most important part of this game…how the shooting feels.

I honestly think SD is making the shooting far too complex to make XT a successful shooter. W:ET had a great feel to the shooting. I went from W:ET to LEft4Dead2. L4D2 has a great feel to the guns and it’s not complicated. There is NO recoil on most guns. Spread is there and it can be managed well by crouching (just like W:ET).

Sometimes simple is the best solution. Skill between players will exist with what ever you do. Tighten up the hit boxes if you must and put some spread in. Make spread manageable with IS, crouching and the skill of shooting in bursts. Make the netcode work properly and honestly…get rid of recoil.

Make the game fun for the beginner with simple shooting mechanics. Make the game hard to master with well designed/built maps and objectives that require cooperation, teamwork and strategic skill.


(ailmanki) #100

Could not resist.

//youtu.be/vKH8YNIzolc

//youtu.be/SXzUMdTK8ik