Broken Turret Stab\Accel

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Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: Broken Turret Stab\Accel

Post by Navo »

Lol @ the kids crying because they can't use their mouse on the highest DPI setting anymore in tanks :lol:

Good change. It's a shame you can't stop the turret instantly but it is still much better than the previous system.
Aijt
Posts: 17
Joined: 2014-12-28 18:19

Re: Broken Turret Stab\Accel

Post by Aijt »

OriginalWarrior wrote:Goodbye APC whores who dont stick with infantry and help the team!

Good work Devs.
You do know this change will stop all apc support at all right? They're gonna camp 8 grids from the front line
Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: Broken Turret Stab\Accel

Post by Navo »

Aijt wrote:You do know this change will stop all apc support at all right? They're gonna camp 8 grids from the front line
Ah yes, as opposed to the current situation.
Reaperspr0digy
Posts: 65
Joined: 2011-07-27 03:22

Re: Broken Turret Stab\Accel

Post by Reaperspr0digy »

Navo wrote:Ah yes, as opposed to the current situation.
Do you like having APC support on Muttrah? Well sorry, it's pretty much gone now. Any city fighting is useless for APCs as they cannot identify targets and take them out quickly enough anymore. APCs are now useless, unless they are just sitting in one spot all game. You severely underestimate how much support APCs give to infantry.
Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: Broken Turret Stab\Accel

Post by Navo »

Reaperspr0digy wrote:Do you like having APC support on Muttrah? Well sorry, it's pretty much gone now. Any city fighting is useless for APCs as they cannot identify targets and take them out quickly enough anymore. APCs are now useless, unless they are just sitting in one spot all game. You severely underestimate how much support APCs give to infantry.
I don't like anyone on my team using APCs on Muttrah, they are a ticket waste on that map.
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: Broken Turret Stab\Accel

Post by Murphy »

A ticket waste, like most assets would be considered if used incorrectly. Not long ago Uzi and I had a fantastic round in the AAVP on Muttrah.

I forgot who mentioned it, but we were discussing these changes on TS and it was brought up that the gap between skilled players and those with less experience in assets is larger than ever. With this new change to turret functionality the players who had issues with assets will now have no chance in them, while those of us who have played PR for ages and adapted to many different systems will obviously adjust.

I also found the comment comparing a Tanks turret to a soldier with a rifle very much a null point. If infantry are getting killed because they can't "out run" a turrets traverse speed it seems pretty realistic. Do you honestly think infantry should be able to dart in and out of cover with a piece of Armour in line of sight? It's the reality of it right now for the most part.

This change feels uncalled for and appears very much unwanted from the responses in this thread. Unlike other changes in the past (deviation, AT, Emplacements) this is a move BACKWARDS in game mechanics and feels like the nerf bat was swung way - way too hard. PR veterans aren't against changes, we have been here for years watching the game evolve, we're just against unneed changes that artificially up the difficulty without actually adding any real depth. Making a turret control sloppy doesn't make it realistic, it makes it frustrating, as real Armour with modern FCS is very responsive and extremely accurate.
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X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Broken Turret Stab\Accel

Post by X-Alt »

OriginalWarrior wrote:Goodbye APC whores who dont stick with infantry and help the team!

Good work Devs.
This is a really good read, unless you're convinced AFVs are next to useless IRL.

http://usacac.army.mil/cac2/cgsc/carl/d ... _tanks.pdf
Last edited by X-Alt on 2015-11-02 19:20, edited 1 time in total.
Scubbo
Posts: 264
Joined: 2014-09-06 06:13

Re: Broken Turret Stab\Accel

Post by Scubbo »

yep, I dont like it as made what used to be precise and fun to play, boring --- moving the line closer to arma 3 and that's not a good thing!

the old turret aiming was great, as infantry you would always flank rather than run head on to an asset with the turret not facing you -- now you can just take your sweeeet time / no fear of a heavy asset LELLLL!
UTurista
PR:BF2 Developer
Posts: 985
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Re: Broken Turret Stab\Accel

Post by UTurista »

Plenty of times, flaking an APC was useless because they could simple turn the barrel in an absurd speed and kill everything, turret speed just cripples that and it demands people to anticipate the possible threats and even the own movement of the vehicle.

Yes the "RememeberExcessInput" is a stupid EA limitation but people just need to remember that it comes from "Excess" so if you lower your DPI or you move your mouse just enough to reach the maximum traverse speed, you'll still be able to aim properly and without any momentum.
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Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
uberlamer
Posts: 21
Joined: 2015-06-01 17:55

Re: Broken Turret Stab\Accel

Post by uberlamer »

Derp,
Navo wrote:Lol @ the kids crying because they can't use their mouse on the highest DPI setting anymore in tanks :lol:

Good change. It's a shame you can't stop the turret instantly but it is still much better than the previous system.
anyone who agrees to this stupid change must have never played in assets the way its meant to be played.
APCs are now rendered = useless.
People shouldn't have to change their DPI or sensitivity or whatever the f (not to mention the different sensitivity in each vehicle) just because some developer thought he did smh amazing magic change and everybody's gonna love it.


And then theres this guy lol
OriginalWarrior wrote:Goodbye APC whores who dont stick with infantry and help the team!

Good work Devs.
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Last edited by uberlamer on 2015-11-02 19:08, edited 4 times in total.
The cancer is real
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Broken Turret Stab\Accel

Post by viirusiiseli »

'[R-CON wrote:UTurista;2103469']Plenty of times, flaking an APC was useless because they could simple turn the barrel in an absurd speed and kill everything, turret speed just cripples that and it demands people to anticipate the possible threats and even the own movement of the vehicle.

Yes the "RememeberExcessInput" is a stupid EA limitation but people just need to remember that it comes from "Excess" so if you lower your DPI or you move your mouse just enough to reach the maximum traverse speed, you'll still be able to aim properly and without any momentum.
So, you're saying players have to move their mouse at the exact correct speed in order to have a slightly less broken aiming mechanism, or lower their DPI to achieve even a usable way to aim? Verus the old system that worked just perfectly without any gimmicks like this?

What has this gone to? Ruining gameplay or crippling it for some distorted dream of realism?
Xander[nl]
Posts: 2056
Joined: 2007-05-24 13:27

Re: Broken Turret Stab\Accel

Post by Xander[nl] »

[R-CON]UTurista wrote:Plenty of times, flaking an APC was useless because they could simple turn the barrel in an absurd speed and kill everything, turret speed just cripples that and it demands people to anticipate the possible threats and even the own movement of the vehicle.
That's great and all, but in PR vehicles in urban areas are severely limited in their combat effectiveness due to the fact that environments can not be destroyed. Perhaps the traverse speed was over the top, but it gave vehicles a good compensation for their limited destructible power.

I wouldn't have disagreed with a nerf to slow down traverse speed, but the current mechanic (with the overacceleration) completely destroyed the gameplay for short-medium range engagements.

I would never have expected the devs would ever settle for a half-arsed measure that doesn't work properly.
UTurista
PR:BF2 Developer
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Re: Broken Turret Stab\Accel

Post by UTurista »

Changing DPIs was already a common tactic to have quicker speeds in tanks, now you just need to do it but to lower it and not increase it.

But this time instead of increasing the DPI to have an unfair advantage over the infantry you need to lower it to have a realistic traverse time.
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Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
blayas
Posts: 135
Joined: 2014-04-01 15:17

Re: Broken Turret Stab\Accel

Post by blayas »

No matter what is going to be done about this in the next patch, just does not back the ability of assets move your towers at speeds incompatible with their real homologous again.
Scubbo
Posts: 264
Joined: 2014-09-06 06:13

Re: Broken Turret Stab\Accel

Post by Scubbo »

seeing a tank should be scary, being out in the open as infantry should be scary when you know there are vehicles out there --- there are INF only maps for those who want to feel like INF are the be all and end all -- but this is combined arms, gimping the aiming of heavy assets is mooting their use and fun, just seems like a major step back :(
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Broken Turret Stab\Accel

Post by X-Alt »

'[R-CON wrote:UTurista;2103486']Changing DPIs was already a common tactic to have quicker speeds in tanks, now you just need to do it but to lower it and not increase it.

But this time instead of increasing the DPI to have an unfair advantage over the infantry you need to lower it to have a realistic traverse time.
HAT or an AT4+ to your flank in an APC, you're dead kid. First you have LAT spam,which all good and fine, but now with maple syrup turrets, you just rendered the backbone of certain teams useless. When you can't hit a car moving at 30 km\h you know something's gone wrong. 1.3.5 fixed a problem that barely existed by pummeling what's left of the good ground assets. Brutal maps like Kashan, Qinling and Arctic really hit home on why people should fear assets, but soon they'll function just like their vBF2 counterparts, targets for AT.
Last edited by X-Alt on 2015-11-02 19:40, edited 2 times in total.
Chefmoto1
Posts: 247
Joined: 2006-09-16 04:17

Re: Broken Turret Stab\Accel

Post by Chefmoto1 »

Nothing will change because everyone will claim it's only the "asset whores" who don't like this. I've been playing PR for nearly 10 years and I have always been INF first. I do assets maybe one out of every four rounds, yet I still know this is a bad change. Assets are supposed to be feared, just like reality. This just shows the Devs are out of touch with the community. Sure you can lower the traverse speed, that makes sense. But if the only way you can implement it makes it feel like someone poured grease over the bearings, then maybe don't do it.
kinglespringles
Posts: 6
Joined: 2014-05-31 00:09

Re: Broken Turret Stab\Accel

Post by kinglespringles »

[R-CON]UTurista wrote:Changing DPIs was already a common tactic to have quicker speeds in tanks, now you just need to do it but to lower it and not increase it.

But this time instead of increasing the DPI to have an unfair advantage over the infantry you need to lower it to have a realistic traverse time.
Is this then an issue with tanks specifically, or..?

Most of my heavy engagements in tanks were always at a safe distance against other armor AND infantry. In times where it was solely us vs infantry in closer proximity which was more of a threat to us; our kills were from being able to predict enemy movement via comms, map knowledge, and smoke concealment. That alone contributed to infantry stomping. We've farmed a lot of kills from infantry being stupid. (ie: peeking corners to see what that big engine sound is, peeking because we shoot in the air to make them think we're not looking their way, thinking smoke grenades block our thermal view, and bunching up in a nice blob of targets.)


We've also died a lot from the smart squads that use height advantage, flanking with the proper kits, and intentionally targeting our tracks. We've done the same against armor as infantry as well. The whole DPI thing is surprising, I never thought of that was an outstanding problem in PR to justify game wide nerf. Weird. :neutral:

In my opinion, this "unfair" advantage comes from experienced crews, and coordinated/stacked team. I've seen armor rendered useless the entire match against proper AT teams. Oh and map asset balance. A single person in a multi-crewed dependent vehicle able to acquire targets "too fast" is not as balance breaking as made out to be. People can easily out perform armor in any other light vehicle if they're familiar enough with the game and have the right position/tactics.

https://www.youtube.com/watch?v=ZYU0XekPsqk

But the change went to the extreme to where it made the vehicle incapable of making it's ticket's worth count. Both in kills and the ability to support the team in the right way.
Last edited by kinglespringles on 2015-11-02 20:32, edited 10 times in total.
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