What am I missing?


(tokamak) #21

I’m one 100% with Dommafia. I confess that I haven’t put enough hours in yet but that’s not an excuse. ETQW clicked really fast and once the combat became intuitive you started playing the tactical game. Right now the combat is anything but intuitive and therefore I can’t get into the tactics of it.

I find it mostly hard to control my weapon. I can’t fire in bursts I can’t dose my fire like I can in ETQW. DB really has much lower fidelity in the shooting and that can kill the entire game. Note, I’m not complaining about accuracy and everything, it’s the feel and level of control you have over a weapon that matters.

An image like this one seems impossible in DB at the moment. I’m not talking aestehtics, I’m talking fidelity in combat. QW was incredibly sharp in that. All your hand-commands and intentions directly translated to your behaviour in game.

It’s frustrating because I really wish I could be more specific on this part. But I really can’t. I can’t narrow it down to a specific bits because I don’t have enough information, all I got is a gut feeling.

Maybe this helps:

//youtu.be/RoNEVU84fTs

Here I’m playing Shattered Horizon and I’m having a killing spree. I still regard Shattered Horizon as one of the best as well as the most underrated shooter ever. The combat was absolutely perfect, especially provided it happened in zero gravity 6fov space. You actually felt like you were wearing that suit and swaying through space. Every kill you made was your own kill and every death was your own fault.

Excuse the crappy quality. What’s important here is the crosshair. The shooting feels great in this game, and what I notic here is:

  • Low fire rate, making it easier to dose your fire
  • Okay it doesn’t help that I drowned out the sound with music, but you can also see the bullet count on the weapon if you look closely. The firerate is -very- low.
  • The spread flies up with every shot but it also recovers REALLY fast (I think ETQW has this as well, but I would need to reinstall it). Really, look at it, the crosshair keeps flying everywhere but you’re still able to hit who you want to hit.

Shattered Horizon in it’s first phase only had one rifle that everyone had. And that’s why it had to be perfect.


(Maca) #22

People can by all means contest me on this, but to me it seems that one of the major reasons why things might feel off, is that I can’t use movement for aiming. Movement isn’t sharp, so you can’t really use it as part of your aiming, so you have to rely entirely on your mousehand. Admittedly, latest FPS I’ve spent any considerable amount of time on has been TF2, and in that the movement for example on scout is as important in aiming as is mouse.
Interestingly, people bringing up people like Valdez and so on, reminded me that for the longest time I’ve recognized him by his movements before seeing his nametag. When I run into him I feel that his movement is very sharp and controlled, which baffles me because every time I try to strafe it could best be described with jiggling pudding.
But anyways back to what I was saying. I think the movement is still somehow clunky and floaty, so that many people can’t use it as an aid in aiming, while some have managed to do it.


(.-COM-.PAIN) #23

If this game ends up playing like COD then it will last as long as poor Brink did for me.

I know it’s early in the game but I was hoping for more out of the Unreal engine. It’s really not feeling much different than Brink engine at this point.

I seem to die in every fight. I’m no noob but I am playing from NA to UK most times so that might have something to do with it.

The movement is awkward and not smooth. The recoil is killing me. Make it like W:ET. Aim and shoot please. I’ve love to see those strafe fights again going for the headshots. Let me deal with spread through burst and kneeling. To be honest, if the recoil stays, I probably won’t be able to stay with this game for the long term. It’s my style of play and I know not everyone’s but that my preference.


(.-COM-.PAIN) #24

[QUOTE=tokamak;428913]I’m one 100% with Dommafia. I confess that I haven’t put enough hours in yet but that’s not an excuse. ETQW clicked really fast and once the combat became intuitive you started playing the tactical game. Right now the combat is anything but intuitive and therefore I can’t get into the tactics of it.

I find it mostly hard to control my weapon. I can’t fire in bursts I can’t dose my fire like I can in ETQW. DB really has much lower fidelity in the shooting and that can kill the entire game. Note, I’m not complaining about accuracy and everything, it’s the feel and level of control you have over a weapon that matters.

An image like this one seems impossible in DB at the moment. I’m not talking aestehtics, I’m talking fidelity in combat. QW was incredibly sharp in that. All your hand-commands and intentions directly translated to your behaviour in game.

It’s frustrating because I really wish I could be more specific on this part. But I really can’t. I can’t narrow it down to a specific bits because I don’t have enough information, all I got is a gut feeling.

Maybe this helps:

Here I’m playing Shattered Horizon and I’m having a killing spree. I still regard Shattered Horizon as one of the best as well as the most underrated shooter ever. The combat was absolutely perfect, especially provided it happened in zero gravity 6fov space. You actually felt like you were wearing that suit and swaying through space. Every kill you made was your own kill and every death was your own fault.

Excuse the crappy quality. What’s important here is the crosshair. The shooting feels great in this game, and what I notic here is:

  • Low fire rate, making it easier to dose your fire
  • Okay it doesn’t help that I drowned out the sound with music, but you can also see the bullet count on the weapon if you look closely. The firerate is -very- low.
  • The spread flies up with every shot but it also recovers REALLY fast (I think ETQW has this as well, but I would need to reinstall it). Really, look at it, the crosshair keeps flying everywhere but you’re still able to hit who you want to hit.

Shattered Horizon in it’s first phase only had one rifle that everyone had. And that’s why it had to be perfect.[/QUOTE]

Maybe it’s the lack of any recoil (unless you “super-good” at controlling it) in that game. :slight_smile:


(acutepuppy) #25

I’m feeling more and more like I paid $120 to be persuaded to try ET:QW again.

And it has nothing to do with the movement or shooting.


(INF3RN0) #26

Since the latest patch players are much more rewarded for their head aim. There are a lot of things that just feel awkward though and this is how I would rate them in order:

  1. Crosshair. It’s just incredibly difficult to know when your aiming directly or are over-aiming. Those games/moments when you do manage near perfect aim however now has quite good results.
  2. Recoil control is huge, especially at mid range/long range. It will cause you to over-aim unintentionally when hold-firing.
  3. Map sizes/layouts and lack of side objectives and emphasis on forward spawns. The maps are fairly tight with small sectioned off rooms and one main pathway, and lack a lot of open vertical levels. Camden feels very ET/ETQW when playing. The lack of side objs and real forwards is a huge loss in content though, which doesn’t give you much motivation to do anything but TDM around the main obj.
  4. Movement. The strafe movement isn’t as fast, but the main thing is that it’s not as fluid as it ought to be. You get stuck or slowed down by a lot of objects. The slight movement acceleration in strafe is also something that you have to get used to. At first you will feel like you have mouse acceleration enabled lol.
  5. FPS/GFX. When the game is able to run like butter, then it feels really great. There’s a big difference when it comes to getting over 100fps steady.
  6. VOIP. Playing pugs/scrims or just in a vent with people is an entirely different experience. The game feels 100x more team oriented when you can clearly communicate with your team.

(nailzor) #27

[QUOTE=Kendle;428780]I don’t think the game properly rewards things like burst firing to control spread or aiming for the head. Headshot damage is not high enough IMO to make it worthwhile doing anything other than spray ‘n’ pray, especially at close quarters. Plus you never know when you’re getting those head-shots due to the lack of a head-shot hit-sound.
[/QUOTE]

Once again, Kendle I totally agree with you, I believe that regardless of distance head shot damage should be improved upon. Through the most recent patch I believe the changes of damage/recoil do encourage this, but at the some point and time - a head shot IS A head shot.

I personally feel it should be 3 head shots kills an enemy player. 4 head shots seems excessive.


(Apples) #28

I’ll requote myself but there are headshot hitsounds, either your game / ears are bugged either my game has an included hax, I dont know, but the difference between the “bip bip” when you hit on body and the “thock thock” when you hit on head is clearly present.

Since the latest patch I really feel like I’m more in control of my weapon, the only thing that is still off for me is the crosshair, because as it is “melting” with player models I usually have to think and look back at my crosshair to find it and reajust to the head, thus making me lose some precious seconds and lose the firefight if my opponent can aim (and as almost all players in alpha are comp gamer, that means I die alot ^^)

Other than that, I’m pretty sure once the game will run smoother for me it’ll be a piece of cake to score headshot consistently.


(scre4m.) #29

1.I guess a centre dot is important for most of us to track. this will make it much better
2. the performance: As Samu said, without performance, no nice aim. So we need to wait for a lot of optimization to come
3. the crosshairgap: I want a static crosshair. When I am forced into spraying the crosshairgap gets really big. A static crosshair would be better I guess. Especially for bursts. Dynamic Crosshairs are nice to show newbis how spread works;but for experienced users its just a handicap in aiming

But I guess all 3 points will be fixed. So dont worry muhc, if shooting feels a little strange right now.


(warbie) #30

I dunno - we’re at the point of fine tuning how the weapons feel and behave. It’s time for dot/static crosshairs.


(Apoc) #31

To be honest, although i relate to the first thread as that is how i felt in the first couple of days, i now feel alot better about the games and feel like im actually getting the hang of it :smiley:

I think the most drastic and important difference is the increase in demand for accurate tracking, it is alot more challenging to accurately track in this game due to high strafe speeds of both partys and consistent hits needed for a kill. However, i have seen this as just a fantastic trait of the game that is helping me get my aim back to where it should be after it was dulled down playing COD (sigh).
I really like the gunplay and i feel it rewards goodaim very well. For those who are just spraying and praying i would advise that you stop this and try to track, even if you initially do worse, since it has the effect of playing with good players in other games in that your skill will improve dramatically.
I know that samurai and I have both lowered our sensitivity for this game as it does rely on very precise short strafe tracking and it can be easy to over-aim.
I think sam has gone from around 360 in 30cm to nearly 50cm playing this, and i personally who normally play extreamly high sense with a 5-6cm 360, have increased mine to 11cm.

Additionally:

  • [li]Having FPS of 90 or above changes the feel of the game completely. Everything feels smoother and more intuitive.
    [/li][li]I feel the range/damage on AR’s is crazy at long range, i think this has a negative impact to the feel of the game, the fact that they maintain very high damage, and accuracy means you can kill most people at range with between 1-2 seconds of accurate ironsighting. Not only does this devalue the sniper class but it also means if you are having a 1v1 in anywhere other than a closed room/corner then there is a high chance of someone ironsighting from across the map and doing more damage than the person you are dueling.
    [/li][li]Try a different gun, the field ops weapon is crazy good.
    [/li]

(INF3RN0) #32

I’ve lowered my sensitivity from the first pre-alpha build by around 10-20 lol. Originally I was using high sensitivity since the game was highly reaction based. Definitely good to have more steady tracking control now that bullets hit more on center over time and you can actually kill up to 4 people in a clip woot!


(tokamak) #33

Yeah there’s indeed no recoil in that game now you mentioned it.

Having FPS of 90 or above changes the feel of the game completely. Everything feels smoother and more intuitive.

A game shouldn’t need such high fps in order to feel right.


(iwound) #34

I’m still struggling to set my mouse right. What are peoples dpi settings. ive just reduced mine down to 2400 but my mouse setting is at 4 it was at 2.
so not a lot of room for adjustment. And the tracking is the hardest part of it. I switch between spray and track. For some distances track is ok.
and fps counts.


(INF3RN0) #35

800dpi @ 1680x1050 IGS: 32


(Mustang) #36

There is plenty of room for adjustment, it’s all relative.

You should perhaps try using the decimal places, e.g. SetSensitivity 3.25724


(dommafia) #37

More technical info:
I get constant 120fps with a 120mhz monitor. Very fluid movement. g400 mouse. 1080p resolution.

I’ve tried changing the sensitivity to match 1:1 as best as possible as that’s what I have always aimed for in every game. I do play mostly on the uk servers as my free time to play doesn’t seem to be matching up with when the US servers are populated. Sucks I couldn’t play on the big match last night…


(RasteRayzeR) #38

The only game I can remember that required a stable 120 fps was Quake III in CPMA. This proves DB is going on the competition way and I’d say it is a good thing. Yet not everyone has 120mhz screen, and so it should be tweaked to get the right feeling at 60 FPS.


(Breo) #39

I miss the storyline where is bongoboy :eek:


(spookify) #40

After reading all the posts I think what is messing me up is the movement while aiming. I use my side to side movement to aim just as much as my mouse. That combined with the spread of the guns when you start to strafe is really killing me. Again I can get 2 headshot right off the bat in most fire fights then its just mass confusion and blur. I do use 90 FOV so there is more recoil on my screen however I do have a much clearer shot at the head. I do have to say the spread is 100 times worst IMO then the recoil.

First link is me playing COD however I play COD like ET which makes me crazy deadly. In the video you can notice I really dont move my mouse to much and my aim come from movement.
http://www.youtube.com/watch?v=f3rrTxhgtrY

This second link is playing BF3. I used the SCAR-H which as crazy recoil however low bullet spread making it very deadly for a good shot. Notice how much I pull down on my mouse to counter the recoil. 24-25 seconds in you can see just how hard I am pulling down as my gun snaps to the ground.
http://www.youtube.com/watch?v=nayUeydKETk

Lastly once BF3 buffed the suppresion I quit because whats the point if you can aim right at the head and the spread does whatever it wants. This is how I feel in BD after my first 5 bullets OR when I start to strafe!
http://www.youtube.com/watch?v=OxsbTjPe2fs

In closing I have yet to feel that insta kill 3 hs feeling like in ET. It feels like I have no control over the fire fight even though I am tracking as best as I can.