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Cosgar
ParagonX
5972
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Posted - 2013.10.14 00:56:00 -
[31] - Quote
Denn Maell wrote:I don't really mind the TTK as it is now. I don't really think it is the problem. I would like to see the game move more towards tactical-squad style FPS. If anything, I think that until recently we were too bullet spongy, shields were OP and Armor Tanking wasn't useful. I wouldn't mind seeing Heavies become a bit more bullet spongy (they are Heavies after all). Assaults just shouldn't be trading shots with each other but trying to out maneuver each other by bounding from cover to cover and maneuvering for advantage. Snipers should pop off a few shots then hoof it to another vantage point before some one finds them. You're confusing tactical with using tactics. Games like Rainbow Six, SOCOM, Ghost Recon, and Red Orchestra are tactical shooters, Dust was advertised and was meant to be a strafe FPS. Maps, weapons, and core mechanics don't support that kind of game play, but customization should be deep enough to allow people to run gank fittings if they want. People with stacked damage mods and ganked fits should be killing this fast. |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
67
|
Posted - 2013.10.14 01:25:00 -
[32] - Quote
Cosgar wrote:Just tested a pure shield tanking fit with a shield recharge delay of 2 seconds. I can't even live long enough to get to cover so my shields can pop. What a joke... 500 shields? |
Cosgar
ParagonX
5973
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Posted - 2013.10.14 01:27:00 -
[33] - Quote
jerrmy12 kahoalii wrote:Cosgar wrote:Just tested a pure shield tanking fit with a shield recharge delay of 2 seconds. I can't even live long enough to get to cover so my shields can pop. What a joke... 500 shields? 403 |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
67
|
Posted - 2013.10.14 01:32:00 -
[34] - Quote
Cosgar wrote:jerrmy12 kahoalii wrote:Cosgar wrote:Just tested a pure shield tanking fit with a shield recharge delay of 2 seconds. I can't even live long enough to get to cover so my shields can pop. What a joke... 500 shields? 403 damm, caldari sucks at dropsuits too, im a caldari user :\ |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6558
|
Posted - 2013.10.14 01:57:00 -
[35] - Quote
10% damage buff should be removed, +1 |
Cosgar
ParagonX
5984
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Posted - 2013.10.14 02:32:00 -
[36] - Quote
jerrmy12 kahoalii wrote:Cosgar wrote:jerrmy12 kahoalii wrote:Cosgar wrote:Just tested a pure shield tanking fit with a shield recharge delay of 2 seconds. I can't even live long enough to get to cover so my shields can pop. What a joke... 500 shields? 403 damm, caldari sucks at dropsuits too, im a caldari user :\ Minmatar actually, but same difference. Used to be able to strafe some gunfire 1.2-1.3, but spoiled players complained about this important game mechanic and it's back to twitch gaming again. Half my corp already quit in 1.4 and I'm teetering on doing the same. It's just not fun, especially when you're running around in support fits that can run up to 250k. |
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
126
|
Posted - 2013.10.14 07:27:00 -
[37] - Quote
TTK is to short as is. It is forcing this game I to cod overdrive, and taking away all of the skill of the individual. After I downloaded this game pretty chrome, I had no expectations, if anything they were low. I started at the bottom with little sp while others had amassed much. I quickly learned, my equipment was crazy, but I had to figure out to make my caveman tools work against my enemies Robocop gear. To be successful I needed to improve individual, squad, and team tactics. This made the game challenging. If I had started right now for the first time, I would not get to learn or even understand the game. TTK stomps out the learning curve, as you can not learn if you can't stay alive long enough to figure it out. |
Cosgar
ParagonX
5992
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Posted - 2013.10.14 07:59:00 -
[38] - Quote
Just wanted to add that strafe speed should be uncapped and the "snare" mechanic should be exclusive to highly inaccurate weapons like the HMG and SMG. Speed tanking needs to be relevant again. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
1073
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Posted - 2013.10.14 08:40:00 -
[39] - Quote
Yeah.
It's what drew me into this game in the first place. Now it's like you need to have 1000 ehp in order to actually stay alive long enough to react.
Back before uprising I was able to take quite a few hits with a minmatar speed shield logi. The more this game feels like CoD, the less I like playing it. |
Cosgar
ParagonX
6028
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Posted - 2013.10.15 12:17:00 -
[40] - Quote
This would also stop the logi witch hunt since there wouldn't be such an emphasis on EHP. |
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calisk galern
BurgezzE.T.F Public Disorder.
1094
|
Posted - 2013.10.15 13:04:00 -
[41] - Quote
it's funny their are points in dust now where I know i'm dead, and I just need to accept it.
before 1.3 I used to think maybe I can juke till I get into cover, or maybe i can dodge long enough to reload and maybe i'll get lucky.
in 1.4 though if you get ambushed after a 1 v 1 or get caught slightly in the open you are just done, straight up no chance.
also I can often times AR someone peaking out of cover before they can get back in lol. |
Cosgar
ParagonX
6045
|
Posted - 2013.10.15 16:23:00 -
[42] - Quote
calisk galern wrote:it's funny their are points in dust now where I know i'm dead, and I just need to accept it.
before 1.3 I used to think maybe I can juke till I get into cover, or maybe i can dodge long enough to reload and maybe i'll get lucky.
in 1.4 though if you get ambushed after a 1 v 1 or get caught slightly in the open you are just done, straight up no chance.
also I can often times AR someone peaking out of cover before they can get back in lol. No joke, I've been getting killed by ARs outside of my draw distance. Complete BS... |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2758
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Posted - 2013.10.15 16:35:00 -
[43] - Quote
Perhaps it would help to view this more as an RPG in part. The character customization and scope of development REQUIRES us to be measured and thoughtful in how we approach building a character because it's such a long process (or at least it would...). If you think of a game like Borderlands, you're potentially spending a lot of time strafing and putting fire down on a single target. There are slower targets with more HP, and that would be vaguely equivalent to something like our armor/heavy tradeoff.
I think Dust could probably stand to handle teamwork, tactics, and synergy a bit better than that title mind you (though the 2nd was a bit better with cross-team skills). The idea is that you're going to focus on communication, tactics, and strategy to make intelligent decisions in combat (and when preparing by making fittings). Use your head, not your wrists. Stack damage mods OR use an AR (or both) isn't indicative of depth (neither is get high ground->forge everything really, but it's a bit more involved).
The short lifespan is the enemy of thought here, and it negates the rest of the game design.
Some people may like run-n-gun solo-quick-kill gameplay, but that's not really where this should be. It's something they probably became accustomed to in certain games that had no sense of progression and were intended to be twitch. I might enjoy running around in some other game with hacks on that let me insta-kill too (for awhile anyway), but it's essentially exchanging a strategic element for... Fruit Ninja. It gets old quick either way.
Some people might argue that there are in fact tactical/team considerations in Dust, but this doesn't invalidate complaints about TTK. Take the previous example: organized insta-kill modders in a game would be more effective than unorganized as well, no? The tactics used right now overly simplistic in part because of these sorts of balance issues. |
bolsh lee
Ahrendee Mercenaries EoN.
594
|
Posted - 2013.10.15 16:54:00 -
[44] - Quote
Wow so many people in agreement about this but yet no DEV response ? Go figure..
Lots of good info and I gotta agree the biggest thing for myself like others have said, there used to be so many factors and builds you or a team could run in a match now its all about stacking health and praying someone doesn't sneak behind you because by the time you even think to turn around you're already dead... |
TechMechMeds
Swamp Marines Kleenex Inc.
764
|
Posted - 2013.10.15 17:29:00 -
[45] - Quote
Cosgar wrote:This would also stop the logi witch hunt since there wouldn't be such an emphasis on EHP.
I'm running around being a medic using an SMG only, I have 801 armour and 241 shield, I need the HP. |
TechMechMeds
Swamp Marines Kleenex Inc.
764
|
Posted - 2013.10.15 17:32:00 -
[46] - Quote
TechMechMeds wrote:Cosgar wrote:This would also stop the logi witch hunt since there wouldn't be such an emphasis on EHP. I'm running around being a medic using an SMG only, I have 801 armour and 241 shield, I need the HP.
Forgot to add- yet I die to mlt weapons in less than a second and a half, cannot shield people with my body when I pick them up anymore :( |
Leadfoot10
Molon Labe. RISE of LEGION
85
|
Posted - 2013.10.15 18:35:00 -
[47] - Quote
I agree that TTK needs to be upped. While I think my TTK has gone up slightly in the last revision or two, it's tough for me to tell if it is my tactics or the game mechanics making the difference. Regardless, I think removing the 10% buff would be a start. |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
321
|
Posted - 2013.10.15 20:07:00 -
[48] - Quote
I really don't agree.
Basic reason? If you get caught in the open at optimal range by a long burst of AR fire (or any other type of automatic weapon), it's my frank feeling that you should usually die horribly. Shields and armor are a supplement to cover, not a replacement for it, and proto should just increase your margin of error.
(As an aside, I still do not run AR's. SMG's, yes; not AR.)
Run and gun is a pretty retro mechanic, folks. I'd rather be finding some decent cover to murder you from than dancing around with sci-fi super soakers. |
Severus Smith
Ikomari-Onu Enforcement Caldari State
384
|
Posted - 2013.10.15 20:10:00 -
[49] - Quote
I think the TTK could be toned back slightly. But more importantly, that the logistics repair tool gets changed to be something that actually lets them keep people alive while under fire (source).
Want to stay alive while under a barrage of searing plasma fire? Bring a logi. |
TechMechMeds
Swamp Marines Kleenex Inc.
768
|
Posted - 2013.10.15 21:05:00 -
[50] - Quote
Zeylon Rho wrote:Perhaps it would help to view this more as an RPG in part. The character customization and scope of development REQUIRES us to be measured and thoughtful in how we approach building a character because it's such a long process (or at least it would...). If you think of a game like Borderlands, you're potentially spending a lot of time strafing and putting fire down on a single target. There are slower targets with more HP, and that would be vaguely equivalent to something like our armor/heavy tradeoff.
I think Dust could probably stand to handle teamwork, tactics, and synergy a bit better than that title mind you (though the 2nd was a bit better with cross-team skills). The idea is that you're going to focus on communication, tactics, and strategy to make intelligent decisions in combat (and when preparing by making fittings). Use your head, not your wrists. Stack damage mods OR use an AR (or both) isn't indicative of depth (neither is get high ground->forge everything really, but it's a bit more involved).
The short lifespan is the enemy of thought here, and it negates the rest of the game design.
Some people may like run-n-gun solo-quick-kill gameplay, but that's not really where this should be. It's something they probably became accustomed to in certain games that had no sense of progression and were intended to be twitch. I might enjoy running around in some other game with hacks on that let me insta-kill too (for awhile anyway), but it's essentially exchanging a strategic element for... Fruit Ninja. It gets old quick either way.
Some people might argue that there are in fact tactical/team considerations in Dust, but this doesn't invalidate complaints about TTK. Take the previous example: organized insta-kill modders in a game would be more effective than unorganized as well, no? The tactics used right now are overly simplistic in part because of these sorts of balance issues.
There's a 10% damage buff to all weapons from when they got rid of the weapon operation skill, I think that's what it was called, can't remember. |
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Cosgar
ParagonX
6065
|
Posted - 2013.10.15 21:39:00 -
[51] - Quote
Yun Hee Ryeon wrote:I really don't agree.
Basic reason? If you get caught in the open at optimal range by a long burst of AR fire (or any other type of automatic weapon), it's my frank feeling that you should usually die horribly. Shields and armor are a supplement to cover, not a replacement for it, and proto should just increase your margin of error.
(As an aside, I still do not run AR's. SMG's, yes; not AR.)
Run and gun is a pretty retro mechanic, folks. I'd rather be finding some decent cover to murder you from than dancing around with sci-fi super soakers. How many maps have cover again?
If you want that kind of play style, character customization should allow that. Throw on some damage mods, max out your proficiency and wreck people in a glass cannon or armor tanked fitting. The way things are now, there's no point in making a fitting like that when you can do that with a starter fit. It's not about tank vs gank, but gank < all since 1.4. |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
321
|
Posted - 2013.10.15 21:53:00 -
[52] - Quote
Cosgar wrote:Yun Hee Ryeon wrote:I really don't agree.
Basic reason? If you get caught in the open at optimal range by a long burst of AR fire (or any other type of automatic weapon), it's my frank feeling that you should usually die horribly. Shields and armor are a supplement to cover, not a replacement for it, and proto should just increase your margin of error.
(As an aside, I still do not run AR's. SMG's, yes; not AR.)
Run and gun is a pretty retro mechanic, folks. I'd rather be finding some decent cover to murder you from than dancing around with sci-fi super soakers. How many maps have cover again? All of them.
No, really. There's just a lot of open ground to get yourself cut to ribbons on, which most people aren't as wary of as they should be. Take it from a scout: there's plenty of cover. I couldn't survive without it.
Quote:If you want that kind of play style, character customization should allow that. Throw on some damage mods, max out your proficiency and wreck people in a glass cannon or armor tanked fitting. The way things are now, there's no point in making a fitting like that when you can do that with a starter fit. It's not about tank vs gank, but gank < all since 1.4. If gank were actually that strong, we'd be seeing fewer heavies. If anything, we're seeing more, including whole teams that seem to run nothing but. |
Justin Tymes
Dem Durrty Boyz Public Disorder.
440
|
Posted - 2013.10.16 01:19:00 -
[53] - Quote
The change won't hurt the AR because it's still doing insane DPS with AA. Next to nothing will change except you maybe taking an extra bullet for a Duvolve with 2 damage mods. The change will hurt Lasers, MDs, and Snipers way more. |
Cosgar
ParagonX
6086
|
Posted - 2013.10.16 01:21:00 -
[54] - Quote
Justin Tymes wrote:The change won't hurt the AR because it's still doing insane DPS with AA. Next to nothing will change except you maybe taking an extra bullet for a Duvolve with 2 damage mods. The change will hurt Lasers, MDs, and Snipers way more. If that's true, the AR would really need a nerf then. |
Cosgar
ParagonX
6086
|
Posted - 2013.10.16 01:25:00 -
[55] - Quote
Yun Hee Ryeon wrote:Cosgar wrote:Yun Hee Ryeon wrote:I really don't agree.
Basic reason? If you get caught in the open at optimal range by a long burst of AR fire (or any other type of automatic weapon), it's my frank feeling that you should usually die horribly. Shields and armor are a supplement to cover, not a replacement for it, and proto should just increase your margin of error.
(As an aside, I still do not run AR's. SMG's, yes; not AR.)
Run and gun is a pretty retro mechanic, folks. I'd rather be finding some decent cover to murder you from than dancing around with sci-fi super soakers. How many maps have cover again? All of them. No, really. There's just a lot of open ground to get yourself cut to ribbons on, which most people aren't as wary of as they should be. Take it from a scout: there's plenty of cover. I couldn't survive without it. Quote:If you want that kind of play style, character customization should allow that. Throw on some damage mods, max out your proficiency and wreck people in a glass cannon or armor tanked fitting. The way things are now, there's no point in making a fitting like that when you can do that with a starter fit. It's not about tank vs gank, but gank < all since 1.4. If gank were actually that strong, we'd be seeing fewer heavies. If anything, we're seeing more, including whole teams that seem to run nothing but. Are we playing the same game? If I do see heavies, or even scouts, they're usually using ARs and SCRs nowadays since 1.4 completely killed any form of diversity. I'm glad you can still get it done, but what about newer players that dare to try scout and heavy? You think they'll stick with it in the current state things are in? |
Denn Maell
PIanet Express
9
|
Posted - 2013.10.16 04:26:00 -
[56] - Quote
There really is alot of cover to take advantage of in every map I've played. But perhaps 'seek cover or die' should be better communicated to new players. I have several times dropped three heavies in a row due to ducking behind a slight rise in the ground, or a minor looking foot bridge they couldn't duck behind .
One thing I have noticed is the head shot: Shields seem to prevent it, yet get through shields and a well placed bullet between the eyes (or hip fire an SMG and one bullet will go into the head) and even the heaviest of players fold up. Its honestly a little ridiculous the number of times I walked away from certain death. |
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
324
|
Posted - 2013.10.16 07:50:00 -
[57] - Quote
Cosgar wrote:Are we playing the same game? If I do see heavies, or even scouts, they're usually using ARs and SCRs nowadays since 1.4 completely killed any form of diversity. I'm glad you can still get it done, but what about newer players that dare to try scout and heavy? You think they'll stick with it in the current state things are in? I start to think maybe we're not.
The heavies I encounter are usually using HMG's-- which, by the way, are highly underrated as a threat.
AR's have a delay problem, you see: they virtually always aim first, then fire. Even if they have the accuracy, they don't have the ammo capacity to come around the corner already spraying. They line up, then fire. When I see an AR lining up a shot, I don't wait for the first plasma bolt to land. I dive for cover.
HMG's consistently come around the corner pouring shrapnel. If the HMG gets to that same position, it's too late: I'm already dead.
AR heavies are a bit more common than they should be, I agree. However, the HMG and forge gun are still the standard weapons for heavies. A heavy with an AR can't tear me apart just by swinging around-- the weapon's precise. Too precise. An HMG is functionally an area effect attack, and vastly more trouble to avoid.
I'll believe the heavy is underpowered when people stop panicking when they see a group of them, or screaming, "Heavy on alpha!" when there's a fat suit on the scene mincing blue dots. That, by itself, is what will attract the nubbins-- that enviable sense of power.
As for scouts, I occasionally run into a scout using an AR. I used to do that, too, until I realized how easy it was to end up merely wounding your mark and then dying horribly because you blew your cover-- you can't hide effectively and use an AR. I rarely see scramblers on scouts; they're a pain in the neck to fit. I've lately been seeing more laser rifles, which is just bizarre.
The scout is best served by weapons that kill fast and reliably from ambush. The people who take on the role are probably going to be mostly the ones who like the play style, which (though I occasionally forget this, to the detriment of my K/Dr and overall performance), is the farthest thing from an assault suit. We're weakest when exposed, strongest when striking with impunity, which is why the sizzle of a nova knife is far more musical to my ear than the rattle of an AR.
If I'm running a scout (which I do everywhere but mid to late game on Manus Peak), I'm not out to get in a fight of any sort. I'm there to murder your face off. The scout role will always attract those who prefer that play style. |
Lazy Scumbag
The Unholy Legion Of DarkStar DARKSTAR ARMY
53
|
Posted - 2013.10.16 12:59:00 -
[58] - Quote
I feel your pain. The armor buff and hit detection were dropped at the same time, so it did me no good. I can top the leaderboard in a match and still lose ISK using only advanced fits (with 5 or so deaths)
Maybe the low player population is part of a labor dispute, since match rewards are heavily passive. ( sp per second, ISK distribution )
Oh, and before my tears dry up I should mention that my Gallente assault needs love in the PG/ Cpu department (no experience with other races ) |
Lazy Scumbag
The Unholy Legion Of DarkStar DARKSTAR ARMY
53
|
Posted - 2013.10.16 13:01:00 -
[59] - Quote
Cosgar wrote:calisk galern wrote:it's funny their are points in dust now where I know i'm dead, and I just need to accept it.
before 1.3 I used to think maybe I can juke till I get into cover, or maybe i can dodge long enough to reload and maybe i'll get lucky.
in 1.4 though if you get ambushed after a 1 v 1 or get caught slightly in the open you are just done, straight up no chance.
also I can often times AR someone peaking out of cover before they can get back in lol. No joke, I've been getting killed by ARs outside of my draw distance. Complete BS...
Still far better than Planetside 2. That game for me is a series of insta-deaths. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2783
|
Posted - 2013.10.17 15:58:00 -
[60] - Quote
I don't think it's a matter of Heavies losing any value in the game (Forge guns are still very useful), or HMGs being worthless (like anything with a high RoF currently, they kill quickly). It's that Heavies, much like in other suit, can get dropped in seconds. The HP-difference isn't making much of a difference. Though you do see Heavies toting ARs because of their strength in the current framework, and because the suits with the most hp are bound to give you slightly more seconds.
This doesn't really change the fact that you can drop a heavy ridiculously fast with MLT AR and no skills (like, faster than it would be to kill someone in Halo or another game where you can't customize armor/shields for example. |
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