Zero Notion
Red Star Jr. EoN.
207
|
Posted - 2013.09.10 11:19:00 -
[1] - Quote
I must be one of those strange players who has never really used ADS.
Shotgun ADS is weird, it takes up too much of my FOV which causes me to feel vulnerable so I've avoided it.
With pistols, I felt that using ADS was kind of absurd since I was close enough to do the damage without narrowing my FOV, which can be hazardous to my health.
Tonight I skilled into LR and I could see how/why ADS is important but I am still alternating between ADS and 'hip shots' .
I've always hip fired. I've always managed head shots with the pistol and shotgun, regardless of the build. Is this supposed to NOT happen? I really am honestly confused because my play style seems to differentiate from a lot of other players. Is one meant to be a metric of skill over the other?
I would be inclined to agree that a hip shot from a distance should incur some sort of 'penalty', as I supposed you're not really 'aiming' (to me it's a form of aiming, which is why I'm confused) since ADS is meant to be a more 'focused' AIM. I suppose I don't know how the mechanics are meant to work. Are they;
With ADS, does your spread of fire decrease? Mechanically speaking, is it actually more accurate across the board?
When utilizing hip shots, is the spread of fire meant to be more dispersed?
Does this effect all weapons? Beyond the obvious weapons it doesn't (explosives/splash/plasma/etc).
Is it a distance thing? Does ADS increase the effective range and now with 1.4 hip shooting is equivalent? I'm seriously confused.
I honestly have not experienced any 'jumping' of my aiming when I'm in the fight. I can always pick my targets clearly. The only time I experience the jumping of the targeting marker is when attempting to use the rep tool on players - it jumps from a player to a structure, another player or whatever. It's always done this.
A couple of things that I have noticed with combat and the 'improved AA', from my perspective, is that the shooting feels more fluid. It felt clunky and awkward, as if it wasn't designed for the controller. I felt like I was fighting against it, constantly re-tweaking sensitivity. The only thing I noticed that was really strange was my shotgun shooting a dude around a corner after he had leaped around the bend as I was shooting him. Lag? Latency? Probably.
ARs and SCRs seem to be able to ding me from pretty far away. They're missing, definitely, but I feel as if their ability to shoot from a greater distance has been improved. It might be just me, though.
If this fluidity has allowed new players to more easily adjust and find a rhythm in the game, how does this ruin it for veterans? If the only 'skill' you have is shooting, then are you not missing out on much of the content the game has been designed around? I'm admittedly not a traditional FPS player. I played Halo 2, CS and Doom 3 so clearly my knowledge and experience is fairly limited but I can say that I have enjoyed the experience, more or less, since March. I don't want to see anyone quit for any reason, that's always a bummer, and I really would like to understand what is mechanically happening that is causing players to feel so frustrated. |
Zero Notion
Red Star Jr. EoN.
208
|
Posted - 2013.09.10 11:54:00 -
[2] - Quote
Beeeees wrote:Vell0cet wrote: Strawman after strawman riding on strawmen
There are lots of reasons Uprising turned people off, and most of those were entirely technical, like hit detection, physics glitches, incomplete content, pick one or all. This has nothing to do with AA or its abscense. And what "a lot of people" consider fun, they should please live out in games that are specifically tailored to their needs. Like CoD or Battlefield or any other L1+R1-shooter.
I thought Dust was meant to be a 'thinking man's FPS'? |