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CLONE117
planetary retaliation organisation
455
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Posted - 2013.11.06 19:44:00 -
[181] - Quote
ttk seems pretty long for majority of the battles/duals i end up in.
only time its cut short is when im oh... surrounded by an enemy team.
i can kill a group of players to survive the encounter but its only when they dont all start ganging up and firing at me all at once.
effective use of cover should lengthen your lifespan, as thats how i feel it should be.
charging forward in to gunfire should result in death majority of the time.
i dont see that as a massive problem.
since the guys in proto have more hp than those with mlt suits. alot more.
which is one reason i see zerg tactics to be so successful where one squad in full proto can just set down several uplinks near an objective then run forward like a group of rambos gunzblazing. yeah it seems to work out great. until some1 on the other team finds a way to set up a killzone for the normally overwhelming force of proto bears.
most ppl would probably chase a single player from one end of the map to the other.
we need the ability to kill our enemies quickly.
but we also need the ability to survive as long as possible in a confrontation with our enemies on the battlefield.
some players stack several damage mods just to cut down those who stacked several shield extenders and armor plates.
the game is not halo where every1 has the exact same level of equipment at their disposal.
its dust.
we have different levels of equipment. different variants of equipment.
and ultimately different playstyles.
everything should not be lone wolf based or completely squad based.
i might be able to secure an objective by clearing it of enemies will solo.
but id need help if i intend to capture the objective.
it seems that most ppl on these forums forget to mention the potential problems that would most likely arise from stuff like this. due to the tunnel vision rage that so many of us tend to suffer from.
i feel the gameplay right now with the proper tactics can beat the zerg rush. but so many are too lazy to try. theres things only a lone wolf could pull off and then theres stuff only teamwork can accomplish.
both will most likely work towards the same end reult on the battlefield.
no reason to massively penalize the guy who is outgunned. ____________________________________________________________________________________________ 100% chance of trolls is to be expected. |
Beta Bob
The Omega Strain
0
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Posted - 2013.11.06 20:52:00 -
[182] - Quote
Archbot wrote:I have to agree with you. Sometimes I can't even react because I die so fast.
To damned true - When I started playing Dust 514 it was fun and in closed beta, Now? Sorry I must refuse to play it. In dust you should not be a soft target you have shields armour and mods that boost those things and resists - My skills have maxed out for health and shields yet I get one shot a lot that is wrong totally wrong. Even going against someone with max damage skills one should be able to fight them if they have max health skills that is balance - That is what this game needs is balance snipers should be able to head shot kill an enemy but in close combat with machine guns fired from the hip should not be one shot kills no matter the skills.
for those that TL;DR
In summary - Balance is needed - max health skills vs max gun skills should even out to a fair battle not - bang dead |
Cosgar
ParagonX
7407
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Posted - 2013.11.06 20:59:00 -
[183] - Quote
I just want those intense, drawn out battles of attrition over objectives again. Longer TTK made things more strategic when you factored in how you fit your suit or used different fittings to adapt to what your opponents are using. Now, all you need is an automatic weapon and aim-assist to go on a kill streak just by hip firing.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Booker DaFooker
Ancient Exiles
161
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Posted - 2013.11.06 21:24:00 -
[184] - Quote
Cosgar wrote:I just want those intense, drawn out battles of attrition over objectives again. Longer TTK made things more strategic when you factored in how you fit your suit or used different fittings to adapt to what your opponents are using. Now, all you need is an automatic weapon and aim-assist to go on a kill streak just by hip firing.
this. A million times this
Bullshit Baffles Brains
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CLONE117
planetary retaliation organisation
455
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Posted - 2013.11.06 21:25:00 -
[185] - Quote
intense drawn out battles...
i seem to have plenty of those these days.
i call it trying to slow down the rate of progress for the enemy team during a fracking pubstomp.
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Driftward
Subdreddit Test Alliance Please Ignore
502
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Posted - 2013.11.06 21:37:00 -
[186] - Quote
From a scout perspective. The low TTK is destroying our play style. Any of our potential playstyles (except perhaps as snipers, which are played better as assaults or logis anyways). If I sneak up behind someone I should be able to drop them. The hit detection fix for the shotgun is pretty nice actually. Worked a lot better for me this morning. Unfortunately, the militia suited players I was trying to kill (from behind, nice and sneaky) just turned around and blapped me with one burst of a militia AR in a wild spray of hip-fired rounds.
I used to be able to run and hide before getting killed if I got caught out while being sneaky. I have no recourse now. Less than a second to die. My speed mods, my armor buffs, my shields all count for nothing. I tried every variation of suits that I have, from my proto armor buffed scout to my proto kin cats stuffed scout. They all died equally well to the militia AR wielding Frontline assault suit.
My typical K/D ratio was sitting between 2-5 each match. I played extraordinarily well to get a 1.4 K/D ratio with 1.6 patch.
Some might say HTFU. But when I can't even survive a 0.5 second burst.....no playstyle is going to work no matter how "hard" I play.
I say, why should I HAVE to play anything other than the scout? Everyone wielding ARs just isn't what Dust is all about. Diversity is the name of the game. Unfortunately, that's not what the current TTK mechanism is driving us to. |
Arc-08
Knights Of Ender Public Disorder.
123
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Posted - 2013.11.07 00:56:00 -
[187] - Quote
KA24DERT wrote:Meeko Fent wrote:Rollback 10% DMG buff that was applied, and issue resolved.
TTK issue, resolved. Dude, No. Break out a calculator and look at the different weapons. Nothing needs a nerf right now more than the AR. And 10% to the AR won't do anything noticeable, start at 30% damage and it'll begin to make a difference.
As much as it truly pains me to say it, as much as i fought the AR nerf because i knew they weren't OP. Yes the time is now to nerf the AR right now
Or CCP could just take the easier and more efficient in the long run path and just remove aim assist.
The only reason that AR's are so powerful is because the beautiful weapon of mass destruction that is the gallentean AR + Aim assist + More people than ever using the AR = AR being more OP than all of the other weapons that are also OP.... Mega OP???
Thing is, with the AR you just can't miss unless you are just a complete noob.
Advanced Recon Commando's (A.R.C's) --- Yeah, you don't want to mess with us.
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SmokeyJay KillaKush
Namtar Elite Gallente Federation
0
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Posted - 2013.11.07 01:58:00 -
[188] - Quote
Aim assist has got be the biggest joke in the game so far.... FPS with aim assist? Sorry to say but manual aim is a skill. The TTK is way too fast. I agree with others that armor and shields should be more effective. If your weapon delves at 32.4, then shields/armor should have a resistance against it making the damage less, and damage mods should only have an effect against the resistance in the % listed. Shields should be able to take splash damage better, the flux nades are a great idea where they jack up your shields. The almost 1 stop shop using an AR where the game is based in the future is very generic, AND I know that it shoots plasma, but there is no real variety. To compete even I use an AR, but it is the only way to compete. |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1333
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Posted - 2013.11.07 04:38:00 -
[189] - Quote
I just ran a domination match where the other team ran duvolles with damage mods and blitzed our redline at the start. Nobody on our team could advance anywhere because of a complete lack of cover. The game was essentially over in the first 60 seconds.
This is what low TTK is doing to this game. Their team lost 10 clones, ours lost 150. Every match I've been in since yesterday has gone this way. Sometimes with me on the side that is stomping the life out of the other team, or me being on the side that can't leave our spawn. I've been very, very forgiving of the flaws in this game. If I wasn't the friggin ceo of my corp I would be done. I'm sure as hell not going to be worrying about reaching my cap this week for the event, because I'd rather play something fun.
I mean seriously...a domination match where the other team controlled the point in the first 60 seconds and never lost control of it...and they won on clones. That is how ridiculously fast people are dying. This is the kind of thing that kills player counts. |
KA24DERT
Pure Innocence. EoN.
250
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Posted - 2013.11.07 06:45:00 -
[190] - Quote
Arc-08 wrote:KA24DERT wrote:Meeko Fent wrote:Rollback 10% DMG buff that was applied, and issue resolved.
TTK issue, resolved. Dude, No. Break out a calculator and look at the different weapons. Nothing needs a nerf right now more than the AR. And 10% to the AR won't do anything noticeable, start at 30% damage and it'll begin to make a difference. As much as it truly pains me to say it, as much as i fought the AR nerf because i knew they weren't OP. Yes the time is now to nerf the AR right now Or CCP could just take the easier and more efficient in the long run path and just remove aim assist. The only reason that AR's are so powerful is because the beautiful weapon of mass destruction that is the gallentean AR + Aim assist + More people than ever using the AR = AR being more OP than all of the other weapons that are also OP.... Mega OP??? Thing is, with the AR you just can't miss unless you are just a complete noob.
Yeah, if I were to tweak things for balance, I would definitely disable Auto Aim before any nerf would be applied.
It's the correct decision to make right now, and CCP needs to rip it out like a dirty band-aid ASAP. |
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Text Grant
Death Firm.
197
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Posted - 2013.11.07 09:10:00 -
[191] - Quote
Agreed. Remove 10% buff from every weapon |
Repe Susi
Rautaleijona Top Men.
757
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Posted - 2013.11.07 09:51:00 -
[192] - Quote
Booker DaFooker wrote:Cosgar wrote:I just want those intense, drawn out battles of attrition over objectives again. Longer TTK made things more strategic when you factored in how you fit your suit or used different fittings to adapt to what your opponents are using. Now, all you need is an automatic weapon and aim-assist to go on a kill streak just by hip firing.
this. A million times this
This has been the main attraction of the game for me. We need it back.
Remember, remember, the 30th of november
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Aye Ayer
Nyain Chan
0
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Posted - 2013.11.07 09:53:00 -
[193] - Quote
I've been loving that I could make a difference with using shield and armor modules. But now these modules only make a tiny difference. Once an enemy hits me, my HP are vanished in a second even though I'm tanking a lot of shield or armor. I don't like this situation personally because it just looks like some other FPS titles and I don't think this is what this game should be. |
Arc-08
Knights Of Ender Public Disorder.
123
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Posted - 2013.11.07 12:17:00 -
[194] - Quote
see i understand why proto's were easier to kill for a while. It was because too many of the big corps were just dominating pub matches. but we can't worry about that now because we have matchmaking. So now lower level guys don't ever have to worry about getting faced up against a ton of proto bears. But now a proto can kill another proto waaaayyy too fast. And the only time that any lower level guy would have to face a high level squad is in factional warfare, but that's the risk you take to fight for your nation.
So make it so that proto's are better, advanced are better. because matchmaking will make it so that MLT guys don't have to run against proto guys, but that proto guys can't get 1v1 by a MLT guy who gets a lucky shot and his 10 k isk suit kills your 180 k isk suit.
Or just take away aim assist and make meta levels work like they are supposed to.
(Hi ayer)
Advanced Recon Commando's (A.R.C's) --- Yeah, you don't want to mess with us.
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KA24DERT
Pure Innocence. EoN.
250
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Posted - 2013.11.07 17:21:00 -
[195] - Quote
Text Grant wrote:Agreed. Remove 10% buff from every weapon
No.
Not every weapon needs a nerf. |
Booker DaFooker
Ancient Exiles
162
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Posted - 2013.11.07 20:25:00 -
[196] - Quote
KA24DERT wrote:Text Grant wrote:Agreed. Remove 10% buff from every weapon No. Not every weapon needs a nerf.
Its not about nerfing weapons, it's about reducing TTK, the same effect could be achieved with a buff to HP I suppose. This is supposed to be "the thinking man's shooter" (I know, what a giggle right?). There are plenty of shooters out there that I could choose to play if I wanted to drop people in a flash and most of them do twitch shooting better than Dust.
Give weapons more recoil, slow down rate of fire, reduce dps accross the board, buff HP and I'm sure there are better ideas from people cleverer than I am that could solve this issue, perhaps a mixture of all of them would do the trick. I almost dont care how it's done, just give me back my Dust 514
Bullshit Baffles Brains
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NewOldMan
KILL-EM-QUICK RISE of LEGION
61
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Posted - 2013.11.07 23:19:00 -
[197] - Quote
I also think the TTK is too fast. I was playing around with my fully proto gallente logi last night (670 armor, 100 something shields) and got dropped by a militia assault rifle from 40m away in less than 4 seconds. I was like "What?" |
KA24DERT
Pure Innocence. EoN.
250
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Posted - 2013.11.08 16:26:00 -
[198] - Quote
Booker DaFooker wrote:KA24DERT wrote:Text Grant wrote:Agreed. Remove 10% buff from every weapon No. Not every weapon needs a nerf. Its not about nerfing weapons, it's about reducing TTK, the same effect could be achieved with a buff to HP I suppose. This is supposed to be "the thinking man's shooter" (I know, what a giggle right?). There are plenty of shooters out there that I could choose to play if I wanted to drop people in a flash and most of them do twitch shooting better than Dust. Give weapons more recoil, slow down rate of fire, reduce dps accross the board, buff HP and I'm sure there are better ideas from people cleverer than I am that could solve this issue, perhaps a mixture of all of them would do the trick. I almost dont care how it's done, just give me back my Dust 514
The better ideas is to analyze every weapon and apply nerfs selectively.
The AR and Scrambler are among the highest DPS light weapons in the game, by a wide margin.
An across the board DPS reduction will make non-rifle weapons unviable. |
Haerr
Molon Labe PC RISE of LEGION
91
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Posted - 2013.11.08 16:46:00 -
[199] - Quote
KA24DERT wrote:Booker DaFooker wrote:KA24DERT wrote:Text Grant wrote:Agreed. Remove 10% buff from every weapon No. Not every weapon needs a nerf. Its not about nerfing weapons, it's about reducing TTK, the same effect could be achieved with a buff to HP I suppose. This is supposed to be "the thinking man's shooter" (I know, what a giggle right?). There are plenty of shooters out there that I could choose to play if I wanted to drop people in a flash and most of them do twitch shooting better than Dust. Give weapons more recoil, slow down rate of fire, reduce dps accross the board, buff HP and I'm sure there are better ideas from people cleverer than I am that could solve this issue, perhaps a mixture of all of them would do the trick. I almost dont care how it's done, just give me back my Dust 514 The better ideas is to analyze every weapon and apply nerfs selectively. The AR and Scrambler are among the highest DPS light weapons in the game, by a wide margin. An across the board DPS reduction will make non-rifle weapons unviable.
This. +1
Is the breach shotgun working as inteded?
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3023
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Posted - 2013.11.08 17:16:00 -
[200] - Quote
KA24DERT wrote:Text Grant wrote:Agreed. Remove 10% buff from every weapon No. Not every weapon needs a nerf.
I'd like to say that I don't think you're wrong. I suggested the 10% debuff as an interim fix. Here's how I explained it recently to someone else:
I don't think of a 10% debuff as a magic fix for all that ails us, just a means of making a relatively minor adjustment that could be checked afterwards for differences in gameplay.
Some of the issues still relate till weapon performance in general, which tends not to get addressed as much. The lack of recoil/muzzle climb/dispersion when ADSing with an AR for example is part of what makes it so easy to land tight groupings with no skill (SP invested). The nature of many of the in-game maps dictates combat be at a certain ranges, and as long as those are relatively tight, the AR being the shortest rifle still gives it a command over most weapons in that range. This comes up in the newer research city installation, where people are rarely far enough away that anything longer range than an AR would be needed.
There's a lot of performance tweaks you could make there (and to other weapons), and I don't think just opting for the easiest global solution will result in the best game. However, given the relative complexity of the issue and the continuing tweaks to hit detection, a percentage across the board damage debuff seems like a good weather test of how much something like global damage output accounts for the current TTK (as opposed to something like hit detection, AA, etc.). We can all agree that we wouldn't want hit detection to be worse, but if all the issues are coming from that direction it's a pretty case-by-case basis adjustment that's going to have to be done to account for TTK changes within each weapon.
I already suggested the AR could have some changes, but there's weapons that have benefited more than others generally and you wouldn't want to be too hasty with it. 10% is interim. Competent balancing is required long-term. I trust CCP slightly more with respect to applying a global 10% nerf than I do nuanced weapon balancing on the fly since many of the issues I pointed out with the AR have existed and been pointed out long long ago.
The bottom line is the game is extremely not-fun to play as-is, and a 10% debuff could be rolled out more quickly as more intelligent per-weapon changes are made over time (since that sort of balancing is apparently time-consuming).
Join my cult.
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Cosgar
ParagonX
7527
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Posted - 2013.11.08 17:28:00 -
[201] - Quote
This game has always been balanced around bad hit detection. Untitl now, it's never been as near perfect as this. We may be looking at a massive re-work in 1.7 and beyond.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Haerr
Molon Labe PC RISE of LEGION
91
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Posted - 2013.11.08 17:31:00 -
[202] - Quote
Cosgar wrote:This game has always been balanced around bad hit detection. Untitl now, it's never been as near perfect as this. We may be looking at a massive re-work in 1.7 and beyond.
Still hopeful, eh? ;)
Me too! :)
Is the breach shotgun working as inteded?
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3030
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Posted - 2013.11.10 08:26:00 -
[203] - Quote
It's difficult to fully extricate hit-detection from AA, but there a was combination of engine/rendering related lag-type issues as well in the early uprising days.
Join my cult.
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Cosgar
ParagonX
7631
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Posted - 2013.11.11 05:25:00 -
[204] - Quote
Haerr wrote:Cosgar wrote:This game has always been balanced around bad hit detection. Untitl now, it's never been as near perfect as this. We may be looking at a massive re-work in 1.7 and beyond. Still hopeful, eh? ;) Me too! :) Had a moment of clarity before I did a rage uninstall.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Talos Vagheitan
174
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Posted - 2013.11.11 06:04:00 -
[205] - Quote
Please see this post:
https://forums.dust514.com/default.aspx?g=posts&t=120621&find=unread
Just maybe crazy enough to work...
Who cares what some sniper has to say
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Timothy Reaper
WASTELAND JUNK REMOVAL
558
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Posted - 2013.11.11 06:05:00 -
[206] - Quote
Bumped for justice!
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3043
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Posted - 2013.11.11 15:53:00 -
[207] - Quote
I like the notion of adjusting the AA, but as a sole solution, here are my concerns with that:
Much of the current issues aren't JUST AA-related. Take the most recent update. TTK went down a little bit more, but AA wasn't adjusted again. Hit-detection has seen upgrades though across several patches (including the most recent one).
Even without AA, the fact that something like AR can be super-accurate when ADS with negligible recoil, dispersion, etc. means it loses next to no DPS when being operated properly - and that DPS is very very high. Adjusting AA would might keep newbie players from massacring people with MLT weapons, but skilled users would still be able to drop people very easily just because of the changes in hit-detection. This is one of the things that's more true of the AR and Ass-Scrambler than many of the other weapons. The output on the SMG might be nerfed sufficiently with just an AA adjustment, I'm not sure.
Anyhow, the thrust of my point is that it is a confluence of issues causing TTK issues, which is why I'd be hesitant to endorse a thread that sums it up as "AR problems" or "AA problems." I think it's a combination of hit-detection, AA, and weapon qualities/traits (like recoil/dispersion/etc.) that aren't balanced against the former that are causing the current state of affairs. It's running into certain weapons that are overly influenced by these problems that makes it evident.
Almost any weapon can benefit from the AA of course, and I think that's why it became such a poster-child for gun-game issues after 1.4. However, hit detection and weapon traits (like RoF, etc.) play a larger role in making weapons like the AR so godly.
Join my cult.
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Talos Vagheitan
180
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Posted - 2013.11.11 17:17:00 -
[208] - Quote
Zeylon Rho wrote:I like the notion of adjusting the AA, but as a sole solution, here are my concerns with that: Much of the current issues aren't JUST AA-related. Take the most recent update. TTK went down a little bit more, but AA wasn't adjusted again. Hit-detection has seen upgrades though across several patches (including the most recent one). Even without AA, the fact that something like AR can be super-accurate when ADS with negligible recoil, dispersion, etc. means it loses next to no DPS when being operated properly - and that DPS is very very high. Adjusting AA would might keep newbie players from massacring people with MLT weapons, but skilled users would still be able to drop people very easily just because of the changes in hit-detection. This is one of the things that's more true of the AR and Ass-Scrambler than many of the other weapons. The output on the SMG might be nerfed sufficiently with just an AA adjustment, I'm not sure. Anyhow, the thrust of my point is that it is a confluence of issues causing TTK issues, which is why I'd be hesitant to endorse a thread that sums it up as "AR problems" or "AA problems." I think it's a combination of hit-detection, AA, and weapon qualities/traits (like recoil/dispersion/etc.) that aren't balanced against the former that are causing the current state of affairs. It's running into certain weapons that are overly influenced by these problems that makes it evident. Almost any weapon can benefit from the AA of course, and I think that's why it became such a poster-child for gun-game issues after 1.4. However, hit detection and weapon traits (like RoF, etc.) play a larger role in making weapons like the AR so godly.
Your right that a lot of factors have reduced TTK, and my suggestion isn't necessarily trying to fix that. Lower TTK isn't necessarily a bad thing. It may just be the direction the game is going.
And about skilled players losing no DPS when operating their weapon properly...thats the point.
Who cares what some sniper has to say
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Arc-08
Knights Of Ender Public Disorder.
123
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Posted - 2013.11.11 22:06:00 -
[209] - Quote
i was actually suggesting that it gets added on with Matchmaking. Noobs get to have Auto aim... Anybody under 4 million SP gets "aimbot" as it is now. Then if you have under say 9 million, you get a slightly nerfed Aim "assist" where it assists your aim not where your bullet goes. Then if you have more than that you don't get to have any of that and it is pure skill. Then they can make it so that in factional warfare everybody gets "Aim assist" since matchmaking doesn't apply to factional warfare.
Another way you could fix it is to make it where there are the 3 tiers of AA "aimbot" Aim assist, or Off. Based on what you have your setting on determines how much damage you do. If you have "aimbot' you do much less damage than if you have it Off. You trade getting lots of hits on them for damage. If you think of it this way your central computer in your dropsuit is focused on aiming rather than focusing on the damage output of the weapon.
Or you could just make us all happy and get rid of "AIMBOT" for everybody except maybe give the option of having it on for the noobs
Advanced Recon Commando's (A.R.C's) --- Yeah, you don't want to mess with us.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3050
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Posted - 2013.11.14 07:16:00 -
[210] - Quote
Not to "defend" AA, but wasn't there a Dev post about latency inherent in their server-side hit-detection, etc? It was something to the effect of needing a certain degree of AA server-side to compensate for the issues of players' client not always giving an accurate view of things.
That's part of what I meant when I talked about the difficulty in extricating AA from hit-detection as an issue. It's not clear to me how much the two are enmeshed at the moment.
Join my cult.
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