Rei Shepard
Spectre II
841
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Posted - 2013.11.07 22:46:00 -
[1] - Quote
KingBabar wrote:An ongoing issue, or raher issues, that have been my main gripe with Dust is slowly diminnished patch by patch. I am talking about what I and many other "protostomping wannabe elite players with inflated ego" have experienced as noob friendly mechanics. Prime examples of these are the LLAV nerf, the Flaylock nerf, the MD nerf due to better LOS weapon hit detection and now recently the FG blast radius nerf.
I've said it before and I say it again, getting killed in a 200K proto suit due to some skilless scrub exploiting a cheap mechanic isn't any fun at all.... There was a time when I felt that 9 of 10 deaths I had wasn't deserved at all. Lately not so much, not even close. Dying by a militia AR getting the drop on you, simply getting outgunned or dying to an enemy blob due to too aggressive play is all ok and should be expected.
So the TTK is reduced by 1.6 and many players used to being carried by more EHP and DPS has just lost a little of that crutch and situational awareness, fast reflexes and superior aim has never been more important. I am not a direct fan of the new TTK, a little too fast IMO, but nothing game breaking. It might be a deliberate act to tap people faster for expensive suits in an attempt to cure the economy, I don't really care.
Conclusion:
If the current line of development continues, Dust will become a true competitve FPS sometime in the future. I am very positive towards the current trend of development in this regard, though it could always go faster...
There are however more stuff that needs to be done, to reduce what I call "cheap deaths", if you have more suggestions please bring em forth and I'll update the OP.
- Nades, and especially their spammability needs a serious nerf. - The AI turret aim is just simply insane and needs to be toned down. - Exit and enter time for fatsuits with LAVs needs to increase. Its just too easy to drive an unkillable LAV and pop out, kill a dude and pop back in again. Two "scrubby russian players" have done this for, well ever, in EU ambush. Its hard, next to impossible to counter, I'd like to see these players perform without this huge benefit.
So CCP, moving slowly in the right direction, keep it up.
I agree on some points, but since 1.6, hipfire is deadly accurate, ive found myself just hipfiring allot and actually killing people at ranges that make my SCR blush and then i think, damn how good isnt this gotta be with AA enabled.
Like litterally killing 3 people inline (25-30m away) with the ASCR with no damage mods, before i ate a nade, with hipfre.
I dunno, ive got mixed feelings with where dust is going and with more action, they mean staring more at the spawn screen (like PS2), then yes i agree, ive also found that the gap between a Logi and an Assault suit again got wider, i could fit an extremely durable 800 EHP, fast recovering shield on a callogi, on the amarr assault i had barely 500 ehp if i wanted to try something simular.
Dont get me wrong, i come from shooters where the TTK is 0.6s and ive used a 1.5s TTK weapon there, but the strafe speeds in those games are 3 times of what we have here, if we arrive at some point in the future where TTK's are 0.6 seconds on general, then it won't matter what dropsuit you use or what module you put on, because its all going to be minor fluff, and if you then cant strafe worth a damn, youll just end up riddled with bullets each time you come across one other person, especially if said person has AA enabled.
I really don't want to head to a game where its all about pre-firing at corners and grazing them with 2 rounds for a kill.
Winner of the EU Squad Cup
"Go Go Power Rangers!"
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