Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
1136
|
Posted - 2013.10.24 13:59:00 -
[31] - Quote
TTK (time to kill) needs to be increased. AR spread needs to be increased when ADS
Enough said |
calisk galern
BurgezzE.T.F Public Disorder.
1126
|
Posted - 2013.10.24 14:02:00 -
[32] - Quote
If you get good in proto suits battles tend to be more like what you want, especially when you can switch up suits.
also the gun you use tends to decide how your engagements go a lot.
|
Soldner VonKuechle
SAM-MIK
214
|
Posted - 2013.10.24 14:25:00 -
[33] - Quote
Cosgar wrote:Cody Sietz wrote:Just increase ehp for all suits. Remove the 10% damage buff from 1.0 Uprising.
Still doing understand why they haven't reversed that yet. Oh well. Data and such maybe.
@OP: Agreed, the actual firefights and hard lines make this game become what it's supposed to feel like an immersive future space ground war instead of just another lower end shooter.
@who ever Was taking about uping wp costs for orbitals: yes, I will agree that strikes see the nuke of this game and firefights eventually turn into the cold war' s mutually assured destruction policy. That being said, had a domination last night against a week organized enemy which we ended up trading orbitals the whole match. With the sustained fighting we had and the orbital trading (each side had 6!) It was quite possibly the best and most engaging match I've had in months. That kind of situation gives me good for again for DUST; my fanboi tank is full again, lol. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
423
|
Posted - 2013.10.24 16:42:00 -
[34] - Quote
Increasing TTK will only lead to more Rambos - it wont lead to what you want.
The reason you have situations like that is because you have sensible players who value capturing objectives and also staying alive. To accomplish that you have to work together.
If you are harder to kill, more people will take chances, wont look to rez, wont worry about uplinks etc.
Needless to say this is my opinion |
Soldiersaint
Deepspace Digital
480
|
Posted - 2013.10.24 16:48:00 -
[35] - Quote
Magpie Raven wrote:For me the best part of a battle is when there is an "actual battle". Right now there seems to be two ways fights go in this game. One group totally crushes the other group in a matter of seconds or its one v one fights between players. Neither are much fun in my opinion. The best fights are the ones involving whole squads lasting minutes over a patch of land.
There are very few sustained firefights happening. Maybe once every 4 or 5 rounds is there an actual battle.
Squads exchanging fire over a distance trying to kill each other off. A constant battle to hold the position. Taking ground and being pushed back. When you die your running back to try and reenforce your team. You take ground gradually not sprinting into the enemy. These fights often last a few minutes at least. and feature massed fire to the point where everyone is screaming for nanohives. They happen in the weirdest of place. In those hills between objectives. Even just in a hallway connecting two buildings. Sometimes not even near the objective.
I dont know but when those skirmishes end, even if my squad lost the objective it still got my adrenaline going. Theres a real sense of desperation and struggle to hold on or take the objective and when it happens it feels great. You guys know what im talking about. That game that felt more real than the others. That really got you going. I dont know what causes it. Maybe its actual smart players got paired together that use cover. Right now most firefights involve one side being totally outnumbered and they only last seconds usually.
What element do you think cause this? And is there anything we can suggest to CCP to change so that this more real kind of battle happens more often.
Now that I think of it. Those of you that played MAG would know what im talking about. This kind of thing happened all the time there. SVER FOREVER. YOU WILL NEVER TAKE BACK YOUR LOG BASE VALOR |
Akdhar Saif
CybinSect
57
|
Posted - 2013.10.24 17:02:00 -
[36] - Quote
Dust is unlike other FPS' where the map is made to funnel players together. Instead the maps are open meaning there's much more chaos when people are not organised. |
iceyburnz
Crux Special Tasks Group Gallente Federation
1175
|
Posted - 2013.10.24 17:30:00 -
[37] - Quote
We are mercs.
You lose, you don't get paid.
Simple. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
596
|
Posted - 2013.10.24 18:05:00 -
[38] - Quote
Sustained fights are dull trench warfare. Most ppl want dynamic play. Team combat was best executed in MAG where there were massive waves of ppl colliding giving you that sense of 'battle' around you, yet it was not two trenches of ppl facing each other.
The reason it worked so well was because the maps were well designed with a great sense of directionality and a logical spawn system. |
Soldner VonKuechle
SAM-MIK
218
|
Posted - 2013.10.24 18:20:00 -
[39] - Quote
Ludvig Enraga wrote:Sustained fights are dull trench warfare. Most ppl want dynamic play. Team combat was best executed in MAG where there were massive waves of ppl colliding giving you that sense of 'battle' around you, yet it was not two trenches of ppl facing each other.
The reason it worked so well was because the maps were well designed with a great sense of directionality and a logical spawn system.
And huge team numbers... |
Magpie Raven
ZionTCD Public Disorder.
260
|
Posted - 2013.10.24 18:29:00 -
[40] - Quote
Ludvig Enraga wrote:Sustained fights are dull trench warfare. Most ppl want dynamic play. Team combat was best executed in MAG where there were massive waves of ppl colliding giving you that sense of 'battle' around you, yet it was not two trenches of ppl facing each other.
The reason it worked so well was because the maps were well designed with a great sense of directionality and a logical spawn system. By sustained fights I don't mean meatgrinders that just don't end. Those can be pretty intense too but I'm talking more about a fight lasting just more than a couple seconds.
Yes it was due to large numbers but those fights were trenchy as well. I remember playing games were the pressure never let up. But just because a battle last a long time doesn't mean it isn't dynamic. People still flank and move around trying to get the drop on the enemy. And when one side is kicked out there was usually an immediate counter attack unless its better to defend the next objective |
|
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |