You have unflinching aim mods for that....
....and flinch is one of the major ways to keep snipers in check in PVP.
English
-
TheArtistにより編集済み: 9/9/2021 10:57:06 AMThis proposed change is not a good idea for PvP. Even if you just limit it to primaries, its redundant (non-flinching aim mods), and it tips the sandbox (weapon performance) in favor of Titans. Because you've now given them a THIRD trait that is controlled by the stat that controls their class ability cooldown....and another reason to dump lots of stat points into it. So the opportunity cost for doing it is much lower for Titans than it is for Hunters or Warlocks.
-
Yes that is the point. Not a single good titan player will ever build resilience. Hunters and Warlocks already have the better opportunity cost with easily accessible mobility and recovery already being the best stat. not to mention warlocks already have the best abilities in the game, yet gunplay is still in their favor with things like intrinsic Icarus grip and hunters have increased ready speed.
-
I don't use sniper flinch mods snd never have a problem with flinch. The game auto aims with aim assist or its either the bullet magnetism that makes sniping extremely easy. The flinch literally does nothing except be annoying. They need too buff flinch against snipers/linears.
-
Zer0Warri0rにより編集済み: 9/10/2021 7:54:52 PMYeah I agree. I cant believe they made shotguns almost completely unable to one shot on their own even in range, but still let snipers one shot literally everything with how -blam!- crazy the aim assist is. Not just controller but M&K as well. We cant buff scouts bc theyre "too safe" but snipers are left alone bc "skill". If shotguns are gonna get increase pellet spread on sliding snipers should be completely inaccurate unless your standing still, tf are these changes.
-
Aim assist doesn’t auto aim for you. All it does is make it so you stick to the target easier. You still need to move your aim it doesn’t follow people. If they get out of the aim assist range then the gun doesn’t just snap onto them again.
-
Avoodle Kadoodle Noodleにより編集済み: 9/7/2021 8:36:37 PMIf I take my thump off my stick it’ll follow them slightly because of the magnetism for the aim assist. If they get out of the radius of the magnetism the aim assist will not stick to them. Meaning that it won’t just snap onto people and stay there. If they have any type of movement it’s very easy to break the magnetism of the aim assist.
-
He specified primary weapon shootouts though. Besides, unless it's a latency issue, flinch does nothing to keep snipers in check to my experience, otherwise I'd win almost every time I get the first 2-7 shots with a weapon that fires anywhere between 2-16 times a second, meaning they are (or should be) flinching 2-16 times a second, impact is a huge factor, but so is Explosive/ Timed Payload (in the case of TP, that's 2 times you are/ should flinch for every shot) and High Caliber Rounds. Do you know how fast you'd have to be to react? Your reflexes would have to be between 0.5-0.0625 seconds. Half a second, I can believe, but it's physically impossible to be as fast as the latter.
-
THERE SHOULD BE A LEASH LAW!!! The poodles in my neighborhood are allowed to run around of leash and they are nuisance. There should be a law that they should be on a leash when they are being walked. 1. You made the assumption that simply because he only mentioned poodles, that he wasn't referring to ALL dogs....as the title of the thread suggests. 2. Since no effort was made to exclude dogs of other breeds besides poodles, it is not unreasonable to address the issue of other dog breeds. 3. That may be your experience, but I think that the vast majority of the community would disagree with you on that. Because it is one of the biggest complaints about snipers....and the adding of that level of flinch single-handedly put a stop to "aggressive sniping" as a play style in this game. (Using snipers as OHK, mid-range battle rifles, instead of long-range ambush weapons). [quote]our reflexes would have to be between 0.5-0.0625 seconds. Half a second, I can believe, but it's physically impossible to be as fast as the latter.[/quote] Not true. Base human reaction time is about 250 ms so 500 ms is very doable. I know because the you only have about 450 ms to hit a baseball going 90 mph.....and I got to be very good at hitting them going that fast....and faster. ...and that 450 ms doesn't just include the act of hitting it. You also have to recognize what kind of pitch it is....determine whether or not its a strike....predict where it will be....adapt your contract strategy....AND make your swing in that 450 ms window.
-
If what www.reference.com is accurate in this: [quote]For college-age individuals, reaction times to light stimuli have been published as 190 milliseconds, or 0.19 seconds, and to auditory stimuli as 160 milliseconds, or 0.16 seconds. Human reaction times vary according to the type of stimuli, the method of measurement and the particular study's results.[/quote] I'm not going to argue whether it's possible to react to something in as fast as 1/5 of a second, I already knew that was possible, though very unlikely in most cases. My point is if I get the first 4 shots on you with a weapon that fires 7.5 times a second (a 450 AR in this example) at my optimal range and you are, or should, be flinching on every shot, you'd have 0.13 seconds to react between shots to both flinch and my movements, and if all my shots are to the head, I only need another 3-4 to kill you, meaning you'd have 0.39-0.52 seconds to react to everything mentioned above to land that kill shot. It's definitely doable to react/ hit a ball in 0.45 seconds, but reacting to something in 0.0625 seconds (or 62.5 ms) I highly doubt is physically possible, and if it is, they should be doing more with their lives than playing games.
-
OdinsKnight101により編集済み: 9/7/2021 6:46:57 PM(Not agreeing with op but thoughts on resilience) As a Titan main I feel at 100 resilience in general should make a Titan feel like he is a tank, the reality is that I feel as durable as a car. The stat now governs my Ward of dawns survivability which is nice but I cannot help but want more value for it. If that makes any sense >.>
-
TheArtistにより編集済み: 9/7/2021 6:09:52 PM...and neither were the excluded either. The Title of the thread doesn't suggest that special weapons are excluded from the changes to flinch..... ...and primary weapons were just raised as an example. Again with nothing being said to indicated that the flinch reduction would not extend to special weapons. Which is why I raised them IN ADDITION to primaries. Flinch reduction is redundant for primaries....and a potentially game-breaking issue for snipers and LFRs. As well as a potential class balance issue since Resilience also reduces class ability cooldown for Titans.
-
...and why I said you already have mods that do that job so having Resilience do the same job is redundant at best..... ...gives an unfair advantage to Titans at worst. Since it also impact their class ability.