I think you are looking at it right, and it makes me feel better about this compromise.
The meta needed to be shaken up, and I completely understand why they want to erase the advantages of sideways hovers.
I play augers and omniwheels way more than hovers, and I’m totally ok with the proposed changes.
There are still ways to shoot sideways if you get pinned from the side, albeit a little awkward.
That’s fine, because they also buffed diagonal strafing for augers and Omniwheels so that they can better use the new controls.
When I play augers or omniwheels, the whole goal is to keep your vehicle facing your enemy in a way that wheels can’t. The new controls favour that style of play in a way that the old ones didn’t, not to mention that the diagonal speed drop was a huge disadvantage which is now being removed.
I also play legs more than hovers, and their changes are going to be huge.
The only real problem is that old hover meta builds will be obsolete. Is that really such a big deal?
Not really, maybe a tend bit sensitive? But even if that was the case, how would you like it if you had a vision you wanted to take your game in, and then a whole bunch of people start
in their diapers and flinging it at you because their vision of the game they put no time/effort into developing is different then yours?
I’ve played everything at one point, I still do meats, omni, hover, wheels. and larger tracks; the only thing that bothers me with changes in camera locking is what will happen when one of these omnidirectional builds gets pinned against a wall. If your stuck looking forward then you can’t fight back. Beyond that I don’t care too much as there needs to be some changes. I’m willing to try this one more so then the torque one which I was happy they gave up on.
“You can turn the vehicle by rotating the camera, but you can also turn the vehicle using the special rotation keys, which will replace the strafe keys (the maximum turning angle by using those keys will be 45 degrees).”
If I’m reading this part correctly, I think this is how players can shoot sideways with the new controls. In one of the videos posted, the guy figures out how to do it, and I’m pretty sure this was how.
Obviously that’s a little awkward, but should still help in those types of situations.
(Hopefully I am interpreting the notes correctly).
They finally did something. That’s a start.
Now add real in-game content and we’ll call it even.
anyone else see this?
why make them climb then take that away?
i thought it was cool watching them climb,now you want to make it harder to climb?
#free the spider climb…
that’s what spiders do…
the game has invisible barriers to make it no access…
but i think taking my spider and walking up a building and stand on the roof would be cool!
maybe after they introduce destructible buildings
then i will buy some legs!
It probably was able to climb things they didn’t want it to climb. I remember them doing that to hovers once on the test server after lots of complaints about failing to go up inclines. When they increased the ability to do that too high they were able to fly up the air plane wings that were on one of the maps which they shouldn’t have been able to do.
i remember that,but it was a ship i think…
I really have come to the conclusion they do not thoroughly play-test their own changes, they just make sure it works enough, and pass it on us to test. And then rework it after we find how to exploit what they overlooked.
Guys, it’s obvious they mean that the climbing ability is still going to be boosted, just not as much as on the test server. Which is the whole point of the test server: to test things.
I’m pretty sure you got it right I’m just curious what happens in the case of being otherwise disabled from moving where the vehicle movement can’t follow the direction given by the player. i.e. player’s ride is pinned to a wall. I didn’t see this attempted in any of the tests.
I really wish more people had investigated that feature. I suspect/hope that even in a pinned situation, those controls would still allow you to aim sideways, but it’s not clear, and it seems like no one on the forum was even aware of the feature.
I didn’t even think about it while the test was active but it’s hard to test some things on the test server too, unless you know someone that is also on at the same time. The lobby chat is normally pretty dead on the test server. Which is why I use to try to push them towards keeping the test servers running later. Just never could get them to do it.
I was kind of too distracted by watching and pondering over how the momentum body roll might effect builds. Everything from keeping on aim to frame, generator and module exposure on bottom stuff like that. I think it should be pretty interesting change though in all.
Your turreted weapons still could turn, just your car would want to turn as well. If you get pinned, you can shoot to the side. Your vehicle being physically wedged against terrain is basically the only time you could actually turn guns without spinning the whole build.
That’s kind of what I’m hoping but at the same time I’m also worried about when suddenly released how the sharply the vehicle responds to snapping back into that available movement.
I definitely got firsthand experience with this on test server. Turreted weapons can turn freely still, just the fact the build wants to turn as well to point at the cursor makes them being turreted redundant, outside of yes, being physically pinned against terrain by another vehicle. So if you do want to use the control scheme, your weapons don’t become limited angle fully unless you block the LoS for them with armour.
Thanks for answering our question!
Are you able to aim sideways when pinned just using the camera control? Or were you using the movement toggle controls?
Either way, it sounds like all the crying about being unable to shoot sideways was greatly exaggerated.
Guns still track cursor… However it is still is a load of tripe, as the only way you can aim over your flanks without spinning your build around, is by already being pinned by someone else, which is a real bad place to be and usually means you are already dead.
How was the momentum movement when released? The pre-changed hovers if heavy enough would always continue to travel in the direction they were going after controls are released until compensated via player input. It’s little things like this that matter to me because I generally play with min hovers 3 to 4 on really small builds.
Sorry for all the questions but I over slept during the test period as much as I wanted to be there.