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Thread Statistics | Show CCP posts - 1 post(s) |
Shotty GoBang
Intara Direct Action Caldari State
988
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Posted - 2013.09.09 14:22:00 -
[1] - Quote
IAmDuncanIdaho II wrote:
TL;DR
DUST 514 needs a product director to be continuously communicating about the game's vision, past, present and future, and which mechanics / weapons are working as intended. That should give us confidence about where it's going.
Whoa!
You want Mintchip dropping "Cheer Ups!" in response to our every suggestion and concern!?
If you ask for a product director, you're gonna get PR . And the Devs that make sh*t happen ... we'll never see or hear from them again. I kinda like how each of the Devs (like Logic Loop) responds to suggestions and feedback relevant to his role.
Not to say your idea is a poor one, Duncan. Simply playing devil's advocate.
- Shotty |
Shotty GoBang
Intara Direct Action Caldari State
993
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Posted - 2013.09.10 01:56:00 -
[2] - Quote
Jathniel wrote:The ONLY people complaining about the Aim Assist are "wanna-be" proto-stompers.
The true pub-stompers are still stomping, don't need proto to do it, and have nothing to complain about. The newer players are happy that they can hit targets in a panic.
You have this segment of players that somehow feel that their mastery of broken aiming mechanics is a mark of skill... ...as if they're entitled to play recklessly and not get shot. It blows my mind, how crooked their reasoning is.
Aeon Amadi wrote:This is the thing I don't understand.
Why say that it give skilled players an unfair advantage or it makes them more OP...? That doesn't make any sense - in fact, it has nothing to do with Aim Assist, if they were skilled before they're still going to be skilled.
Try turning it on for yourself and give it a shot, it's not like the option isn't there for you. According to that logic, the only thing it's going to do is make you a better player.
To Aeon and Jathniel,
Huge respect for both of you guys, on and off the battlefield. Kindly note that I'm among the rabble concerned with the state of Uprising ARs, aim-assisted or otherwise. I'll be concerned until differentiated weaponry is observed in competitive play.
Why is it that 9/10 competitive players run ARs?
- Shotty GoBang (Shotgun Scout) |
Shotty GoBang
Pro Hic Immortalis
1005
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Posted - 2013.09.11 03:20:00 -
[3] - Quote
Aeon Amadi wrote: Suffice to say, the best thing for the Scout at this point would be to just outright remove it and reimburse the SP to players so that they can explore other options. It's going to take months to get it into a feasible position and at that point we'll have seen the Pilot drop suit which would be a more prominent role for the frame.
Hope you're wrong just this once, Aeon. Surely there's room in Dust for an Assassin class. |
Shotty GoBang
Pro Hic Immortalis
1023
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Posted - 2013.09.12 03:43:00 -
[4] - Quote
Aeon,
What say you to substantially increased recoil and dispersion for automatic ARs?
Thanks, Shotty
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Shotty GoBang
Pro Hic Immortalis
1029
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Posted - 2013.09.12 14:08:00 -
[5] - Quote
Aeon Amadi wrote:DPS per Weapon: Duvolle AR: 467.5 Carthum ASR: 465.69 http://i.imgur.com/4QNoPGN.pngBut, to answer your question directly in regards to increasing the dispersion and recoil of the weapon? No, I don't think that it's the way to go because it's not going to hallmark on the weapon's strengths and weaknesses. It needs to have low range in exchange for high firepower and right now it's got the high firepower aspect down - it just needs it's range bumped down a bit to pave the way for other weapons.
For your further consideration (Aeon):
DPS is a solid metric, though it falls short of actualization. In assessing actualized performance, we must account for a weapon's comparative accuracy in addition other metrics like optimal range and DPS.
Hypothetical:
Long Range If the DAR can land substantially more shots on a moving target than a TAR or Laser Rifle. Then the DAR -- despite being outside of optimal range and at lower DPS, is a superior long-range weapon.
Medium-Long Range Same concept as Long Rage, though compared against Scrambler Rifle. The DAR remains the superior weapon.
Medium Range At this range -- in my humble opinion -- Assault Rifles should dominate.
Short Range Same concept as Long Rage, though compared against HMGS, SMGS and Shotguns. The DAR remains the superior weapon.
Observations:
I do not claim to have the ability or statistics in-hand to measure actualized performance. I do, however, have the ability to make first-hand observations. As you know, I'm running about in a 400HP broken suit. I tend to die quickly and regularly; though in doing so I have observed enormous disparity between Automatic Assault Rifles and other weapons.
In close quarters, I've observed that the AR's TTK is superior to that of an HMG. An HMG has higher theoretical DPS, though I stand good odds of breaking HMG target lock and reaching safety.
At large distance, I've observed an AR's TTK is superior to that of a Laser Rifle. A Laser Rifle -- a severely restricted specialty weapon -- is theoretically better suited to kill me at long range than an AR. Though I have found the Laser Rifle is substantially easier to evade than automatic AR fire.
Conclusion:
These first-hand observations are troubling.
The AR is described as a "jack of all trades but master at none", yet we each observe contradictory performance in today's Dust. At present, the only counter to an automatic assault rifle is a better automatic assault rifle with more damage mods (or an AR user with more HP). I doubt that this is what the Devs intend, so something must eventually change.
Rather, I hope something is eventually changed. Be it added dispersion to balance long-range encounters, added recoil/spread to balance close-range encounters, or a dialing back of Aim Assist as applied to automatic assault rifles.
I understand that we are at odds on this issue, and I thank you for your civility and consideration of counter-point.
Sincerely, Shotty |
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