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Ydubbs81 RND
Ahrendee Mercenaries EoN.
2042
|
Posted - 2013.11.07 15:01:00 -
[1] - Quote
CCP, I am pleading to you once again.........to put skill back into dust. You have to do something about drop uplink spam and forge gun sniping on roofs/towers.
Corp battles boils down to who has the high spot where you can forge down on a letter and camp it. I remember the first battles in pc...it was so fun because it was mostly about gunning. Sure, some abused explosive weapons like contact grenades and flaylocks but that's fine. But once forge gun, OHKing from a roof was discovered, battles have gone to a whole new level of cheesy. There was a slight nerf to forges but there shouldnt be any splash damage on that weapon. It's primary function is anti-vehicle. Splash damage does nothing to tanks and dropships...so it isn't necessary.
Drop uplink spam also ruins pc because it is one of the biggest crutches in a long line of crutches in this game. Not to mention, I do believe that it drops framerates in pc. I only experience framerate issues vs teams that spams them. There should be a huge reduction on the number of drop uplinks that one can have active on a battlefield. I can have a suit that carries 9.....switch and drop another 7.
This is out of hand....there are too many crutches that are taking the skill out of the dust and ruining the fun factor. Tower forge gun sniping objectives and drop uplink spam are the two biggest ones. Please get on this |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2043
|
Posted - 2013.11.07 15:15:00 -
[2] - Quote
Beren Hurin wrote:Just as a side note, the reason gun battle were the crucial part of the initial corp battles was because you could only have 8 players. Having 1 fewer players where the main part of the fight was happening could be a significant disadvantage. When its 16v16 having one or two off doing something else isn't such a big deal. Therefore those 'floaters'/'campers' can afford to do what they do because they DO add so much utility there.
IOW, tower snipers/equipment spammers are at least a secondary impact of having more people on the battlefield.
I'm talking 16v16...not 8v8 |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2043
|
Posted - 2013.11.07 15:17:00 -
[3] - Quote
Kam Elto wrote:nerf the towers, not the forge gun whose main purpose is anti-material not anti-vehicle. it's a heavy's only effective heavy weapon.
I'm fine with a tower nerf.....hate cheesy weapons and tactics |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2044
|
Posted - 2013.11.07 15:27:00 -
[4] - Quote
Moochie Cricket wrote:Forge gun on roof is OK. Forge gun on roof that can shoot directly into a hack panel is not OK.
Maybe so.... |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2045
|
Posted - 2013.11.07 15:40:00 -
[5] - Quote
dustwaffle wrote:Ydubbs81 RND wrote:CCP, I am pleading to you once again.........to put skill back into dust. You have to do something about drop uplink spam and forge gun sniping on roofs/towers.
Corp battles boils down to who has the high spot where you can forge down on a letter and camp it. I remember the first battles in pc...it was so fun because it was mostly about gunning. Sure, some abused explosive weapons like contact grenades and flaylocks but that's fine. But once forge gun, OHKing from a roof was discovered, battles have gone to a whole new level of cheesy. There was a slight nerf to forges but there shouldnt be any splash damage on that weapon. It's primary function is anti-vehicle. Splash damage does nothing to tanks and dropships...so it isn't necessary.
Drop uplink spam also ruins pc because it is one of the biggest crutches in a long line of crutches in this game. Not to mention, I do believe that it drops framerates in pc. I only experience framerate issues vs teams that spams them. There should be a huge reduction on the number of drop uplinks that one can have active on a battlefield. I can have a suit that carries 9.....switch and drop another 7.
This is out of hand....there are too many crutches that are taking the skill out of the dust and ruining the fun factor. Tower forge gun sniping objectives and drop uplink spam are the two biggest ones. Please get on this Making use of the characteristics of a weapon and positioning = crutch What is spamming uplinks a crutch off? Are you sure you know what that word means?
a thing used for support or reassurance:
Like how a cane is used for those that need help walking? All of these cheesy mechanics used to support bad shooters or bad teams get a win. Instead of teams actually working on teamwork, gun game, squad tactics (walking)...we use forge guns on towers/roofs and 20 links so that you're not pushed out.
The link spam is a problem for me because I think it causes framerate drops. Links arent too cheesy a tactic like a forge looking at a panel....but there has to be something done about the spam. Just like there had to be something done about nanohive-grenade spam. |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2055
|
Posted - 2013.11.07 19:38:00 -
[6] - Quote
Sleepy Zan wrote:Cat Merc wrote:Sleepy Zan wrote:If you can't beat it with an AR you beat it with the forums
-Art of Dust If your crutch is needs a nerf, blame AR users. -Art of Dust 2.0 I don't read 2.0, too many typos
Such an irrelevant post ... You realize that english is a second language to many of these gamers, right? Kudos to them for being able to learn a second language. |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2055
|
Posted - 2013.11.07 19:47:00 -
[7] - Quote
ItJadd Hatchen wrote:First off, I beleive that a future patch mentioned reducing the splash radius significantly for the FG's to counter a lot of this problem.
Second, I have to agree that if players can find an advantage in terrain or otherwise, then it is a valid tactic. That's what your brain is there to be used for, so stop complaining about another's ingenuity and start thinking of either how you can use the same for your advantage or ways to counter it.
To counter lots of equipment spamage (ie. drop uplinks) I use flux grenades. They get rid of them fast. Additionaly, if you have EVE support, an EM strike from small projectile guns in EVE has the LARGEST blast radius for an orbital and will also eliminate all uplinks just like a flux grenade does. What's more fun is it won't kill anyone as it only gets rid of shields, so if you are defending an objective you can call this one down on yourself and it eliminates all the enemy's nearby spawn points.
As for stuff hanging out on top of towers, again use your orbital strikes.
An orbital to counter forge guns..is your best response as a counter? Do they sell them in the marketplace so I can call them like vehicles?
Listen, it is a cheesy way to play a shooter.....it takes the skill out of the game. Out of all the clan battles, across different fps', that I've played in.....dust required the most strategy. There are many ways for teams to pull off wins than to have cheesy "tacts" like this. I'd like it to see more skill + strategy + teamwork.....than to win matches from cheesy exploits. Everytime there's a cheesy exploit, it pushes people away from dust. |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2057
|
Posted - 2013.11.08 05:00:00 -
[8] - Quote
Carolyn Sicling wrote:For me, the problem with Dust is that it doesn't encourage diversity. I imagine that this at the very least will get a strong rebuttal by other Ahrendee member.
So a forge gunner with logi support gets onto a high point and shoots down. I'm primarily a Sniper and secondarily a mass driver logi support. As a Sniper I've killed lots of such players. The difference is I can shoot the forge gunner and others while he has to hide and rep up or respawn, costing them a clone. If the gunner has logi support then I'm occupying two players of the opposition team. But the preference is for front line troops with arwin, not diversity.
Historically whoever has high ground has an advantage, not the advantage. Have you seen Braveheart... years of standard military practice overcome because somebody thought differently. CCP should be having to rebalance and add and nerf as we evolve new strategies, but my preference is to not nerf too much.
So an EMP orbital is a massive use of force to counter these crutches? No. It's somebody thinking of something different, congratulations for thinking of it. Eve wouldn't be the game it is (with its many faults!) If the players didn't keep evolving tactic. Just look up a Rooks and Kings video on YouTube to see them using innovative tactics, or read about Pandemic Legion creatingthe new fleet doctrines that the rest of Eve follow. That's where CCP are coming from, not Quake Live.
Yes fix arwin. Yes reduce damage in some places to increase survivability. Yes add a scramble up slight incline button (that one is a random personal gripe). Yes look at drop uplink spam (hint - max of 1 module per suit, max concurrently active based on one fitted to current suit). Yes rely on more than just front line troops in battles.
No - don't stop people using any weapon anywhere on the map they can walk, run, climb, drive or fly to. It's not a crutch or an exploit (unless it really is an exploit like terrain glitching) If somebody thought differently and came up with a good innovative tactic.
Dust won't grow if it goes head to head with other FPS, but it could if it was known for being different.
Using cheap tactics isn't going to set Dust aside from all other games. Cheap tactics are cheap tactics...and can be found in many games. The difference here is that Dust creates the opportunity for plenty of them.
CCP had to remove the ridiculous mountains on Manus Peak because people exploited their existence. There's a reason why grenades eat up your nanohive now, etc. Forging control panels on top of a tower is cheap and removes skill from the game. |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2067
|
Posted - 2013.11.08 07:40:00 -
[9] - Quote
This is what good clan battling is.....all skill....all fun
http://www.youtube.com/watch?v=wBAuiCT-9-U |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2072
|
Posted - 2013.11.08 12:27:00 -
[10] - Quote
Kharga Lum wrote:Vitharr Foebane wrote:Kharga Lum wrote:A forge gun does not need splash damage as potent as it is. It's a hand held rail gun...only better in every way. Forge Gun/AR is the only way I fit my heavy alt.
Using a drop ship to try and dislodge a FG-sniper will result in a lost drop ship.
Uplink spam can be addressed by limiting the number deployed to 1. Focusing the difference between basic/advanced/proto on the amount of clones that can spawn on it, spawn delay and it's signature radius making them harder to find. Quality over quantity. So what you are saying is that a metal slug traveling at 7000 meters per second (~mach 20.5) is going to hit the ground and wink out existence... Someone needs to relearn physics If the hand held FG fires with the power of 80GJ I'd like to know where in the heavy suit that much energy is generated to make so small a weapon comparable to so large a weapon that has an entire tank to power it. 80GJ Compressed Particle Cannon DMG 1798 Splash 292.5 Radius 2.5m Ishukone Assault FG DMG 1663.2 Splash 277.2 Radius 2.1m
Touche....I was just getting ready to concede the debate because I wish for the splash damage to be negligible as well. Dude threw in real life physics and you countered it with real world explanation..nice.
I see how that railgun jerks that big ass tank....how is a heavy suit able to withstand that same force?? So, forget real world.....we are playing a video game set in the future. Although, it may not change the law of physics....who cares? Nerf the splash damage on the forge gun to negligent.
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Ydubbs81 RND
Ahrendee Mercenaries EoN.
2075
|
Posted - 2013.11.09 16:46:00 -
[11] - Quote
Monkey MAC wrote:Ydubbs81 RND wrote:Kharga Lum wrote:Vitharr Foebane wrote:Kharga Lum wrote:A forge gun does not need splash damage as potent as it is. It's a hand held rail gun...only better in every way. Forge Gun/AR is the only way I fit my heavy alt.
Using a drop ship to try and dislodge a FG-sniper will result in a lost drop ship.
Uplink spam can be addressed by limiting the number deployed to 1. Focusing the difference between basic/advanced/proto on the amount of clones that can spawn on it, spawn delay and it's signature radius making them harder to find. Quality over quantity. So what you are saying is that a metal slug traveling at 7000 meters per second (~mach 20.5) is going to hit the ground and wink out existence... Someone needs to relearn physics If the hand held FG fires with the power of 80GJ I'd like to know where in the heavy suit that much energy is generated to make so small a weapon comparable to so large a weapon that has an entire tank to power it. 80GJ Compressed Particle Cannon DMG 1798 Splash 292.5 Radius 2.5m Ishukone Assault FG DMG 1663.2 Splash 277.2 Radius 2.1m Touche....I was just getting ready to concede the debate because I wish for the splash damage to be negligible as well. Dude threw in real life physics and you countered it with real world explanation..nice. I see how that railgun jerks that big ass tank....how is a heavy suit able to withstand that same force?? So, forget real world.....we are playing a video game set in the future...where we are resupplied in a forcefield. Although, it may not change the law of physics....who cares? Nerf the splash damage on the forge gun to negligent. Alllow me to give a Physics theory counter! When you charge the forge gun, you see a little slider move towards you down the barrel! This is the difference between the forge gun and a rail turret! Both run of coils, the rail turret uses statically charged coils, they all start positive and change to negative as the slug passes through! The forge gun uses a slider to powder each coil as needed! This is why a rail turret can fire faster with trigger held down, while the forge must charge again!
How is faster fire rate a counter to equal and opposite force argument? |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2075
|
Posted - 2013.11.09 16:57:00 -
[12] - Quote
Kharga Lum wrote:Ydubbs81 RND wrote:Kharga Lum wrote:Vitharr Foebane wrote:Kharga Lum wrote:A forge gun does not need splash damage as potent as it is. It's a hand held rail gun...only better in every way. Forge Gun/AR is the only way I fit my heavy alt.
Using a drop ship to try and dislodge a FG-sniper will result in a lost drop ship.
Uplink spam can be addressed by limiting the number deployed to 1. Focusing the difference between basic/advanced/proto on the amount of clones that can spawn on it, spawn delay and it's signature radius making them harder to find. Quality over quantity. So what you are saying is that a metal slug traveling at 7000 meters per second (~mach 20.5) is going to hit the ground and wink out existence... Someone needs to relearn physics If the hand held FG fires with the power of 80GJ I'd like to know where in the heavy suit that much energy is generated to make so small a weapon comparable to so large a weapon that has an entire tank to power it. 80GJ Compressed Particle Cannon DMG 1798 Splash 292.5 Radius 2.5m Ishukone Assault FG DMG 1663.2 Splash 277.2 Radius 2.1m Touche....I was just getting ready to concede the debate because I wish for the splash damage to be negligible as well. Dude threw in real life physics and you countered it with real world explanation..nice. I see how that railgun jerks that big ass tank....how is a heavy suit able to withstand that same force?? So, forget real world.....we are playing a video game set in the future...where we are resupplied in a forcefield. Although, it may not change the law of physics....who cares? Nerf the splash damage on the forge gun to negligent. A rail gun fires by pulling the projectile out of the gun, there should be NO recoil on it at all. There are no opposing forces pushing the projectile so there's no backwards force on the gun to cause it to recoil.
First of all, a railgun can not pull an object outside of itself....it would have to be an external force of some sort to pull the projectile out.
Secondly, (my physics may be a bit rusty ) an object is moved by some sort of force. W = FxD. And there is always an equal an opposite force. The reason why a tank isnt catapulted backwards because of its mass F=MxA. So, how could an infantry heavy suit with significantly less mass than a tank withstand the same opposite force?
Point is....this is a game so let's leave the real world **** out and just remove the splash damage altogether. |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2075
|
Posted - 2013.11.09 17:00:00 -
[13] - Quote
Robocop Junior wrote:Mossellia Delt wrote:Laurent Cazaderon wrote:Ydubbs81 RND wrote:CCP, I am pleading to you once again.........to put skill back into dust. You have to do something about drop uplink spam and forge gun sniping on roofs/towers.
Corp battles boils down to who has the high spot where you can forge down on a letter and camp it. I remember the first battles in pc...it was so fun because it was mostly about gunning. Sure, some abused explosive weapons like contact grenades and flaylocks but that's fine. But once forge gun, OHKing from a roof was discovered, battles have gone to a whole new level of cheesy. There was a slight nerf to forges but there shouldnt be any splash damage on that weapon. It's primary function is anti-vehicle. Splash damage does nothing to tanks and dropships...so it isn't necessary.
Drop uplink spam also ruins pc because it is one of the biggest crutches in a long line of crutches in this game. Not to mention, I do believe that it drops framerates in pc. I only experience framerate issues vs teams that spams them. There should be a huge reduction on the number of drop uplinks that one can have active on a battlefield. I can have a suit that carries 9.....switch and drop another 7.
This is out of hand....there are too many crutches that are taking the skill out of the dust and ruining the fun factor. Tower forge gun sniping objectives and drop uplink spam are the two biggest ones. Please get on this Yes it's annoying. but one of Dust interest is that you should be able to have a lot of different tactics. And as much counters as possible among your corpmates. So the "take higher ground and use forge gun tactic" doesnt represent an issue. As long as you can counter it (sniper ? DS to get the guy out of position) Now, the uplink spam is a lot more annoying. It kills the purpose of the uplinks by making them a spam tactic. It clots (cloats ? ) the UI and also seems to cause performance issues. As for a counter, there aint much except spamming yourself. Also, i think pretty much everyone is ok with stopping this. There is no hard counter to forge snipers, last PC I was in there was a logi/heavy up on the tower, triage hives, reptool and two secs of ammo hives for that heavy. Good luck getting a dropship up there when you cant get within 400 meters without being shot down. How bout using two dropships? Get creative.
Cause teams spam forge gunners. They would place two forges up there. Imagine that one forge can hold an obj by himself. Having two up there is just ********. |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2075
|
Posted - 2013.11.09 20:36:00 -
[14] - Quote
Jaysyn Larrisen wrote:
Not quite sure what you are getting at with that comment in regards to my post. My point is that whether you like the mechanics, choices, colors, shapes or whatever there are in fact numerous counters for just about everything tactic or weapon option out there.
Concerned with roof forgers...ok, deal with them like you deal with any tactical problem encounter in a match. Reposition snipers, suppress from a dropship, drop assaulters on him, orbital strike, ect. As rough as some balance issues are I haven't found many (really any) tactics or weapons that you can't counter.
A lot of these things sounds good on paper/theory but in practice, it doesn't pan out. Not saying that you can not counter a forge gunner on top of a roof but to allow one person to hold an objective OHKing everyone..like what goes on in pc is too much.
The only way to counter it is to take boots off the ground and hope that you can get a dropship up there and retake the tower. But when they put two forge guns up there, scanners, 10 drop uplinks and nanos, it is really difficult. The match usually comes down to who has the forge gun on high ground.
It is just a cheesy exploit of the map design. Not much skill in forge gunning from a roof and pc matches (fps gameplay, in general for that matter) should be about skill and not having to use cheesy exploits.
It's just like the core flaylock pistol before it got nerfed. Watch some of the battles from Rust 415 alliance and see how ridiculously cheesy the flaylock was. People would argue "counter, counter" but the only way to counter this cheesy mess is to do it yourself. |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2075
|
Posted - 2013.11.09 23:50:00 -
[15] - Quote
Leither Yiltron wrote:Ydubbs81 RND wrote:Corp battles boils down to who has the high spot where you can forge down on a letter and camp it. I remember the first battles in pc...it was so fun because it was mostly about gunning. Dust also shouldn't only be about gunning. It should be about strategy and tactics. Even if you nerf the forge gun, Skirm 2.0 still doesn't have any tactical depth of which to speak. When KEQ discovered the FG thing we never really imagined that it would get anything like this bad. >~>
Dust should be about gunning...cause after all, this is a first-person "shooter". Tactics and strategy are to be implemented by the players and teams that are playing. And when the game allows for cheap and cheesy tactics that reduces the skill required to compete, then there is a problem. |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2075
|
Posted - 2013.11.09 23:57:00 -
[16] - Quote
Shotty GoBang wrote:Ydubbs81 RND wrote:CCP, I am pleading to you once again.........to put skill back into dust. Read first line. Suspected nerf AR, ScR, or Aim-Assist thread. Disappointed, but still love you, Ydubbs :-)
I'm equally disappointed that you're trying to nerf the AR. It works as intended....just cause most people are using it, doesn't mean that it's OP. I use the AR because I've been using the AR since MAG and any other shooter that I've played.
Just because you get killed by an AR when you're using a shotgun, doesn't mean that the AR is OP. I can kill a dude in a shotgun in dust, MAG, BF, etc. Just because you have a shotgun in close quarters doesn't mean that you will win every cqc battle.
As a matter of fact, thank god for the versatility of an AR because there is no counter for a speed scout/shotty. Ask anyone that have been playing this game, calamity and annie oakley were dangerous with that thing. If they got close enough, you were sure as dead.
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Ydubbs81 RND
Ahrendee Mercenaries EoN.
2075
|
Posted - 2013.11.10 00:50:00 -
[17] - Quote
Monkey MAC wrote:Ydubbs81 RND wrote:Shotty GoBang wrote:Ydubbs81 RND wrote:CCP, I am pleading to you once again.........to put skill back into dust. Read first line. Suspected nerf AR, ScR, or Aim-Assist thread. Disappointed, but still love you, Ydubbs :-) I'm equally disappointed that you're trying to nerf the AR. It works as intended....just cause most people are using it, doesn't mean that it's OP. I use the AR because I've been using the AR since MAG and any other shooter that I've played. Just because you get killed by an AR when you're using a shotgun, doesn't mean that the AR is OP. I can kill a dude in a shotgun in dust, MAG, BF, etc. Just because you have a shotgun in close quarters doesn't mean that you will win every cqc battle. As a matter of fact, thank god for the versatility of an AR because there is no counter for a speed scout/shotty. Ask anyone that have been playing this game, calamity and annie oakley were dangerous with that thing. If they got close enough, you were sure as dead. Brilliant AR time, look, its too accurate, its too powerful, its too easy! No a shotgun does not guarantee a win in cqc but it should make your stain your dropsuit when one jumps out at you, and thank the godess if you survive! There are plenty of counters to shotty scout, the md, a grenade, a hmg, a shotgun. The AR should not be a HARD counter to anything but an AR, it should be a situational counter, where you caught a niche weapon outside of its niche. Put this way, 100/100 times a shotgun will beat another niche weapon in the shotgun's niche environment, 85/100 times a shotgun will beat an AR in the shotgun's niche environment, 50/100 times a shotgun will beat another niche weapon outside either weapons niche enviroment, 1/100 times a shotgun will an AR outside its niche environment, (assuming 1 win due to an act of god) 0/100 times a shotgun will beat another niche weapon, inside the other weapons environment, That just does not happen at the moment!
I am not being rude when I ask you to think about what you're about to post.
You're saying that an HMG or an MD is a counter to the shotgun, right? Well, what about the lot of us who have not specced into HMGs and MDs? What are we supposed to do then? Throw a grenade, you say? Good luck with using a grenade as a primary weapon against a shotty that has just flanked you.
I can complain that a shotty shouldnt one-hit or two-hit kill me but then I'd be asking to redefine a shotgun just like how you guys are trying to redefine an assault rifle. |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2075
|
Posted - 2013.11.10 01:28:00 -
[18] - Quote
Your HMG squad member can't always be there to save you in all of your cqc situations. And if I'm flanked by a shotty who got that first shot off, I won't even have time to cook a grenade (which, by the way, in dust is the only game that I've seen where players start off a 1v1 cqc situation with grenades) |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2075
|
Posted - 2013.11.10 01:36:00 -
[19] - Quote
Bethhy wrote:Monkey MAC wrote: Aim Assist isn't as bad as you think, we had this debunked in .4, as people get used to it there aim becomes worse, so don't worry!
The OP parts of the AR is its accuracy, lack of recoil, we could live with the damage if there was actual spread to the gun!
Lol... its bad. Because you get "used" to it, it gets worse? the people on these forums...
Have you played BF4? The aim assist in that game is ********. It snaps you onto the target....whatever assist is in dust, it doesn't do that. |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2075
|
Posted - 2013.11.10 01:47:00 -
[20] - Quote
Bethhy wrote:Ydubbs81 RND wrote:Bethhy wrote:Monkey MAC wrote: Aim Assist isn't as bad as you think, we had this debunked in .4, as people get used to it there aim becomes worse, so don't worry!
The OP parts of the AR is its accuracy, lack of recoil, we could live with the damage if there was actual spread to the gun!
Lol... its bad. Because you get "used" to it, it gets worse? the people on these forums... Have you played BF4? The aim assist in that game is ********. It snaps you onto the target....whatever assist is in dust, it doesn't do that. They put in AA in battlefield to fix latency issues with hit detection they actively tried to fix for almost a year. The aim assist has nothing to do with the need for a computer to help players aim... it had to do with fundamental game problems that couldnt be fixed otherwise. AA will track moving targets with very minimal input.. that's a massive problem in a game like DUST... where sustained fire on the target is what gets you your results... MAG never needed any AA....
It doesn't matter to me what the reason is for why the AA on BF is ridiculous...just saying that it is insane.
And you are exaggerating about the aim assist in dust. I think it got ninja nerfed but even when they first implemented it, you still had to aim. If dust did the aim for you then anyone would be able to kill anyone in dust. In Battlefield, you don't really have to be a good shooter (as far as aim is concerned) because it does it for you. All you do is press L1 and fire.
In dust, noobs can not consistently kill a good shooter even if they have the same fit. |
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Ydubbs81 RND
Ahrendee Mercenaries EoN.
2075
|
Posted - 2013.11.10 01:48:00 -
[21] - Quote
Bethhy wrote:
MAG never needed any AA....
I don't see much of a difference in the shooting mechanics between MAG and Dust at this moment. |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2075
|
Posted - 2013.11.10 12:28:00 -
[22] - Quote
Omareth Nasadra wrote:too much AR crutches yeah
What is your primary weapon, kind sir? |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2075
|
Posted - 2013.11.10 20:50:00 -
[23] - Quote
Crash Monster wrote:Laurent Cazaderon wrote:I dont think they're ever gonna do such high towers ever again Howabout stairs.. or an elevator... the game is really going to suck if we keep removing tactics instead of adding counters.
The game already sucks with these cheesy tactics and weapons. Dust really doesn't suck but allowing for these cheap tactics and such makes it seem so. |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2079
|
Posted - 2013.11.11 05:40:00 -
[24] - Quote
Shotty GoBang wrote:Ydubbs81 RND wrote:Shotty GoBang wrote:Ydubbs81 RND wrote:CCP, I am pleading to you once again.........to put skill back into dust. Read first line. Suspected nerf AR, ScR, or Aim-Assist thread. Disappointed, but still love you, Ydubbs :-) 1) I'm equally disappointed that you're trying to nerf the AR. It works as intended....just cause most people are using it, doesn't mean that it's OP. I use the AR because I've been using the AR since MAG and any other shooter that I've played. 2) Just because you get killed by an AR when you're using a shotgun, doesn't mean that the AR is OP. I can kill a dude in a shotgun in dust, MAG, BF, etc. Just because you have a shotgun in close quarters doesn't mean that you will win every cqc battle. 3) As a matter of fact, thank god for the versatility of an AR because there is no counter for a speed scout/shotty. Ask anyone that have been playing this game, calamity and annie oakley were dangerous with that thing. If they got close enough, you were sure as dead. With all due respect, sir: 1) I'm not seeking AR nerf because its used by the majority of players. I'm seeking AR nerf because it has and continues to rival niche weapons while within the strict bounds of their specialty. Yes, as an oft-robbed shotgunner, this fact absolutely peeves and motivates on a personal level, but CQC imbalance also detracts from Dust's big-picture. Since Uprising, Dust has migrated from favoring squad diversity and tactics to favoring homogeneity ... namely, the more AR/ScR Medium Frames, the better the squad. My hopes are high, but I'm not sure if CCP is willing or able to correct the trend toward less diversity. I'm not alone in my criticism; see any recent commentary by CEOPyrex. 2) A fight that begins with a well-placed SG blast to the back should favor the shotgunner the vast majority of the time...this is not the case. A fight that begins with a SG blasting you head-on at 5 meters should favor the shotgunner (unless you're an HMG heavy)...this also is not the case. If your beef is with cheap tactics, then let's talk about backpedal, bunny hop, and KB/M strafe as "legitimate" shotgun counters. If your beef is with crutches, then we should discuss recoil, dispersion, hip-fire spread, instantaneous ADS and aim-assist. 3) Folks seem to forget that Jane and Annie ditched the Scout suit mid-Chromosome in favor of Biotic Assault suits. The Twins then switched to Slayer Logi in Uprising. "If they got close enough, you were sure as dead" ... this actually sounds like an appropriate description of a Shotgun. There's nothing EZ about getting into optimal range with a Shotgun. When successful, a medium-range fighter should have very low odds of survival. At present, that medium-range fighter has quite decent odds. He needs only sufficient HP to withstand the first blast and enough sense to backpedal and hip-fire his AR or ScR. Flank attack prevented. No gungame, skill, situational awareness or squad required. TL/DR - This post is off-topic. Do not read.
1) I'm sure you have people that agree with you just as I have many that agree with my opinion. Doesn't mean much...there will always be supporters for some sort of argument. The AR is a versatile weapon, it is supposed to be able to rival any weapon. That is why it's "versatile". If it didn't rival weapons of different niches, then it wouldn't be versatile.
2) If a shotgunner hits a dude in the back and doesn't finish him, then they have their self to blame. Because if you got close enough to hit someone in the back with a shotgun blast...most of their health will be gone. An assault player won't have enough time to bunny hop around and still get the kill. A shotgunner will be able to get two blasts off before the assault player is able to face them. So, if a scout gets turned on, they have to reevaluate themselves. This game has a lot of crutches.....you're only naming stuff that may apply to the AR. But let's be honest here, damage mods, shield extenders, armor plates, kinetic catalyzers, etc are all crutches. In other games, if you're a shotgunner, you are not able to run faster than everyone else. Your movement speed was equal to those who used ARs. To be successful you still had to flank and do what you have to do. The AR role in other games is just as it is here in Dust. So, you can't just isolate recoil, dispersion, etc because it relates to the AR. Everything in this game is a crutch....but some things are just too cheesy like forge gunning on a tower. And if you want to talk recoil....no one has mentioned recoil when it comes to the HMG. That gun is supposed to kick like a mule but where are the complaints about the recoil on the HMG?
3) It isn't easy to get into optimal range as a scout/shotgun but the point is to flank. You can't run straight at assault players and expect to still get the kill. The scout's strength is supposed to be their elusiveness and speed. Not using those and flanking will surely get you killed and the AR isn't to blame for those failures. And it didn't matter which suit, the twins were using....which basically meant that they had true skill. They were successful in anything that they used. And they dominated with 8 and 9 KDRs.....better than many good AR users. |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2081
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Posted - 2013.11.11 06:23:00 -
[25] - Quote
Shotty GoBang wrote:I hear you, YDubbs, and would be obliged to agree to disagree. Your opinion is one I will always respect. o7
I'm running Scout AR at the moment, pretty much just like I would a Scout Shotgun. Sneaky sneaky, engage from behind, choose targets wisely. Anyhow, those pesky Shotgun counters like back-pedaling, KB/M strafing, bunny-hopping ... ill-conceived mechanics that often foil a well-planned shotgun flank attack ... none of those work against a close-range AR from behind.
In a way, I'm hedging my bet. If CQC weapon balance and mechanics aren't deemed worthy of tweaking, then I'll be content to run AR like everyone else. Still not giving up on the Scout suit, though :p
scout AR is a rough combo because this game allows players to have a lot of health. So, even if you flank them, they can turn around and finish you because you don't have much health as a scout...(well, I take that back because I see 500 hp of armor on some scouts and with that much armor.....scouts shouldn't have any problem) |
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