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Re: Broken Turret Stab\Accel
Posted: 2015-11-02 10:47
by Mats391
'Xander[nl wrote:;2103202']Don't want to spoil the party but you do know whoever owns a mouse with sensitivity settings can easily overrule the turret traverse limitation? I can instantly multiply my DPI and the turret turns as fast as I want it to. Once players get used to the acceleration it will become completely unbalanced. It's what happens in FH2.
As groho pointed out, this is the exact reason we even considered the "slip-n-slide" to be a valid trade off. Before you could do insane traverse speeds by simply pressing buttons on your mouse. This is not what we want.
People suggested WASD controls, but i can assure you that we tried that. It makes turrets even harder to control and makes them less precise. I personally have no issue with the new system. To stop on spot you just need to move a little in the opposite direction. Another option is to lower your dpi/sensitivity as a gunner. This will also result in less sliding and allow same traverse speeds.
We will try to improve the system, but it most likely going to stay. Especially we do not see a reason to remove it completely in a hotfix as of right now. There are other things that will get a hotfix tho

Re: Broken Turret Stab\Accel
Posted: 2015-11-02 11:30
by viirusiiseli
DEVs, this new system is completely unfair. Whatever issues with the previous system there were, are not as major as the issues with the new system. Effectiveness of armor completely depends about player skill in PR, you cannot nerf it to shit and believe you're doing the right thing. Someone good with armor? Thats fine, dont mistake it with armor being OP.
AFAIK you still can't destroy buildings and people can play whack-a-mole with you if they want and other vBF2 engine limited things that hurt armor. So there's quite a few reasons like this why you shouldn't just keep nerfing armor like this.
Now this is just an observation from me and not meant as an offense so take it with a grain of salt. The way I see it, very few of the DEV team really even play the game a lot after they're done testing what they've made. Too many DEVs claim what they create is fine in online pub games when the reality is something completely different. Turn your ear a bit more to the community if there's 5 pages of people complaining about something...

Re: Broken Turret Stab\Accel
Posted: 2015-11-02 11:37
by sweedensniiperr
Tried it out a bit on local and I wasn't used to it. Doesn't mean I don't like it.
But as someone said earlier it would be awesome to have like a "brake".
And I still don't understand why we can't have WASD controls.(or arrow keys)
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 11:54
by Ason
sweedensniiperr wrote:Tried it out a bit on local and I wasn't used to it. Doesn't mean I don't like it.
But as someone said earlier it would be awesome to have like a "brake".
And I still don't understand why we can't have WASD controls.(or arrow keys)
Exactly, I think it will be fine as long as the aim won't "slide" that much, a stop would be nice.
I also think WASD would be cool, but like Mats said it's probably very imprecise/hard to aim. I can imagine you would be tapping key right, then left, then right etc to get on target.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 12:04
by Mats391
Those that been around a while might remember Combined Arms minimod having WASD turret movement. There it only really worked since they had guided projectiles that locked onto enemy tanks.
If anyone is interested, i can make short tutorial on how to use gamepads/joysticks as input for turrets. It is rather simple, but so far i had no success using it cause the Xbox controller isnt zeroed properly

Re: Broken Turret Stab\Accel
Posted: 2015-11-02 12:15
by rPoXoTauJIo

This is not effective anymore.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 12:39
by [GER]Birnd
The usual crying, its fine to have traverse speeds limited. Just the overshooting is very unintuitive and unrealistic.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 12:51
by PatrickLA_CA
Finally APCs won't just drive around full speed and kill infantry like in vBF2 and will have to rely on Infantry to clear ahead of them? Sounds good to me!
This way you can actually have an element of surprise. For example you come upon an enemy Tank with an APC and get your ATGM up. He spots you and instantly turns turret towards you and kills you instead of going back.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 12:53
by Nate.
'[GER wrote:Birnd;2103268']The usual crying, its fine to have traverse speeds limited. Just the overshooting is very unintuitive and unrealistic.
Yes, very much this. I found that lowering sensitivity (vehicle) in menu actually helps with the overshooting.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 13:15
by Flippybear
[R-DEV]Mats391 wrote:
We will try to improve the system, but it most likely going to stay. Especially we do not see a reason to remove it completely in a hotfix as of right now. There are other things that will get a hotfix tho
Is it possible to use both WASD and mouse together? That way we can use wasd for continuous turret rotation and mouse for mostly precise aiming.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 13:37
by 3ti65
Or like the static AT gun. Mouse for like 30degree movement. And from there you need to use A and D.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 14:36
by viirusiiseli
So many people praising this new system and proposing all kinds of difficult and probably unusable systems as a replacement for something that was working 100% and didn't require any kind of "fixing". Amazing. Truly amazing.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 15:07
by Chefmoto1
I don't understand why this is staying. Sure, the old system needed to be improved. But in the past, the Devs wouldn't implement features that would be half assed and limited due to engine constraints. Which is exactly what this new feature is. The traverse times are great now, but it's awful without some sort of brake. It literally is the most unrealistic feature I can remember being implemented. All it is is a crutch for INF, asset players were probably getting too many kills. This will end up where there are only a select few skill players who master the system, New players will be completely turned off by armor now.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 15:17
by Danger_6
PR isn't reality emulator and PR isn't Arcade yet the new patch achieves both of those standards.
There was nothing wrong with the traverse speed of turrets before. Changing the frequency of LATs on the battlefield was a sufficient counterbalance to the effectiveness of armour.
The new turret traverse speed has completely pushed the boat out in other direction. Either limit the LAT kits again or revoke the new turret speeds.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 16:08
by Danesh_italiano
3ti65 wrote:Or like the static AT gun. Mouse for like 30degree movement. And from there you need to use A and D.
This is like i think about that. You have a real speed moviment and good precision.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 16:53
by Menuen
DEV's you are slowly crossing the line of balance between reality and arcade. Remember we don't want realistic PR as much as possible. If I wanted to play realistic simulator I can play Arma. As Virus said now no one will play in tanks,apc etc. If "asset whores" cant properly use it, than probably no one can.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 16:57
by Jacksonez__
Menuen wrote:DEV's you are slowly crossing the line of balance between reality and arcade. Remember we don't want realistic PR as much as possible. If I wanted to play realistic simulator I can play Arma. As Virus said now no one will play in tanks,apc etc. If "asset whores" cant properly use it, than probably no one can.
Seems like everything is fine as long as "asset whores" can't have fun.
"damn this new traverse thing is b.."
"AAHAAA ASSETWHORE TEARS ARE DELICIOUS!"
For example, BRDM-2 just became so fucking useless and so did BTR-60. As if they were already so damn over-powered.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 17:04
by Roque_THE_GAMER
i would be ok if the turret was more slow like in the BMP-2, you lost accuracy if you put full sensitivity, and lose speed if you wanna accuracy you have to chose one of they or can have both if you have a DPI mouse change but need more skill to change the sensitivity on the right time., how about reduce the DPI to apcs to force players to use low sensitivity?
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 17:08
by Genitals
[R-DEV]Mats391 wrote:As groho pointed out, this is the exact reason we even considered the "slip-n-slide" to be a valid trade off. Before you could do insane traverse speeds by simply pressing buttons on your mouse. This is not what we want.
People suggested WASD controls, but i can assure you that we tried that. It makes turrets even harder to control and makes them less precise. I personally have no issue with the new system. To stop on spot you just need to move a little in the opposite direction. Another option is to lower your dpi/sensitivity as a gunner. This will also result in less sliding and allow same traverse speeds.
We will try to improve the system, but it most likely going to stay. Especially we do not see a reason to remove it completely in a hotfix as of right now. There are other things that will get a hotfix tho
I lowered my DPI (I have a special snowflake mouse that lets me do it on the fly) and it still slipped everywhere. Aiming on the move is impossible because you overshoot your target 90% of the time. Camping armor will become the norm now, is that what you wanted?
I hoped I never had to say this but it looks like the devs are completely out of touch with the players.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 17:12
by Xander[nl]
As if APCs weren't scared enough already to go and support infantry up close, now they'll camp even more because they are completely combat ineffective if they go into urban areas. Especially stuff like BTR-80s gets slaughtered. Combined arms is falling apart because of this.