Why lots of testers complain about bad aim?


(BomBaKlaK) #101

[QUOTE=prophett;488666]If this games movement slows down and it turns into a cover-based, tactical shooter I would opt for one of the many other games on my hard-drive, rather than play xT.
[/QUOTE]

exactly the same


(Hundopercent) #102

[QUOTE=Anti;488522]


We’d maybe like the curve to shallow a bit, so the bottom end of pro is closer to 35% and the top end is around 40%, but we wouldn’t go much higher than that.[/quote]

FRAGGER
•Added ironsights back to the Machine Gun
•Machine gun damage falloff begins slightly sooner
•Machine gun recoil increased slightly

RHINO
•Increased minimum spread
•Increased minigun damage

THUNDER
•Machine Gun recoil slightly increased

Mhmm. Sure you would.

Less talk. More proof.


(Anti) #103

[QUOTE=strychzilla;489052]Mhmm. Sure you would.

Less talk. More proof.[/QUOTE]

Simply put the changes we want to do can’t be done with our current spread system, it requires some code changes to complete and they can take some time. In the mean time we’re doing what we can with the current system and will tweak everything once we have the new system.


(ras) #104

Sounds promising. Could you give a ballpark estimate on when we can expect to see these changes?


(Hundopercent) #105

Probably the same as the spawn time overhaul. :slight_smile:


(trickykungfu) #106

i have heard many people (most cod,cs players) complain about Xt being spray and pray… Just because they can’t track a enemy XD There really should be some tutorial showing how Xt is meant to played…


(Violator) #107

Not sure if its old age but I can’t hit anything now, not really sure what it is. The main issue is you need headshots to win (body shots do no damage) but the spread is too random making the whole thing random.


(BomBaKlaK) #108

This !
10chars


(Violator) #109

Just had another go, server full of pro-aimers, 1 headshot dead, 3 headshots enemy not dead argh ragequit.


(BomBaKlaK) #110

when did you see a full server ? just curious


(Kl3ppy) #111

I have the same issue. I just need 5mins to rage quit. And when it takes 5 mins, I was stuck 4 mins in the menu :smiley:


(Rex) #112

Can’t wait for that!


(shaftz0r) #113

short/med range fights feel fine to me. anything past that feels completely random. that being said, i get bored in 30 mins of playing


(Glottis-3D) #114

so, what is the current state of the spread-system update?


(spookify) #115

I would also like to know! The last patch did a few things but not enough to keep me playing… Spread, glitching, rubberbanding and most of all the feel still isnt there. Back to ROS!


(onYn) #116

I just remember, that back in etqw some good people would have arround 40% accuracy. Considering how laggy the game was, how bad the hitreg was and also that jumping and crouching was done in order to abuse that, I don´t really get it why it´s worse in xt. However, it´s annoying for me but not a reason to not play the game. After all it just adds some gambling into every fight and the chance of hit or miss is the same for everyone.
What really would make me enjoy the game much more tho, would be a higher TTK. Maybe you could even out the higher TTK by decreasing the spread, and by that matter satisfy both, the people who wants higher TTK and who want to have less spread in the game. By doing this, the actual fight time face to face would probably stay the same (faster because of less spread, also slower because higher TTK), but mindless backrapin wouldn´t be as easy any more, while the general gap of skill in aiming would increase. This would of course benefit all kinds of competitive aspects of the game, as well as make the pub play more enjoyable in general. I think someone is much more willing to keep playing when he sees that he is geting outskilled face to face (and also probably notice some improvement with time :)) then when he is being killed in the majority of the time from the back or the side before even realising he is being shot. This will happen of course too with higher TTK but it will give him time to react, run away hide or just turn and shoot back making the game more pleasent.


(.Chris.) #117

Because they would shoot deployables and med crates which counted towards their accuracy.


(Glottis-3D) #118

there were none of those in ET, still 40+% acc was not rare for med+ and high players.
for example this guy played in ET team Russia, tracking like a monster.
his ql account gives average 46% Shaft. (which means 50% in some matches)
http://www.qlranks.com/duel/player/h8m3
he plays mostly pickups and national team/clan matches, afaik (not aim-whoring on nub-pubs)

i dont know how well he’d do in Xt, but i realy doubt he would overcome, say, Draelor’s aim significently.

there is a ceiling in aim in xT.
for some players (like myself) this ceiling is still far away.
but for top players it pretty much neglects the difference between higher players, starting from med+ or even med.


(Kl3ppy) #119

It would be interesting if people still would say, they hit nothing when they see their won accuracy.


(INF3RN0) #120

A lot of times people think having good aim in one game means you will have good aim in every game. I’ve played a lot of different kinds of FPS so xT feels fine for me, but I can only assume that people who haven’t dealt with recoil or non-ET style games or whatever would have a hard time adjusting. Plus when you’re the type of player who has to have exact sensitivity, cfg, mouse, etc it can make it hard to transfer skill to another game. I think there’s pretty noticeable differences on this observing players who are really good at another game, but struggle more than you’d expect in xT. For the time being I think it’s less of a problem to do with the game and more or less that people will adjust to it at their own rate over time. I think you can get pretty good accuracy in xT, but I don’t think even the best aimers atm have gotten to the highest point of consistency that is possible. Kinda hard to do without an active competitive player base anyway.

@SD why don’t you just go ahead and add a percentage accuracy stat and even a headshot count? Either client side or global, it would do a lot of good imo.