Ryme Intrinseca
Seraphim Auxiliaries
190
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Posted - 2013.11.07 20:36:00 -
[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 with almost all of this, but (1) the Russian guys you are talking about are really good players, LLAV or no LLAV, and (2) there is not really any other viable tactic for heavies on ambush since 1.4.
The ambush maps are massive and open now (far more so than Chromosome, for instance) and the v. short TTK and pathetic range on HMG makes infantry heavy impractical on those maps. Occasionally you'll get lucky and spawn in the city with reds so you don't need to use an LAV, but not often. I agree the LLAV tactic is not attractive, and I mostly play skirmish so I don't use it much, but it's not really heavies' fault they resort to this when they are basically locked out of a game mode without it. (And yes, I know tankers do this as well, but that's not a viable 'day job' either due to expense.)
If they increased the range (or at least decreased dispersion) significantly on the HMG, it might then be reasonable to make hop out/hop a less viable tactic in the way you suggest. |