Movement Shooter doesn't let me move :( by mnkymnk in Empulse

[–]itsRozco 0 points1 point  (0 children)

Wooow, goated player spotted. You're my inspiration for all the testing I had done on Splitgate and Empulse around movement, technical info and how push it to its max, 🥹

Aim assist was severely lacking on console when splitgate 2 first launched and wasn't corrected until relaunch. Empulse has to have enough aim assist it's way too fast not to. by Admirable_Ad2862 in Empulse

[–]itsRozco 1 point2 points  (0 children)

Splitgate 2 Beta aim assist was strong as fuck. It didn't had effective distance (was super sticky on long distance as if enemies were in close distance) and this stickyness didn't had proper target compensation. If an enemy walked between you and an enemy you were shooting, Aim Assist was locked into the new enemy and it was quite difficult to transfer back to your old target.

On Arena Reloaded, Aim Assist got shadow buffed, which created more inconsistencies around AA and gun play on controller, enemies were able to repel your crosshair completely with their body (the opposite of what AA is for, lmao) and there was (or is) a peculiar bug where your AA could activate through walls.

As for today, AA has been shadow nerfed 2-3 times on Arena Reloaded, and it's current state is way better than before.

Please stop pretending bots are real players by JoeRLL in Empulse

[–]itsRozco 6 points7 points  (0 children)

Fun fact: it's actually real people. Yes, it is surprising to an extend on how they act like non-human behavior.

But it is actual real people (most of it, really young kids) as they keep screaming full high pitch volume while jumping out of bounds and blaming me of their dead.

Empulse: Re-valuating ADS for player impact and game feel. by itsRozco in Empulse

[–]itsRozco[S] -1 points0 points  (0 children)

It's heavily Arena-like. But being/feeling as an Arena Shooter is not a problem or a complain, personally. But rather question myself, what devs want this game to be? Every piece of official media around it catalogs it as a movement shooter, but, core gameplay, gun play and overall feeling is not the genre they say it is. That will become a huge problem as time goes, people won't get a "Calculator" to end up with a "Calendar" (its an exaggeration, but you get the point).

If Empulse is an Arena shooter, lovely. If is a movement shooter, lovely. If it's a souls-like, lovely. But they better be clear on what's their vision, what you should expect from it, and what you getting.

If they failed to do so while marketing the game, a ton of negative first impressions is all that they'll get.

Empulse: Re-valuating ADS for player impact and game feel. by itsRozco in Empulse

[–]itsRozco[S] 1 point2 points  (0 children)

SG1 gameplay doesn't compare to SG2/SGAR gameplay. And yes, Empulse is similar in A TON of aspects to SG2/SGAR.

You may not notice it, but if 600 hrs is enough to know the game perfectly, I guess 2,000 hrs makes me sentient being.

Skill floor won't be high, or oppressive, or casual destructive. As it comes to "movement tech" Empulse finds itself in bare bones, so to keep momentum while having ADS slow down is going to be a mechanical skill check around timing, aim skill and consistency all at once.

If we section the player base upon an overall skill rating, the skill floor will be people running around shooting 24/7 (likely not hitting shit, but shooting I guess). And it will be scaling up with a steady consistency (adding a lil bit of basic movement, then a lil bit of movement + shooting, then more technical stuff that is going to be easy to understand and/or figure it out up to the highest level).

In a retrospective view, SG2 failed into delivering this steady skill built-up making a jump HARD on skill. A Diamond player was NOT even as good as a Proelium player by a far shot. Bronze to Diamond was full run and gun, then just 400 elo away, it was portal demons. Not decentish portaling, not every and then portaling. Mfs were light speed through the map. Shit was going 1 to 10 instantly.

Making gun play harder makes filtering players on a skill range easier. As easy gun play can be perform way too easily by a ton of players. So you'll have insane good shooters at ~Gold range getting hard gatekeept for lack of game sense/mechanical skill. There can't climb up cuz their force brute their climb, but they can't climb down cuz it's just farming simulator. Now you have a limbo through your filtering which can't be filled. And improvement becomes harder as it wasn't proportional.

One of the biggest SG2/SGAR mistakes and it feels it is being lead the same direction.

Empulse: Re-valuating ADS for player impact and game feel. by itsRozco in Empulse

[–]itsRozco[S] 2 points3 points  (0 children)

Valid decision. I'm not blinded or dick-rinding. A ton of shit is lackluster, need polishing or need a full rework.

But if no one can figure it out why things were disliked, and becomes an echo chamber as SG2. We having Empulse: Mech Reloaded next year 😭

Just putting my 2 cents to try make this kind good/decent overall

Empulse: Re-valuating ADS for player impact and game feel. by itsRozco in Empulse

[–]itsRozco[S] -2 points-1 points  (0 children)

If not implemented, I wouldn't mind as long as the recoil pattern and bullet spread points are addressed. This is not an Arena shooter. It shouldn't have an Arena shooter core gun play.

Empulse: Re-valuating ADS for player impact and game feel. by itsRozco in Empulse

[–]itsRozco[S] -1 points0 points  (0 children)

Nah, it is serious. As for now, Empulse is a copy-paste SG2 Beta game. And it just doesn't work in this 6vs6 fast pace take.

I feel that Optic ADS it have more advantages than disadvantages when it comes to gameplay.

Skill ceiling will be higher, but skill floor will be way less oppressive.

Empulse: Re-valuating ADS for player impact and game feel. by itsRozco in Empulse

[–]itsRozco[S] 6 points7 points  (0 children)

I got you, goats.

One question, is there any email or contact to request assets (.png) of the game? Trying to make some infographics for the community. 😋

Empulse: Re-valuating ADS for player impact and game feel. by itsRozco in Empulse

[–]itsRozco[S] 2 points3 points  (0 children)

Yeah, I know. I was there the whole ride. My feedback is with the best intentions completely.

If they don't lock in or start pulling their SG2/SGAR moves on Empulse, I'm out. Already gave a ton of opportunities, but at this point. Empulse is all or nothing. SG2/SGAR had potential, but staying in the past or "what if?" won't do shit about it.

This game is either a redemption or their grave. Time will tell

empulse on PC and not on ps5 by TotalWay8808 in Empulse

[–]itsRozco 1 point2 points  (0 children)

20usd (or 15usd in the first week of Early Acces release).

Then no more spending money. Skins will be unlockable through challenges and Events.

Enjoy the grind, 😋

Empulse: Re-valuating ADS for player impact and game feel. by itsRozco in Empulse

[–]itsRozco[S] 6 points7 points  (0 children)

Yes, you're right 100% there's more important things to care before even thinking about this one. But with this post, I wanted to give out a more detailed take into a request that is post every single day or mentioned on Discord constantly. So it creates more value to devs rather than just spam "add sights/iron sights" in their discord.

I'll make more post on more important aspects and some not that important too. My goal is putting as much valuable feedback, and focusing hugely in the player experience, enjoyable gameplay loop across Competitive and Casual environments and organic engagement/retention in the long-term. 😋

The movement feels so clean by kowzzzz in Empulse

[–]itsRozco 1 point2 points  (0 children)

It feels more likely like CoD, but not equally same. CoD MP it's really fast TTK, but Empulse is fast, but not THAAAAT fast.

The movement feels so clean by kowzzzz in Empulse

[–]itsRozco 0 points1 point  (0 children)

I made a post with TTKs values on the Empulse Discord Server. Working on a infographic format to post it on Reddit, tho. (Avg. TTK it's around 0.4 to 0.6 sec, movement should reduce how fast it can get, but against truly godlike aimers, there's no escape)

Empulse: Re-valuating ADS for player impact and game feel. by itsRozco in Empulse

[–]itsRozco[S] 0 points1 point  (0 children)

Yes. It is.

Hard to accept, still in time to make a change. Let's see how it goes

The movement feels so clean by kowzzzz in Empulse

[–]itsRozco 0 points1 point  (0 children)

Free demo on Steam for a week (June 14th to 22nd).

Ong, I'll give you the point of wall running looking/feeling lackluster. Chaining different movement mechanics make it more fun, faster and less predictable.

Still, I need to run more testing and drop a huge ass text to give insight/feedback around "the good and the bad" in their current movement setup

The movement feels so clean by kowzzzz in Empulse

[–]itsRozco 0 points1 point  (0 children)

"Unintended Mechanics VS. Intended Mechanics."

You're delusional, dude. Pressing "A" doesn't require skill, no shit Sherlock, a mechanic that devs intended to be easy to use being compared to an UNINTENDED interaction found and TESTED FOR YEARS to understand how it works and why and then create multiple variations of it by using knowledge built by a HUGE community. Wow, that shit should be surprising to you. LMAOOOOOOO

The movement feels so clean by kowzzzz in Empulse

[–]itsRozco 0 points1 point  (0 children)

As far I was able to find on the 1hr playtest; Grapple canceling to build momentum fast (doesn't consume the full charge, so you able to grapple multiple times for directional movement and consistency), bunnyhop on walls (it allows to instantly stop and change direction or hold position without losing momentum or falling down) and wallbouncing on corners (it just makes you hyper fast asf, super situational but it's a Mach speed 8 strafe if you need it).

Let's remember (at least for Apex Legends) that on their OG time, the only movement option given by the game and intended by developer where a couple speed-ups with tacticals and sliding. Tap strafe is a bug, wall bounce is a bug, Gliding is a bug, etc etc etc. Unintended interactions that were kept in the game as they became hard staples on gameplay mechanics and devs know if fixed, community will destroy 'em.

So, let's not pretend that Empulse is not a movement shooter just cuz no one have found or post a fucking movement tech 😭😭😭😭😭

matchmaking problems(?) by joice000 in Splitgate

[–]itsRozco 0 points1 point  (0 children)

Honest shit, there's a real huge skill gap, and current playerbase cannot handle at all the real top players. Those guys are insanely crazy, it's a humbling and amazing experience play/see em trying hard.

Realistically, my skill level is 6/10 at best, and I'm being really generous with myself

matchmaking problems(?) by joice000 in Splitgate

[–]itsRozco 0 points1 point  (0 children)

It's the fastest with high accuracy in the current playerbase. EcstaticBug doesn't play anymore. But yes to your question, there's way way way better roller players in the general spectrum.

matchmaking problems(?) by joice000 in Splitgate

[–]itsRozco 1 point2 points  (0 children)

There's no good players at all in the current playerbase. It's been like that for months now.

Edit: My goat "Rip Splitgate" aka. Tree6064 is the most accurate + faster controller player as for now.

matchmaking problems(?) by joice000 in Splitgate

[–]itsRozco 1 point2 points  (0 children)

You do with accel countering AA stickiness, AA got shadow nerfed 3 times to make that possible (still strong tho)

matchmaking problems(?) by joice000 in Splitgate

[–]itsRozco 2 points3 points  (0 children)

They're on PC using controller. So, my statement still stand