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djb204

New Combat System is too fast.

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éX-Driver
30 minutes ago, Assblaster said:

Well whatever...but people in real life don't move around like they do in this game, it's like they're in a Charlie Chaplin movie. Before I had to take cover and fight strategically. Now all I have to do is run circles around my enemies with my pump shotty and annihilate all NPCs with the greatest of ease.

 

It used to feel like I was in a gunfight in a western, now it feels like I'm in Fortnite.

In real life a single bushranger couldn’t take down an entire 20+ person outlaw gang, but we do it routinely in-game.

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Brutal Trout
37 minutes ago, Assblaster said:

 

It used to feel like I was in a gunfight in a western, now it feels like I'm in Fortnite.

I've never played Fortnite but I've seen enough to get that same feeling. 

 

Seems like a way R* has chosen to attract more players and especially from the Fortnite community. I don't think I've seen players complain about speed before the DLC... So that buff in speed doesn't really make sense to me.

 

Edited by Brutal Trout

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Leftover Pizza

If there was a way to cancel actions during the animations, they'd be half as tedious in the old format. Some hideouts despawned corpses due to how wide spread they are and you have to kill and loot section by section, like the hideout at the Flat Iron Lake. While you looted a corpse, you got shot at and couldn't cancel the animation to pick up your weapons and shoot back. Instead, you kept getting shot at while fumbling some dead dude's pockets. How stupid is that? 

 

Same when skinning an animal on the train tracks. Had it happen a few times months ago, skinning an animal and couldn't cancel the animation and got run over by a train while skinning. Anyone in his right mind would've stopped skinning to avoid a collision with a train. Nope, not our characters. Once the action is executed there is no way to stop them from finishing it.

 

I like the new system better and a player settings option to skip animations entirely would be even more welcomed. 

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4eyedcoupe

The combat speed/animations make me feel like I'm watching my nephew play Apex Legends.  

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Ledorus

If I had to choose between the new system and the old one, I would pick the new one. Neither are perfect, but as long as I don't see the dragged out looting animation again I'm mostly happy. 

 

My main gripes with the system now are the ridiculous strafing speeds and the super quick fire rates/reload speeds. I understand those were done to try and deter people from doing headshots, but that's more of issue of having aimbot in a multiplayer game.

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Caffeination

Again, the simple solution to the headshot problem is to disable them on players and rework Never Without One into something else.

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JakeSmooth

Even hogtieing enemies has been sped up.  Before, the animation showed you tieing the rope around their hands and legs. Now it's just the hands and rope then magically appears around their legs. It really ruins the RPG feel of the game. I get that it was a slow process and that an enemy could kill you while hogtieing someone, but the the slow and good-looking animations are what I thought made RDO stand out from other games - it looked the prettiest. Without the pretty gameplay and whole-hearted attention to detail, it's just cowboy GTA.

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Hudawg
53 minutes ago, Caffeination said:

Again, the simple solution to the headshot problem is to disable them on players and rework Never Without One into something else.

Headshots are not the problem.  Auto aim is. 

 

Pvp shooters should not have auto aim

 

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DarkFlame588

What they did with the scopes is what the whole aiming system should have been. That is proper aim assist, I would be fine with that in this game.

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Caffeination
14 minutes ago, Hudawg said:

Headshots are not the problem.  Auto aim is. 

 

Pvp shooters should not have auto aim

 

While I agree with you, Red Dead Online and other games made by Rockstar have this split personality issue that muddles a lot of mechanics. The game advertises itself as both a PvE game and PvP game, but it poorly harmonizes it by favoring PvP content while keeping in PvE mechanics, like auto-aim and the ability to just recklessly run around with a knife and just chugging tonics.

 

Auto-aim should be a thing, but only when it comes fighting NPCs. Rockstar is notorious for buffing the enemy's health, accuracy, and weapon damage to insane levels that could instantly kill you and tank your best shots, so having this auto-aim will even the odds, and we're bound to have the worst aspects of GTAO thrown our way a few years down the line anyway. The Trader may be fun for now, but it'll pave the way to debates about best money-making methods as a dozen more roles get introduced next year.

 

The free-aim variant of RDO's adversary modes or whatever almost has the right idea. What should happen is that NPCs can be targeted, but not other players.

Edited by Caffeination

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HelpfulMoth

My biggest problem is the animation speed on the gun cocking. It's lost the unique feel that each gun had. I don't really play much of the PvP and don't know how it's changed player tactics, but I feel free roam has suffered for it.

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Chrismads

I might suck at free aiming, but still..

 

 

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Karen Daniels

I can definitely cycle my Carcano faster than Oswald in that book depository... Hey now!

 

I don't like it for numerous reasons. The first is that with the sped up movement, I feel like I am just gliding in the wind and thanks to the removed input lag, am sometimes over moving/aiming now. The second reason (and the biggest) gunfights felt fine prior to the update. They were paced out and relied around timing. In a game with autoaim, there is no need to give players any more of a crutch and allow for spam firing. Just saw some schmuck on the rooftops of Blackwater spam fire his Lancaster onto some poor soul, which is ridiculous (on all fronts).  I liken this change to what happened with DMRs in Battlefield 4, the whiney majority cried they could not spam fire guns that were about landing accurate shots, so DICE decreased recoil and gave added stability causing players to become suppressed by idiots who spam fire with no skill.

 

Between autoaim, special ammo and ability cards...  this was unnecessary.

Edited by Karen Daniels

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Chrismads
3 hours ago, Karen Daniels said:

I liken this change to what happened with DMRs in Battlefield 4, the whiney majority cried they could not spam fire guns that were about landing accurate shots, so DICE decreased recoil and gave added stability causing players to become suppressed by idiots who spam fire with no skill.

And as a result dmr's was banned from most sessions lol

 

I already really hate the new fast paced combat system, and I'm sure everyone else will as well soon. 

That matrix strafing sh*t doesn't belong in a wild west game

 

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Ledorus
19 hours ago, DarkFlame588 said:

What they did with the scopes is what the whole aiming system should have been. That is proper aim assist, I would be fine with that in this game.

What did they do specifically? I haven't really noticed, and that's definitely a good thing.

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hotrats773
On 9/12/2019 at 6:04 PM, djb204 said:

It took a second or two, but what’s the rush?

Agree with most of what you said.

The rush however has to do with needing to loot bodies before they disappear or while 6 NPCs spawn out of nowhere and you're stuck in the same animation seemingly oblivious to the chaos around you. Instead of programming a "speed up" routine (spamming X for instance to do an action faster) they opted for this. Fair enough.

 

10 hours ago, Chrismads said:

That matrix strafing sh*t doesn't belong in a wild west game

 

 

I'm going to remember this when Undead Nightmare is released.... 😁

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Chrismads
5 hours ago, hotrats773 said:

I'm going to remember this when Undead Nightmare is released.... 😁

Come on! lol 

For the last time, they shouldn't just shove zombies into rdo. They should make it a seperate game mode! 😆

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DarkFlame588
5 hours ago, Ledorus said:

What did they do specifically? I haven't really noticed, and that's definitely a good thing.

There is now a slight aim assist that will slowly drag your crosshairs in the direction of a moving enemy. It will follow them, but it doesn't fully track or even keep up with them and if the enemy moves too far from the center of the scope it will stop. Just enough to make using scopes a bit easier, but doesn't do all the work for you.

Edited by DarkFlame588

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djb204

If players were getting killed during animations, then why not allow animations to be broken/stopped in an emergency? This way players could still defend themselves and/or take cover when/if they get attacked midway through an animation.

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ibsmokin

There’s parts of it I like and parts of it I don’t. The things that got old for me were the skinning and picking animations and I understand people not wanting to break immersion. Totally understand that, why I don’t understand is why they just didn't make the things people complained about added settings in the game. That way you could have it the way you want.

 

I am not a fan of the accelerated combat. Npcs don’t stand a chance unless you’re severely outgunned and surrounded. 

 

ADS being sped up doesn’t bother me. That should speed up with rank though that way it is tied to your experience therefor logical. Reload speed as well but the way it is right now is rediculous. Max it should have got with rank 100 or something would be how it was cause even that was fast.

 

Similar to how GTA has stats for driving, stamina, lung capacity. Rdr2 should have that for gunplay horsemanship, tracking, crafting, things like that. It would be much much better than how it is now. 

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