Exo turn rate

RyneRyne Join Date: 2012-02-25 Member: 147408Members, NS2 Map Tester
<div class="IPBDescription">not limited....</div>If you turn up your mouse sensitivity, you can do instant 360's (or, more usefully, 180s) as exo...is this intended? Seems like they should have a capped turn rate.
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Comments

  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    It just doesn't work in practice, altering mouse sensitivity in an FPS feels terrible and it would be a death sentence against skulks. The exo isn't a vehicle and should not behave like one.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    Exosuits shouldn't be able to jump is my only request(complaint).
  • SopsSops Join Date: 2003-07-03 Member: 17894Members, Constellation
    Haven't played enough but exos being able to crush eggs by just walking into them seems pretty overpowered.
  • RyneRyne Join Date: 2012-02-25 Member: 147408Members, NS2 Map Tester
    <!--quoteo(post=1967938:date=Aug 28 2012, 07:57 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Aug 28 2012, 07:57 PM) <a href="index.php?act=findpost&pid=1967938"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It just doesn't work in practice, altering mouse sensitivity in an FPS feels terrible and it would be a death sentence against skulks. The exo isn't a vehicle and should not behave like one.<!--QuoteEnd--></div><!--QuoteEEnd-->

    My mouse, as do many gaming mouses, has an on the fly sensitivity adjustment.... Hit "+" and do a rapid turn, hit "-" and be back to normal aiming sensitivity.

    Doing 360s in <.1 seconds is just weird.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    This game is way too fast for mech like controls imo.
  • Raptor091288Raptor091288 Join Date: 2002-07-15 Member: 955Members, Reinforced - Shadow
    Regardless of the sensitivity I'm still able to take out an exosuit as a lone skulk if they're alone by circle-strafing or using the wall they're up against. I'm pretty sure it's intended, and it's not like it makes them godly killing machines (any more than they already are anyway).
  • EgoGamerEgoGamer Join Date: 2012-06-21 Member: 153536Members, Reinforced - Onos, WC 2013 - Supporter
    <!--quoteo(post=1967951:date=Aug 29 2012, 04:14 AM:name=MisterNubs)--><div class='quotetop'>QUOTE (MisterNubs @ Aug 29 2012, 04:14 AM) <a href="index.php?act=findpost&pid=1967951"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Exosuits shouldn't be able to jump is my only request(complaint).<!--QuoteEnd--></div><!--QuoteEEnd-->

    <img src="http://i50.tinypic.com/2prfb42.png" border="0" class="linked-image" />

    I don't know why I made this. It's 5am and I can't sleep. D:
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    <!--quoteo(post=1967938:date=Aug 29 2012, 12:57 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Aug 29 2012, 12:57 PM) <a href="index.php?act=findpost&pid=1967938"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The exo isn't a vehicle and should not behave like one.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It certainly looks and behaves like a sort of vehicle, so i don't get your comment.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Why does everyone complain about the disadvantages of the exo, that are obviously in to balance it?
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    If you limit his turn speed he cant fight off skulks at his feet which would be annoying as hell.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited August 2012
    Placing a hard cap on turning rate is always a bit weird, because it ends up affecting some people but not others. The same problem kind of existed in BF3, where tanks had massively reduced turning rates, but people just increased their sensitivity when they got in.

    If it gets to the point where heavies really need to be toned down, I would like to see reactive sensitivity scaling based on which axis you are turning in. So, for example, a skulk is biting you from behind, you pull a quick 180 in the X axis to turn around, but the speed of your turn causes the sensitivity in the Y axis to be halved, so you struggle to look down to shoot it. Say a Lerk quickly flies past overhead, you rapidly look up to shoot at it, but this causes your X axis sensitivity to be reduced by 30%, so you can't track it as it flies past.

    These kind of effects would only be in place when doing really big turns. As long as you were facing in roughly the same direction, covering only your field of view, the sensitivity reduction would be zero.

    <!--quoteo(post=1968105:date=Aug 29 2012, 12:09 PM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Aug 29 2012, 12:09 PM) <a href="index.php?act=findpost&pid=1968105"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you limit his turn speed he cant fight off skulks at his feet which would be annoying as hell.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Remind me why the grenade launcher is no longer an LMG attachment? Lets not go down this road again.
  • SkugganSkuggan Join Date: 2010-03-19 Member: 71017Members
    <!--quoteo(post=1968106:date=Aug 29 2012, 12:10 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 29 2012, 12:10 PM) <a href="index.php?act=findpost&pid=1968106"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Placing a hard cap on turning rate is always a bit weird, because it ends up affecting some people but not others. The same problem kind of existed in BF3, where tanks had massively reduced turning rates, but people just increased their sensitivity when they got in.

    If it gets to the point where heavies really need to be toned down, I would like to see reactive sensitivity scaling based on which axis you are turning in. So, for example, a skulk is biting you from behind, you pull a quick 180 in the X axis to turn around, but the speed of your turn causes the sensitivity in the Y axis to be halved, so you struggle to look down to shoot it. Say a Lerk quickly flies past overhead, you rapidly look up to shoot at it, but this causes your X axis sensitivity to be reduced by 30%, so you can't track it as it flies past.

    These kind of effects would only be in place when doing really big turns. As long as you were facing in roughly the same direction, covering only your field of view, the sensitivity reduction would be zero.



    Remind me why the grenade launcher is no longer an LMG attachment? Lets not go down this road again.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Smoke weed every day! Yo!
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester
    <!--quoteo(post=1968106:date=Aug 29 2012, 12:10 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 29 2012, 12:10 PM) <a href="index.php?act=findpost&pid=1968106"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If it gets to the point where heavies really need to be toned down, I would like to see reactive sensitivity scaling based on which axis you are turning in. So, for example, a skulk is biting you from behind, you pull a quick 180 in the X axis to turn around, but the speed of your turn causes the sensitivity in the Y axis to be halved, so you struggle to look down to shoot it. Say a Lerk quickly flies past overhead, you rapidly look up to shoot at it, but this causes your X axis sensitivity to be reduced by 30%, so you can't track it as it flies past.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The turn limit suggested by the OP sounds awful but this dynamic messing with X and Y axis sounds the most terrible idea i've heard for years. What kind of game changes the sensitivity of your x and y axis separately based on the speed of your mouse movement? It sounds like you want to make aiming some kind of lottery.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited August 2012
    <!--quoteo(post=1968111:date=Aug 29 2012, 12:21 PM:name=Zeikko)--><div class='quotetop'>QUOTE (Zeikko @ Aug 29 2012, 12:21 PM) <a href="index.php?act=findpost&pid=1968111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The turn limit suggested by the OP sounds awful but this dynamic messing with X and Y axis sounds the most terrible idea i've heard for years. What kind of game changes the sensitivity of your x and y axis separately based on the speed of your mouse movement? It sounds like you want to make aiming some kind of lottery.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, to be honest the reduction in sensitivity was merely for "realism" or a "sense of control" or some other such user based experience mumbo jumbo. In essence, the idea is meant to prevent an exo from spinning 180 and nailing anything at his ankles, flat out. Stop him from doing it. You know those funny times back in the day when you would turn your sensitivity up way high and spin around really fast, and everyone lold at your shenanigans? The heavy shouldn't be able to do that. The heavy should be like a sentry turret (minus the vulnerability). Massive potential output damage, but in a very restricted arc. Its not an aiming lottery, because you should <b>not </b>be able to aim when spinning like a top.

    But to people like you aim is the holy grail of gaming. Not better positioning, not strategical thinking. If you can't aim, what can you do, right?

    EDIT
    Rereading what you wrote, it sounds like you are struggling to understand how a player would overcome this dynamic sensitivity shift. As a typical COD kiddy, you are trying to comprehend how you can have dynamic sensitivity, while still getting headshots or no scopes or whatever the kids are calling it nowadays. Short answer: you're not meant to overcome it. You aren't meant to think "how can I still spin 180 and kill shot", you're meant to think "how can I prevent myself from needing to spin 180".
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    Why do you want to further bring out the human turret syndrome?
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Why not? It's not really a turret just because you have to use your brain while positioning yourself. If you don't like that, there is always a foot-trooper or jetpacker needed. But designing the exo just like a giant normal marine is boring. Be open for some new mechanics and mind to try them more than 5min.
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    Because that way it will never be realistic choice over other tech, and i would like everything in the game be useful and used all across, pub or comp.
  • CobraCommanderCobraCommander Join Date: 2012-07-30 Member: 154472Members
    I was playing Insurgency 2 a few hours ago at my friend's house and I liked a feature:

    <b>"In the game the first person weapons actually move around the screen realistically and have first person physics that simulate a "spring" effect when the weapon is moved from one position to another."</b>

    Add this into the Exo in some way, so the screen is a bit slow to turn but the miniguns can aim anywhere on the screen just as fast as it is now. Hmmmmm :)
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester
    <!--quoteo(post=1968115:date=Aug 29 2012, 12:29 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 29 2012, 12:29 PM) <a href="index.php?act=findpost&pid=1968115"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, to be honest the reduction in sensitivity was merely for "realism" or a "sense of control" or some other such user based experience mumbo jumbo. In essence, the idea is meant to prevent an exo from spinning 180 and nailing anything at his ankles, flat out. Stop him from doing it. You know those funny times back in the day when you would turn your sensitivity up way high and spin around really fast, and everyone lold at your shenanigans? The heavy shouldn't be able to do that. The heavy should be like a sentry turret (minus the vulnerability). Massive potential output damage, but in a very restricted arc. Its not an aiming lottery, because you should <b>not </b>be able to aim when spinning like a top.

    But to people like you aim is the holy grail of gaming. Not better positioning, not strategical thinking. If you can't aim, what can you do, right?

    EDIT
    Rereading what you wrote, it sounds like you are struggling to understand how a player would overcome this dynamic sensitivity shift. As a typical COD kiddy, you are trying to comprehend how you can have dynamic sensitivity, while still getting headshots or no scopes or whatever the kids are calling it nowadays. Short answer: you're not meant to overcome it. You aren't meant to think "how can I still spin 180 and kill shot", you're meant to think "how can I prevent myself from needing to spin 180".<!--QuoteEnd--></div><!--QuoteEEnd-->

    If you want to have any kind of constructive discussion here I think it would be better to discuss about the suggestions than start grouping other people into "COD kiddies" etc.

    I also don't agree with the thoughts you represent in your post as mine. I don't think aim is the holy grail of gaming. I actually find strategy and tactical games much more interesting than FPS games and there are only couple of FPS games I like because how they blend these genres together. However my game preferences don't have much to do with the topic of the thread. Thanks for bringing them up though.

    In theory this kind of limited gameplay with limited turning and maneuverability sounds fun because it emphasis positioning and teamplay, but in practise it's just frustrating and not fun for anybody. One problem is the fact that limiting the turning rate of a player emphasises the need for him to camp in a safe corner of a room like a turret. This kind of camping is not fun for the camper nor the opponent.

    In the case the exo player decides to move out he can easily find himself ambushed with a skulk in his feet without even possibility to shoot it before it reached the melee distance. What are you supposed to do in this scenario if your turning rate was limited like you or the OP suggested? Just accept the fact that it was stupid to come here and die? That sounds very boring gameplay for the exo and the ambushing skulk too.

    Thus I really think the exo should not be a human turret but a lifeform capable of doing pretty much other lifeforms in the game can do too. I'm fine with not being able to build, weld, phase and beacon though. That just spices it up and makes exo different without causing too much frustrating moments.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    There need to be a downside in battles when you got this much fire power and armor. Also your example is easily answered by: Move not alone. Cover each other.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1968176:date=Aug 29 2012, 02:14 PM:name=Zeikko)--><div class='quotetop'>QUOTE (Zeikko @ Aug 29 2012, 02:14 PM) <a href="index.php?act=findpost&pid=1968176"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you want to have any kind of constructive discussion here I think it would be better to discuss about the suggestions than start grouping other people into "COD kiddies" etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1968111:date=Aug 29 2012, 12:21 PM:name=Zeikko)--><div class='quotetop'>QUOTE (Zeikko @ Aug 29 2012, 12:21 PM) <a href="index.php?act=findpost&pid=1968111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The turn limit suggested by the OP sounds awful but this dynamic messing with X and Y axis sounds the most terrible idea i've heard for years.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Pretty hilarious.

    I also find it funny how you are so offended that I "present thoughts in my post as yours". You then continue to state that absolutely nobody enjoys mechanics which limit turning and emphasise positions and teamplay, and that camping a room like a turret is fun for no one.

    I think our disagreement comes from how we see the exo, and what we think its role is. It is evident to me that you view the exo as light marine 2.0, and is essentially just a way to roll out and get many many kills, without the risk of being killed. However, I see the exo almost as a stationery emplacement. I think it is meant for static positioning and fire, ideal for locking down an area against an incoming attack, or, for slowly creeping against enemy defences. I see the exo as being good for three things. Killing large numbers of enemies coming from a single predictable point of attack, killing Onos, and killing structures.
  • KuikiKuiki Join Date: 2012-02-03 Member: 143467Members
    The jump is to get not stuck in some parts of the maps and is needed, but yes mech shoudnt be able to jump, maybe they can get thrusters to jump that wouldn't look so weird :-)
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester
    <!--quoteo(post=1968184:date=Aug 29 2012, 02:34 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 29 2012, 02:34 PM) <a href="index.php?act=findpost&pid=1968184"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pretty hilarious.<!--QuoteEnd--></div><!--QuoteEEnd-->

    There's a big difference in stating opinions about subject which in this case are the suggestions the OP and you made compared to grouping people to COD kiddies etc. Don't you think so?

    <!--quoteo(post=1968184:date=Aug 29 2012, 02:34 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 29 2012, 02:34 PM) <a href="index.php?act=findpost&pid=1968184"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I also find it funny how you are so offended that I "present thoughts in my post as yours". You then continue to state that absolutely nobody enjoys mechanics which limit turning and emphasise positions and teamplay, and that camping a room like a turret is fun for no one.

    I think our disagreement comes from how we see the exo, and what we think its role is. It is evident to me that you view the exo as light marine 2.0, and is essentially just a way to roll out and get many many kills, without the risk of being killed. However, I see the exo almost as a stationery emplacement. I think it is meant for static positioning and fire, ideal for locking down an area against an incoming attack, or, for slowly creeping against enemy defences. I see the exo as being good for three things. Killing large numbers of enemies coming from a single predictable point of attack, killing Onos, and killing structures.<!--QuoteEnd--></div><!--QuoteEEnd-->

    When i said that it's "not fun for anybody" I meant that it's not fun for the aliens nor the marines. My bad, should've worded it like i did later in the post. But i'm really just saying what I find good and interesting gameplay instead of trying to put words into anybody's mouth.

    Yeah you're right about our disagreement. I don't think turret like stationary gameplay is fun for either team.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1968084:date=Aug 29 2012, 09:35 AM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Aug 29 2012, 09:35 AM) <a href="index.php?act=findpost&pid=1968084"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It certainly looks and behaves like a sort of vehicle, so i don't get your comment.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Gameplay > Realism



    @topic
    It works in BF with tanks because of the huge open environments and slower paced gameplay, NS2 gameplay is simply too fast pace and the areas of combat are quite claustrophobic. Besides the FoV+HuD elements with the smoke from firing is more then enough to make it harder to hit stuff. No need to add a rotation cap
  • VarXXVarXX Join Date: 2011-01-24 Member: 78824Members, NS2 Playtester
    Why can marines turn around so quickly without getting disoriented??? Clearly we need to either limit the Player sensitivity or make it so if you 180 as a player you trip and fall over
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1968212:date=Aug 29 2012, 03:57 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Aug 29 2012, 03:57 PM) <a href="index.php?act=findpost&pid=1968212"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gameplay > Realism



    @topic
    It works in BF with tanks because of the huge open environments and slower paced gameplay, NS2 gameplay is simply too fast pace and the areas of combat are quite claustrophobic. Besides the FoV+HuD elements with the smoke from firing is more then enough to make it harder to hit stuff. No need to add a rotation cap<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well thats kiiiiiiind of the problem discussed here. The Exo is essentially a tank, which as you've said, is something that works in big environments and slower paced gameplay, and put it in smaller environments with fast paced gameplay. If it walks like a duck and talks like a duck, but turns like a mongoose...

    Anyway, the exo isn't really overpowered at all, at least not from what I've seen. If anything it seems like it needs a buff to keep up with jetpacks. I don't really want the sensitivity change for balance reasons, but rather for immersion purposes, and a different gameplay experience.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    If anything we need fewer movement restrictions, not more of them.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    <!--quoteo(post=1968216:date=Aug 29 2012, 03:00 PM:name=VarXX)--><div class='quotetop'>QUOTE (VarXX @ Aug 29 2012, 03:00 PM) <a href="index.php?act=findpost&pid=1968216"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why can marines turn around so quickly without getting disoriented??? Clearly we need to either limit the Player sensitivity or make it so if you 180 as a player you trip and fall over<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes, and also: How come marines never eat or poop? Clearly there is something wrong. Marines should have to take breaks from combat every once in a while to simulate having to satisfy their natural urges!

    On topic: I was pleasantly surprised when the exo turning speed wasn't capped, which was something I would've expected considering some of the other "next gen features" in NS2. Fortunately UWE seem to have more brains than that and I really hope threads like this will change their mind.

    The only sensible possible solution for balancing exos I've heard so far, is tweaking their overheat mechanic.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1968257:date=Aug 29 2012, 03:04 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Aug 29 2012, 03:04 PM) <a href="index.php?act=findpost&pid=1968257"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, and also: How come marines never eat or poop?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Nanites for when others just don't want to do the job *runs off*
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