Just a datapoint, but: I'm running a Logitech G700 mouse (plugged in since the battery life is toast after 4 years of loyal service) with the supporting software and customized button mapping. No issues from me in terms of tracking. Well, there are issues, but that comes down to operator error; scroll rates in game and precision of aiming are fine mechanically. I have noticed at times that the crosshairs tend to jump around, but that is usually when I am aiming next to a wall or sometimes when I am standing next to a wall and aiming along it. I will have the center dot where is should be, but the crosshairs are off center from the dot, or sometimes not anywhere near the dot. I just assume it is code getting confused by an asymptote or a near divide by 0 from the wall boundary.
Thanks for the data point. I love my G700, but it's now my work mouse after the RMB starred getting flaky. Something about the way I use my mouse just does this, every mouse dies it eventually for me. What you're seeing near walls is the result of the over the shoulder third person perspective. Because you're not actually aiming down the sights, you can actually see around corners that block direct LoS from your barrel. The effect used to be much worse.
http://www.addictivetips.com/window...-or-device-drivers-manually-in-windows-vista/ Make sure you click the options to "Browse my computer" then "let me pick from a list". You can then browse through the categories to find a "generic usb mouse" and use that one.
I noticed by fooling around in the garrison, that when you turn/circle around to meet a target circling you while your firing trying to hit it, your reticle is faster then the animation (your gun) and the hits seem to connect to the target (player). I hope that makes sense.. Your gun fires straight but you hit the target 45° to your left e.g.
Yes. Never said to raise TTK by 50%. In fact, according to your data the HB's TTK would actually drop, from 1.45-sec to 1.2-sec. A HB SM isn't supposed to be able to move when firing the HB, so making them rather immobile when firing will fix them by granting them the power they need but leaving them vulnerable as they make use of it. Even if Devs get Knives they won't be much slower than their enemies and will still be able to easily fight back if necessary. You are supposed to be using your Pistol and Knife in close-quarters combat anyways, being that the Heavy Bolter is a long range anti-infantry weapon. I have all this data right here. Why is it better? People like SM's Bolter TTK of 1.73-sec. My Bolter has a TTK of 1.75-sec. People liked(not sure if the TTK has changed) the Bolter's TTK of 1.44-sec. My Storm Bolter has a TTK of 1.4-sec. The desires of the people catered to. You go away so we can have one less obstacle keeping this game from being as great as it can be. Reduced mobility is exactly what Heavy Weapons are supposed to have. Perhaps none of you have played this game and don't yet realized that players with Heavy Weapons already have reduced mobility. Reducing the HB's mobility when firing ensures that it is best put to use in a stationary position the way it is supposed to be used, while still possessing some on-the-move capability. With a HB, you are supposed to be set up somewhere to fire at targets and then stop firing so that you can reposition elsewhere. What kind of gear? You mean like Mods for damage increases and stuff? Bolter(S4) TTK vs Dire Avenger: 1.25-sec, 6 Bolts, 0.25-sec Fire Rate (S5) TTK vs DA: 1-sec, 5 Bolts D.A.S.Cat(S4) TTK vs SM: 1.242-sec, 24 Shuriken, 0.054-sec FR S5 TTK vs SM: 0.972-sec, 19 Shuriken Bolter (S4) TTK vs Ork Boy: 1.5-sec, 7 Bolts (S5) vs Ork Boy: 1.25-sec, 6 Bolts Shoota(S4) TTK vs SM: 1.26-sec, 8 Rounds, 0.18-sec FR (S5) TTK vs SM: 1.08-sec, 7 Rounds D.A.S.Cat(S4) TTK vs Ork Boy: 1.026-sec, 20 Shuriken (S5) TTK vs Ork Boy: 0.81-sec, 16 Shuriken Shoota(S4) TTK vs Dire Avenger: 0.9-sec, 6 Rounds (S5) TTK vs Dire Avenger: 0.72-sec, 5 Rounds Eldar/SM TTKs are relatively the same as they should have relatively the same overall performance, with Bolters having the advantage in long range and S.Cats having the advantage in close range. Ork weapons have lower TTKs for a close range advantage due to their lesser accuracy/range that puts them at a disadvantage in medium and long range. WAAAGH! buffs should be able to make up for Ork ranged disadvantages, at least temporarily/so long as enough Orks stay near one another.
Current heavy bolter estimated TTK is 1.089 seconds. The reported damage values are based on the numbers that pop up in the garrison, which we already know to be inaccurate (I have stated this several times). We know that it only takes 9 bolts to kill a Space Marine, a Heavy Bolter fires 70% faster than a Bolt Gun. So your # would increase HB TTK as I stated (yes not 50%, I just threw a number out). It is very difficult to get into the same game on opposing factions to test against the real deal now. SM had a LOT of problems on its own. There is a reason the game is pretty much dead. Copying its data is a recipe is like cooking a poison intentionally for us to drink. Personally I think the SM Bolter was too weak. After all it took BOTH mods to make the gun worthwhile.
I already pointed out the errors in your data. But since you are still espousing it, I'll have to take another crack. See you on Youtube.
@Zaeryn, I see you are still using verbiage about how the game "is supposed to be", and then make statements that are completely contrary to what the developers and the community have stated in terms of vision. I've only got 160 hours in the game, so I am not an expert, but in a match up between your and my statements, mine align with the dev's vision a lot better. Also, in terms of the gear and skills, perhaps take a few minutes to read the FAQ about the plans for gear and skills. You are correct, heavy weapons are supposed to move slower. That is why the devastater moves slower, can't climb, barely jumps, and has no dodge roll. We also suffer aim penalties not just while moving and firing, but also when not crouched. To me, and most of the community, (most being everyone but you, I think) that is a fair trade and a good set up. It needs a little work and balance, but not more handcuffs like what you propose. You seem so focused on making this a SM clone, but that is not the direction the game is trying to go. For better or for worse.
Further on the saga of my mouse woes: after trying a bunch of other things, I had a chat with my weekly gaming buddy, and he managed to find talk of similar issues on both the Unreal Engine 4 and Unreal Tournament forums. In one thread, I found mention of adjusting the scaling in Unreal Engine, so I I went into CustomInput.ini and adjusted the X and Y scaling on horizontal and vertical look axis. The default is 1, and after a little bit of playing around, a scaling factor of 0.02 smoothed the movement enough to make it feel comfortable. I then bumped up the ingame sensitivity and DPI level on my mouse to compensate. The strings I adjusted were: AxisMappings=(AxisName="LookHorizontal",Key=MouseX,Scale=0.020000,bSecondary=False) AxisMappings=(AxisName="LookVertical",Key=MouseY,Scale=0.020000,bSecondary=False)
Would be nice if that was stated somewhere on that page, especially somewhere on the first one. The TTK increase would be roughly 25%, from ~0.97-sec to 1.2-sec. As far as the difference in Fire Rate, the HB should only fire 25% faster than the Bolter. Bolter TTK: 1.75-sec, 8 Bolts, .25-sec FR HB TTK: 1.2-sec, 7 Bolts, 0.2-sec FR Copying SM's data probably wouldn't be a good idea. It's a good thing I am not but am instead doing the intelligent thing of finding what people liked about it and finding out how to apply it to EC. SM's Bolter TTK was great. The problem was it dealt too little damage and fired too quickly. EC's has the same problem but is nowhere near as bad. SM's Bolter took 13 or 14 Bolts. And I countered your points, which shut you up, indicating you conceded defeat and admitted to the validity of my builds. If you really want me to make a fool out of you again, go for it. I state "is supposed to be" in regards to making a WH40K game. If bE wants to make a WH40K game instead of a game with WH40K skins there are significant changes that need to be made to the game, much of it statistically. Still see no problem with the inclusion of gear/skills because you add those additional items into the game using the statistical formulas you previously developed to create your base balance. My "handcuffs" would actually improve the Dev's mobility because their weapon would be appropriately accurate even when not braced/crouched and be accurate enough to still hit targets in close range when on the move, even if it should be more advantageous for you to switch to your Pistol and Knife at that range. While least effective in close range, a HB should be able to reliably hit targets(that remain in front of it) in close when firing on the move, reliably hit targets at medium range when standing and shooting and reliably hit targets at long range when aiming/bracing. You seem to be mistaken about what I am trying to accomplish. What I am trying to accomplish is the creation of an amazing WH40K game.