lytlb1t

lytlb1t



21 Aug

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Originally posted by Twitch_Tsunami_X

Few things I've noticed with the sliding is below 40-45 ping it is much more consistent to activate. Between 50-200 ping it will only work sometimes. On very high ping (yesterday was playing at 280) it will work each and every time and can be strung together over and over.

Hmm interesting, I'll give it another try with simulated bad connection. Thanks!

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Originally posted by keytop19

I for one am glad y' all are addressing the sliding.

I'm guessing this is aimed at reducing the number of times you attempt to slide, but instead, do some weird up and down double crouch thing that feels very slow and wonky?

Exactly!


20 Aug

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Hey thanks for your feedback, I forwarded this thread directly to the weapons people in case they're not aware of it yet.

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Originally posted by Slader111

and yes i’ve restarted my console, and uninstalled and reinstalled the game. i physically cannot pick up a gun in game that not already equipped on my person without force exiting the game.

Hi, do you encounter this with one gun in particular or any weapon? I saw a bug getting fixed related to that, not sure if it drops in the next patch or the one after that.

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I forwarded the video to the anti-cheat team.

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Originally posted by Kingtolapsium

Its obvious there has been a lot of effort put into allowing controller players the options to perform every possible action, but I think there is too much action spread over too little input, at least in the current implementation and with the current hardware.

 

A tap, a hold, and a double tap acting as different movement inputs on the same button (let alone R3) is a hard sell for me as a controller user. Two input variables per button seems like a better limit for controlling player movement, I base my speculation on my time with a controller, most games I play don't feel clunky in this regard. Things like a three action inputs can work very well, but I think it depends on the type/demand of the input. I think movement options need to feel fast, but with a tap/double tap/hold model, 2/3rds of these movement inputs will not feel snappy. I would argue passive inputs like the ping system in Apex work better with this implementation. Actually, I basically think Apex...

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You mentioned some good points. We don't want to throw away sliding, ideally we merge both so that sprinting -> crouch sprinting will always result in a sliding. It will take a bit of time fiddling with the setup, as you mentioned there are so many options already and we don't want to make anything worse... Matter of finding the right balance.

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Originally posted by bduckets

Thanks for listening. Do you think you guys could add a separate keybind so we could slide with a single press of a button? I'm guessing the argument against this is that it could make it too easy to slide, kind of like how it was too easy to roll after a fall by just holding the roll button without needing to time it.

Adding a new keybind is a possibility, but we have to keep console players into consideration and their gamepad is already completely occupied. We're debating merging slide/crouch sprint into the same keybind (like bf1), but we'll take the time to discuss it properly before doing any changes.

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Originally posted by OnlyNeedJuan

I'm gonna say it, keep the sliding OR the crouch running. I don't know how it is on console, but I hate double tapping features, we can't even remap it to something else.

We're still debating this. Ideally we find a way where we can keep both, but the control scheme like it is now just isn't ideal. We want to improve it, but we don't want to strip away functionality. We'll need some more time to think about the right approach to take, for now this tweak should at least make it more reliable.

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Originally posted by GerhardKoepke

I don't think it's finicky, as I use it every time I play. But sure. Let's say, this is an issue worth to be fixes. Don't you think, there are more pressing issues with the game right now?

With a small team like that, it's a matter of priorities and they seem weird to me.

Yes there are more important issues to fix, but it was a minor tweak so took just a couple of minutes to change. It got raised multiple times, in which case I decide to treat it with higher priority.

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It isn't fine, I got a lot of feedback on this topic from players that say it's currently too hard to trigger sliding. I also struggle with this, it's simply not reliable. /u/DRUNKKZ3 and I discussed it and tweaked the timings a bit to make the sliding feature a bit more reliable. Should make it more fun for everybody :)

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Wow, if I could make a poster out of this video I would put it above my desk.

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We need less soldiers picking up ammo!

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Originally posted by rzr_pl

done

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Originally posted by GlintSteel

yep reported

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So very sad :'(

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Originally posted by PigsMud

reported


19 Aug

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Originally posted by CyberpunkPie

Could be the case, but I have a very good connection and don't experience issues in any other games. So in that case it could be issues with game servers?

Alright, just trying to rule things out. I don't think server performance could be related, since they are almost guaranteed to run on a stable update rate. I forwarded the feedback to the vehicle people, hopefully they can shed some light on this issue.

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Originally posted by CyberpunkPie

This happens in stationary weapons as well. When you are in 1p view and zoom in with right click, sometimes they will switch off and put you back to default view. Like you stopped holding the right mouse button. Then you have to click again for it to go back to zoom mode.

Hmm yes I have experienced that as well, but only when I was experiencing a bad connection. Do you think that was also the case with you?

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Originally posted by ayylmao23ayy

not the person you were replying to, but sometimes when you "ADS" with the tank the entire scope goes black (like before) and you need to re-ADS to fix it. Not a major thing, but it's somewhat annoying.

Also, do you know if there's any issue with the tank hitboxes? I hit a Panzer 4 with the Allied heavy tank 4 times in the turret (he was behind cover so only the turret was visible, and it was at ~100m) and it did 0 dmg. Like, no damage indicator whatsoever.

Hitbox bug or terrain not rendering?

I saw a video recently with that damage issue, the vehicle people are aware of it. I'll forward the ADS feedback.

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Originally posted by M4zur

Unrelated to the topic at hand but just wanted to say your active involvement here is much appreciated, don't know if I would have it in me to put my head up here given the vibe of most posts :D

And I appreciate your comment, kind M4zur!