Triumphatori CnqRor
Defective by Design
1
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Posted - 2013.08.25 12:47:00 -
[1] - Quote
I have not played DUST for two weeks now, so I might be talking out of my intergalactic ass, but..
I feel there is a disconnect between the map design and weapon design in this game, we have maps where everything except for the central industrial building(s) is nothing but rocks and hills, very far apart and with little cover of any kind for infantry.
In other words, most of the maps are designed around long range combat, but almost no widely used weapon in the game is. The blaster-based assault-rifles we have (and everyone uses) are short-medium range weapons. We have sniper rifles that HAVE to camp with to use (unless you have sniper rifle proficiency lvl 5, maybe), we have laser rifles that deals very little damage if the target is quick enough to get out of the way before the damage multiplier stacks up, and we have scrambler rifles. I thought the scrambler rifle would be the traditional DMRs/semi auto rifles from other games with the option to charge a shot. But nope, range is barely better than the AR's, and with the low overheat threshold you have to charge your shots up first to make them worth while. Making them very defensive weapons, capable of some impressive OHK's, which is awesome! But still not a satisfying long range weapon.
The result of this lack of viable medium-long range weapons is that mercs are forced to strategies that basically boils down to risky, dumb human wave attacks, as individual soldiers, or groups of soldiers assault over open terrain and try to close the distance with the enemy. Flanking can reduce the risk, but still if you flank the enemy force the nearest piece of cover will often still be too far away to be of any use for you, so you will still have to cross a lot of open terrain to go into CQB.
I know CCP is working on bringing in assault rifles with more range into the game (the ones we have now are blaster variants), and who knows what other weapons they are going to cook up, so playing on these maps may become a better experience in the future. But as the game stands the maps are poorly designed for the sort of weapons that are available and used in the game. It's like the map designer is designing these maps for the "full" (as in, no missing weapons) game in mind when the state of the game is not in fact there yet.
Am I the only one who feels this way? |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5541
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Posted - 2013.08.25 14:11:00 -
[2] - Quote
There will be 4 "assault rifle" weapons in total, each with a different base variant; the current Gallente blaster AR ("assault" fast full auto base variant), the Amarr scrambler rifle ("tactical" semi-auto variant), the upcoming Minmatar combat rifle ("burst" base variant), and the upcoming Caldari rail rifle ("breach" slow-firing high damage base variant). In addition to the base variant, each rifle will have extra variants to mimic the other rifles' base variants.
The assault rifle's tactical variant (designed to mimic the scramber rifle) has very high range, it may be what you're after. SOMEHOW a laser tactical rifle (scrambler rifle) has more range than a blaster tactical rifle (tactical assault rifle), despite laser weapons being high range, and low being short range.
The upcoming Caldari rail rife will likely be what you're looking for. |