Toobar Zoobar
The Unholy Legion Of DarkStar DARKSTAR ARMY
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Posted - 2013.11.10 21:51:00 -
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This is going to be a lengthy and detailed list of every issue I have encountered while playing dust514 and some suggestions I have to possible resolve these issues. It may be in some ways quite similar to that of a rant, but that should be seen as being constructive criticism not me being needlessly condescending.
Part 1: Vehicles and annoying anti-vehicle weapons.
The tank fit I like to use is a 100000 isk madrugar with an ion cannon and about 6700hp amour + passive 18% resistance. Not too expensive but still very capable (or rather it should be). Every time I lose that tank fit it will take me 4-6 matches (sometimes 3 if IGÇÖm lucky) just to get the equivalent isk back in the bank. You can then understand why it is so frustrating when the first match I deploy the tank in it is destroyed in a matter of seconds by those completely OP swarm launchers and Forge guns. Usually I like using tanks in most games, but in this case there isn't even any point if a couple of guys with prototype swarm launchers can deal 20000 + damage in under a minute. I have the best amour repairer on my tank but there is no way in hell it can cope with that level of damage. Then IGÇÖm just left thinking to myself "what is the point if all IGÇÖm doing is losing money all the time?".
This sort of stuff generally doesn't happen in games such as battlefield. But why is that you may think to yourself. Well as far as I can see there are a few factors at play here. For starters, when a fire and forget missile is locking on and fired at you in battlefield there is proper lock on warning (like in most military vehicles today) so the driver or pilot has decent level of awareness of impending threats to him/her on the battlefield. This feature makes sense right? In dust by the time the first volley of swarmers hits, it is usually quickly followed up by another from the same launcher and probably more from some other guys launcher too. This results in a vehicle taking 1000s of hit points in damage in seconds, often before the driver has time to react. It's such a cheap and infuriating way of losing an often very expensive vehicle, and a kill that's just too easy for the enemy wielding the swarm launcher. All they have to do is point in general direction of your tank, lock on, fire twice, run away, reload, approach the tank from a different angle and do the same again. Thus rendering your tank irrelevant to your team.
But incredibly, there are actually some very minor changes that could be made to the game to remedy the unfair advantage the swarm launchers have over tanks. For starters, like in battlefield EVE and more or less every other game out there, have lock on warnings for all vehicles which not only indicate how many weapons are targeting you but also what weapon types and how many seconds away these weapons are from hitting you. Also like in battlefield and EVE, there should be counter measures such as something similar to flares and passive modules that increases the amount of time it takes for rockets to lock on to the vehicle. This stuff can be found in every other game out there how hard could it be to implement this in dust?
Another significant imbalance involves dropships and forge guns. I once witnessed an assault dropship getting shot out of the sky by nothing more than a militia forge gun in 3 shots. *sigh* I'm gonna keep this short and sweet. All that needs to be done here in my view is to add some drop on the forge gun shots instead of them traveling in a straight line across the map. The lower the meta level of the forge gun the more drop it has. This should stop easy kills for militia forge gunners.
Also I think it would be great if there were small triple-fire missile launcher vehicle modules that can lock on to incoming missiles from swarm launchers and shoot them down.
Part 2: Vehicle handling
Don't have to much to talk about here only that I feel tanks should be able to turn quicker and dropships should be more maneuverable over all. Also the external camera view for dropships is stupid and often can result in the dropship lying upside down on the ground. And unlike the LAV, they cannot be up-righted by a player on the outside, which I find perplexing.
Part 3: Snipers and sniper tanks
Again taking a page out of the book of a few other games out there. Sniper rifles in those games leave a trail of smoke behind the bullet and in a few cases, there is a clearly visible glint that is given off by the scope of the gun. This should also be implemented into dust, as it would prevent these snipers from having it too easy.
In dust's case, sniper rifles and other rail-gun weapons should, like in EVE, show a clearly visible purple-blue beam that last for just long enough to be noticed.
Part 4: "Dust 514 will have dozens upon dozens of weapons" -CCP. Funny how most of them all look the same.
Borderlands the game has thousands of weapons. Probable alot more than dust, yet they all look different. In many cases the differences are only subtle, yet still noticeable. Some tell me in what way does the breach assault rifle differ from the normal assault rifle in appearance? I haven't noticed any that's for sure! Same goes for all other weapons, with 99 cases out 100 the only variable being the colour and that's usually only for aurum weapons.
Why can we at least have a different weapon model for lets say the breach assault rifle or automatic scrambler rifle? That's not too much to ask surly.
Part 5: Everything else I can think of...
There should be unique on-board camera views for different vehicle classes and vehicle sovereignty's. Such as proper cockpit views for dropshps. Passengers on dropships should be able to shoot out from within the dropship. MCC's are boring and should have some sort of more elaborate and dynamic role. Plasma Cannons are currently obsolete and need to be fixed.
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