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pompeyo escribió:ThBBoy escribió:ryu73 escribió:@joseupp
Yo me refiero a que:
Estas SIN apuntar con L2 y mirando con la cámara a las 12 en punto.
Aparece un enemigo a la 3 en punto, entonces sin mover ningún stick pulsas L2...
...y la cámara se va ella sola a las 3 en punto, a partir de aquí necesitarás disparar con R2 y mover el stick R3 para seguir la trayectoria del enemigo, pero el cambio de cámara de las 12 a las 3 fué automático.
Eso que dices NO PASA en el multijugador de ningún COD.
Como ya te ha explicado @joseupp lo que pueden notar raro los que vienen de PC, es el aim assist, que ralentiza la mira cuando está encima de un enemigo. Y cuando más se nota esto, es cuando vas sin apuntar (sin apretar L2) y un enemigo se cruza por delante de tu mira, que en ocasiones al ralentizarse, notas como la cámara se mueve lentamente como si tú estuvieras pulsando el stick para girar. Pero JAMÁS la mira se te va encima del enemigo al pulsar L2.
Y el quickscope con sniper, es precisamente eso, aprovechar el momento justo donde actúa el aim assist al meter la mira, para dar el tiro. Que por cierto, si mal no recuerdo, en BO3 estaba desactivado en los snipers.
Es cierto, yo fuí el que empezó el tema y estaba equivocado, volví a descargar el juego y creo que confundí la desacerelación con el centrado, por que yo ayer no note que la cámara se centrara, la ayuda comienza cuando impactas al enemigo. Lo siento por el mal que di, quizás también es que ayer me puse con un mando nuevo, el nacom, y seguramente tendría el otro dualshock 4 reventado cuando jugué en 2015 para llegar a esas conclusiones, y es que hace unos meses me sucedió lo mismo, y tuve que cambiarlo también por reventarlo con GOW.
O a saber si esta ultima vez fué por probar el mando de One con cronus max y estaba chetado por defecto y por eso estaba tan equivocado.
Creo que en resumen, la puntería es digamos siempre libre a excepción de cuando impactas la enemigo, que es cuando se activa la ayuda, y cuando el movimiento de R3 se desacelera, por eso mucha gente juega en extremo para evitar la casualización de que te maten por esta ayuda incluso cuando tu apuntaste y disparaste primero.
¿Es algo asi?
ThBBoy escribió:@pompeyo Yo diría que no es necesario dar una bala para que se active, la prueba más clara es lo que decía en uno de mis anteriores posts. Lo de ir andando sin apuntar con L2 y que se te cruce un enemigo, metiéndose “en tu mira” (en la cruceta que sale en pantalla cuando vas con el arma en la cadera) y que notes como si la cámara se moviera sola siguiendo al enemigo, debido a que la mira “se queda pegada” un poco al enemigo.
pompeyo escribió:@joseupp
Ok, ahora creo que ya está claro y ya no le doy mas vueltas, que vaya rallada.
Lo de encontarme dos enemigos y que se te cruce al de la izquierda cuando quieres ir al de la derecha lo notaba mucho en Battlefield 1 y desactive la ayuda, aunque ayer si que lo note en BO3 también.
Quizás esto fué lo que me confundió con lo de centrar la cámara, esa oscilación entre enemigos cercanos.
Lo siento por las molestias.
Supongo que en BO4 tenemos la misma ayuda por defecto, ¿no?.
Me gustaría un modo de puntería libre y eso solo podrá ser en RDR 2, por que ni CoD ni Battlefield V van a ponerlo como opción que yo sepa, al menos de momento.
kikinhoo1992 escribió:Señores, sabéis si han hecho algún unboxing de la edición coleccionista?
Ruben_Gti escribió:Si alguien tiene un código se lo agradecería .
alvaroeedt escribió:Yo tengo envíos de códigos en for honor, me pasas uno?
estiBen81 escribió:Creéis que esta noche estará activa la beta? La semana pasada el jueves noche ya funcionaba..
dankov_14 escribió:estiBen81 escribió:Creéis que esta noche estará activa la beta? La semana pasada el jueves noche ya funcionaba..
Seguramente la abran a la 1 o 2 de la mañana, que son las 7 u 8 de la tarde allí en America
estiBen81 escribió:dankov_14 escribió:estiBen81 escribió:Creéis que esta noche estará activa la beta? La semana pasada el jueves noche ya funcionaba..
Seguramente la abran a la 1 o 2 de la mañana, que son las 7 u 8 de la tarde allí en America
Buff.. tan tarde? Entonces ya me tendré q esperar a mañana
sokii escribió:estiBen81 escribió:dankov_14 escribió:Seguramente la abran a la 1 o 2 de la mañana, que son las 7 u 8 de la tarde allí en America
Buff.. tan tarde? Entonces ya me tendré q esperar a mañana
de que beta hablais de la de ps4 verdad ?
starkyjach escribió:Ha salido un nuevo metodo para conseguir la beta gratis igual que la cuenta china pero de arabia saudi. Mas info en el ultimo video de guias tacticas. Yo ya la estoy descargando
mekameja2 escribió:Alguien sabe cuantos datos consume más o menos una partida con 4g?
joseupp escribió:Cambios para este fin de semana.
BO4 Beta Notes
Thanks to everyone that tuned into our stream – extra special thanks if you tuned into the part that had audio – you’re keepers.
As we all get pumped up and ready for the start of Week 2 of the Beta, there are a number of updates that we wanted to communicate. For as much as we talk about the value of a beta and the feedback that it provides, we thought you’d be interested to know what sort of changes that feedback has yielded to date and how it will impact a better gameplay experience one week after getting it.
General Fixes
Stability & Performance
Matchmaking optimization pass.
Fixes to reduce a number of network disconnects.
Resolved several hitches that were occurring during gameplay.
Resolved a number of UI errors that were occurring in the Front End menus.
Fixed numerous crashes/freezes.
Fix for scoreboard scores and faction icons sometimes getting flipped during killcams.
Maps
Performance optimization pass across all maps.
Addressed several collision bugs across all maps.
Addressed many gameplay-impacting issues (like bad lines of sight) across all maps.
Features
Lobby Timer
Reduced “Match Start Timer” to 70 seconds.
This timer is longer than usual right now to accommodate map pre-loading in the lobby, which has been added to allow players to spend more time on Create-a-Class customization, Scorestreak selection, and more, rather than spend that time on a static loading screen. We’re aware that there are still cases where this isn’t working as consistently as it should, and we’re working on it.
Addressed an issue with the lobby timer restarting to the full time if too many players leave.
Now, when the lobby timer is below 10 seconds and players leave/join, the timer will only reset to 10 seconds.
Player Feedback
Reduced the amount of flash on screen at the moment of taking damage.
We’ve reduced the darkness and duration of the “damage flash” when players take damage. We are working to find the right balance between making sure players understand every time they take damage and keeping the screen clear for gameplay. This is a continued work in progress.
Movement
Reduced default jump height.
Added tuning that scale down jump height on subsequent jumps to prevent bunny hopping.
Reduced default slide speed.
Reduced default slide distance.
Spawns
Adjusted Domination spawn logic to ensure that players spawn more frequently near objective points owned by their team.
Gear
Body Amor:
Fixed a bug where explosive damage was not damaging Body Armor or the player wearing it.
Addressed an issue where players wearing Body Armor had no flinch when taking damage.
Player wearing Body Armor is now dealt a percentage of damage rather than the Armor blocking full damage.
Killing a player with Body Armor now awards an additional +25 score per EKIA.
COMSEC Device:
Further reduced cost to earn Scorestreaks with COMSEC Device for the following:
RC-XD
UAV
Care Package
Counter UAV
Attack Chopper
Strafe Run
Strike Team
Gunship
Stim Shot (and standard Heal):
For both standard heal and Stim Shot heal, time to full health has been sped up with an increase to the heal cooldown time.
Equipment Charge:
All Equipment will charge faster with this Gear.
Perks
Dead Silence
Increased Dead Silence’s effectiveness versus Acoustic Sensor by reducing the ranges at which Acoustic Sensor can detect a player with Dead Silence.
Flak Jacket
Reduced explosive damage protection.
Cold Blooded
Reduced the delay that AI will take before recognizing a Cold Blooded player by a little over 50% - you’ll need to take cover a bit more quickly when enemy AI are roaming.
Dexterity
Increased weapon hip spread while mantling.
Reduced slide duration.
Ghost
Decreased time that you are protected by Ghost after you stop moving.
Tactical Mask
Reduced the amount of resistance to 9-Bang, Concussion, Reactor Core, and Fire.
Tracker
Increased the duration that footsteps remain in the world.
Equipment
We’d like to see the balance of gunplay vs Equipment tilt a little further to the gunplay side, so we are increasing Equipment cooldown rates across the board. This will make each Equipment use more impactful, while also leading to less “Equipment Spam.”
Combat Axe: Lowered cooldown.
All other Equipment cooldowns are longer across the board.
Frag Grenade: Increased inner and outer damage to match Cluster Grenade damage.
9-Bang:
Increased stun radius.
Decreased fire delay.
Tac Deploy:
Reduced the positive influence on the Tac Deploy. This will allow players spawning on the Tac Deploy to have a better chance at spawning in safer conditions when possible.
Reduced the time that a Tac Deploy is active to 25 seconds.
The Tac Deploy will now have a maximum cap of 10 spawns. Once 10 players have used the Tac Deploy, it will self-destruct.
Reactor Core: Increased damage distance.
Specialists
Ajax – Despite his potentially game-changing Ballistic Shield, Ajax has been underperforming in gameplay. To help him out, we further increased his movement speed while using Ballistic Shield, in both standard and Fortify (ADS) modes. This should provide an overall smoother experience and relieve some frustrations of feeling too sluggish.
Ruin – Players are flocking to Ruin thanks to his extreme mobility and Best-Play worthy Grav Slams. We’ve bumped up his Grav Slam cooldown to help focus usage and make sure everyone has a nice day.
Firebreak – Reactor Core can be very hit or miss Equipment, causing big plays or sometimes ending in a fruitless death. We’re bumping up its damage to provide more consistency and help Firebreak hold his ground. His Purifier also has a bit more fuel to keep those heartwarming flames firing longer.
Torque – Torque can definitely be a thorn in his enemy’s side. However, he’s still not up to snuff with the other Specialists. To make him the true master of his domain, we increased the duration of his Barricade and improved damage on its microwave field. This should make Torque more effective at blocking routes, providing cover, and getting kills.
Prophet – Prophet’s Tempest needed a bit more oomph to bring it up to the level of our other Specialist Weapons. To start with, we’re decreasing its cooldown so players can earn it faster. In addition, we’ve made its ADS move speed slightly faster to help players line up those shots.
Nomad – One man’s best friend is another’s worst enemy, and it turns out that Nomad’s dog, Juneau, is a force to be reckoned with. We’ve slowed down her sprint speed, and she’ll now play with boots… paws on the ground like the rest of us. These changes should also prevent her from launching into an aerial assault when running up a sloped surface. We’ll miss the memes.
Scorestreaks
Scorestreak progress is no longer resetting between Domination rounds.
Lightning Strike:
Explosive damage and radius increased.
Tablet will now sweep for enemy positions in the Fog of War when first used.
Hellstorm:
Cluster bomb lock-on radius increased.
Sentry:
Health increased.
Can be placed while sprinting.
Strafe Run:
Pathing
Cost reduced.
Strike Team:
Default cost increased.
Weapon accuracy increased.
Behavior updates to seek out enemies more quickly.
Increased health per squad member.
Gunship: cost reduced.
Mantis:
Health increased.
Damage increased.
Move speed increased.
Behavioral changes to seek out enemies more quickly.
Attack Helicopter: behavioral changes to seek out enemies more quickly.
Weapons
SMG: GKS
ADS recoil reduced for increased ADS accuracy.
Hip-fire spread reduced for increased Hip-fire accuracy.
Improved high damage range.
Improved Ammo Pool.
SMG: Cordite
Increased weapon recoil.
Extended Mags: Improved bullets gained.
SMG: Spitfire
Increased weapon recoil.
Reduced Ammo pool.
Fast Mags: Improved and standardized reload speeds.
Extended Mags: Improved Bullet gained.
SMG: MX9
Increased weapon recoil.
AR: ICR-7
Improved ADS IN speed.
Improved movement speed while ADS.
Improved movement speed while firing in ADS.
AR: Rampart 17
Improved ADS IN speed
Improved movement speed while ADS
Improved movement speed while firing in ADS
AR: MADDOX RFB
Improved ADS IN speed.
Improved movement speed while ADS.
Improved movement speed while firing in ADS.
Stock Attachment: Improved movement speed while ADS.
AR: KN-47
Improved ADS IN speed.
Increased high damage range.
Improved movement speed while ADS.
Improved movement speed while firing in ADS.
Stock Attachment: Improved movement speed while ADS.
AR: VAPR-XKG
Improved ADS IN speed.
Added a higher damage short range.
Improved movement speed while ADS.
Improved movement speed while firing in ADS.
Stock Attachment: Improved movement speed while ADS.
Bayonet: Slightly reduced range
LMG: Titan
Improved hip-fire accuracy
Improved movement speed while ADS
Improved movement speed while firing in ADS
Stock Attachment: Improved movement speed while firing in ADS
Shotgun: Mog 12
Slightly increased 1 hit kill range.
Shotgun: SG12
Extended Mags: Improved bullets gained.
Launcher: Hellion Salvo
Improved ADS IN speed.
Improved Raise Time.
Improved Drop Time.
TR: ABR 223
Extended Mags: Improved bullets gained.
Sniper: Koshka.
Quickdraw: Slowed ADS IN time.
Quickdraw2: Slowed ADS In time.
Speed Center: Increased Precision Aim Crosshairs size.
Sniper: Paladin HB50
Fix for left arm taking less damage than the right arm.
Thank you for all of your feedback – please keep it coming!
Treyarch