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Thread Statistics | Show CCP posts - 0 post(s) |
Cosgar
ParagonX
6903
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Posted - 2013.10.31 05:20:00 -
[1] - Quote
So you want to remove an important aspect of gunplay in a high health FPS because you think it looks silly? What about lower HP dropsuits that rely on mobility as their only advantage?
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
6907
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Posted - 2013.10.31 05:41:00 -
[2] - Quote
SILVERBACK 02 wrote:Grimmiers wrote:Strafing should always be an option since we have high health, but I think they should buff melee damage or modules a bit to make cqc matches more exciting. Also I think the melee animation recovery is way too slow. I like the hmg melee the best and the visual feedback from that needs to match how quickly you can pull another punch out. maybe.. if so then it should be a combat roll to the right or left, only scouts are allowed to do it or something and players cant fire whilst performing a combat roll animation. just something to stop these players staffing so fast that it looks like he is sliding on one foot ahilst firing at me form left to right... its ******* ridiculaous you cant deny that right? Work on your sustained aim. Encounters shouldn't just come down to who shoots first. We have plenty of games that do that. You take away strafing and there will be even more on an emphasis on whoever has the highest EHP wins as there's been since the 1.4 patch. Mobility = life and when you have fully automatic weapons with no kick doing their full DPS in a complete second, auto-aim, and repair/recharge modules that are completely useless thanks to the overall short TTK, strafing is what keeps combat in this game from being turn based random encounters.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
6908
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Posted - 2013.10.31 05:56:00 -
[3] - Quote
Grimmiers wrote:SILVERBACK 02 wrote:Grimmiers wrote:Strafing should always be an option since we have high health, but I think they should buff melee damage or modules a bit to make cqc matches more exciting. Also I think the melee animation recovery is way too slow. I like the hmg melee the best and the visual feedback from that needs to match how quickly you can pull another punch out. maybe.. if so then it should be a combat roll to the right or left, only scouts are allowed to do it or something and players cant fire whilst performing a combat roll animation. just something to stop these players staffing so fast that it looks like he is sliding on one foot ahilst firing at me form left to right... its ******* ridiculaous you cant deny that right? It would be interesting if this game had a killzone like weight to it. We kinda just shift back with this linear acceleration / deceleration coupled with an unstable framerate to make it seem worse. Maybe if scouts were the only ones able to move like we do now and everyone else gets a little non linear speed to their strafe.... I remember in closed beta the enemy and I would empty 2 clips on each other and resort to a loose and awkward melee duel. That was a problem, nowadays it isn't too bad In closed beta hit detection was horrible, even by Uprising standards. Remove the lateral cap, add a cap to back pedaling, remember that stamina prevents constant bunny hopping and this game will start to feel like an FPS with RPG elements instead of the other way around.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
6908
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Posted - 2013.10.31 06:01:00 -
[4] - Quote
KAGEHOSHI Horned Wolf wrote:I support strafing. I would explain why the OP is wrong, but going to sleep now. I'm about to write up a topic on why strafing in an FPS is so important. Maybe we should compare notes.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
6916
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Posted - 2013.10.31 06:38:00 -
[5] - Quote
m twiggz wrote:Cosgar wrote:KAGEHOSHI Horned Wolf wrote:I support strafing. I would explain why the OP is wrong, but going to sleep now. I'm about to write up a topic on why strafing in an FPS is so important. Maybe we should compare notes. Please do, I will supply you with infinite +1s, whilst burning his notes. Doing my research now so I can formally articulate everything. Fun fact: Even arcade twitch FPS like CoD have an emphasis on strafing. Looking at some MLG clips now where a quick lateral movement allowed a player to survive a 2 on 1 encounter.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
6948
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Posted - 2013.10.31 16:37:00 -
[6] - Quote
SILVERBACK 02 wrote:suggestion;
keep straffing the way it is BUT when people straffing give it the same dispersion as a HMG.
Then remove the strafe cap and turn up ADS sensitivity.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
6948
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Posted - 2013.10.31 16:56:00 -
[7] - Quote
KA24DERT wrote:Cosgar wrote:SILVERBACK 02 wrote:suggestion;
keep straffing the way it is BUT when people straffing give it the same dispersion as a HMG.
Then remove the strafe cap and turn up ADS sensitivity. We don't negotiate with terrorists. Shhh, he doesn't know this plays into our favor.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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