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Severus Smith
Caldari State
404
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Posted - 2013.10.31 15:29:00 -
[1] - Quote
Movement should have an effect on your aim in the form of added dispersion. The dispersion can be shown by increasing the size of the aiming reticule.
- When sprinting, you cannot aim or fire. - When moving normally (running) and hip firing dispersion is high and there is no auto aim. - When moving normally and ADS your movement speed is decreased by ~50% (walking), dispersion is low, and auto aim is normal. - When standing still and hipfiring dispersion is moderate and there is no auto aim. - When standing still and ADS dispersion is tiny and auto aim is normal. - When crouching and hipfiring dispersion is low and there is no auto aim. - When crouching and ADS dispersion is nonexistant and auto aim is improved.
This causes players to make decisions while moving around the battlefield. I am sprinting in the open and I see an enemy to my right. Do I ignore them? Slow to a run and hipfire at them? Slow to a walk and fire accurately at them? Or crouch and fire quickly at them?
This further differentiates the different suit types from one another. A Light Scout "walking" while firing accurately ADS could move faster than a Medium Assault who is running and hipfiring who is moving faster than a sprinting Heavy who cannot fire. This solidifies the mobility of each frame type and buffs the Light Scout into a fast moving, accurate, DPS platform. IE: Scout Buff
This makes the game more tactical. Cover becomes more important as you have to slow down, or stop, to return fire at medium / long ranges. Defenders of a structure have advantage as they do not have to move.
Keeps weapon ranges more balanced. An AR user couldn't hipfire at a target 60m away and kill them in 1.5 seconds while running, instead the AR user would have to slow down or stop to hit the ranged target.
Could help balance the HMG. The high dispersion multiplier on the HMG could make it very deadly in CQC while moving (as it should be), yet only deadly at range while the Heavy is standing still or crouched (as it should be). IE: Heavy Buff
TLDR: Please read the whole thing before posting. Thanks. |
Shotty GoBang
Pro Hic Immortalis
1879
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Posted - 2013.10.31 15:57:00 -
[2] - Quote
Severus Smith wrote: This further differentiates the different suit types from one another. A Light Scout "walking" while firing accurately ADS could move faster than a Medium Assault who is running and hipfiring who is moving faster than a sprinting Heavy who cannot fire. This solidifies the mobility of each frame type and buffs the Light Scout into a fast moving, accurate, DPS platform. IE: Scout Buff
Read the whole thing (like you asked). Can't say that I agree or disagree; too many variables to consider.
I do have one question for you (since you referenced Scouts) ... NK and SG Scouts tend to jump at opponents to maximize odds of headshot. How would firing while jumping play into the proposed mechanics? |
Severus Smith
Caldari State
404
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Posted - 2013.10.31 16:17:00 -
[3] - Quote
Shotty GoBang wrote:Read the whole thing (like you asked). Can't say that I agree or disagree; too many variables to consider.
I do have one question for you (since you referenced Scouts) ... NK and SG Scouts tend to jump at opponents to maximize odds of headshot. How would firing while jumping play into the proposed mechanics? Thanks for reading it all, I really appreciate it.
- Jumping and hipfiring would be moderate dispersion, no auto aim. - Jumping and ADS would be tiny dispersion with auto aim.
I would think both of these would be like standing still for the time your in the air, not jumping up and down. So for scouts who jump high over their targets they could get in a few good accurate hits while ADSing in the air.
And yes, it does have a lot of variables. I was just thinking about mobility vs aiming today (while bored) and this idea thread came to me. It could help differentiate DUST from other lobby shooters (like CoD / BF) which it needs to do. Mobility is important, yet it's undervalued in DUST because everyone is pretty fast and aiming while running is laser accurate. So scouts get owned because, despite their high speed, Assaults can easily take them down by hip firing (while also staying pretty mobile). If, in order to get laser accurate aim, Assaults had to slow down but scouts could still be pretty quick it would make the sacrifice of EHP for mobility far more worthwhile. |
Severus Smith
Caldari State
407
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Posted - 2013.10.31 18:10:00 -
[4] - Quote
No more love for Scouts people? Come on! |
Cosgar
ParagonX
6950
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Posted - 2013.10.31 18:27:00 -
[5] - Quote
If this was implemented, strafing would need to be buffed, and the slowdown effect when you get hit should be removed. (Except for heavy weapons) It does give scouts a better advantage in mobility, but it gives brick tanking a huge advantage it doesn't need.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
218
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Posted - 2013.10.31 21:45:00 -
[6] - Quote
+1 for this
Good points that would enhance the core game play of DUST in a certain way, the only thing worth taking note of is that this would essentially turn the game into a more tactical based shooter than a tracking shooter that it has become these days which is a mixed blessing as some will like it like myself i prefer strategy based games but would also be a bad turn of direction to people who prefer the current tracking style of game. |
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