Talos Vagheitan wrote:
What gave you the idea this was strictly an infantry based FPS? Vehicles are a big part of Dust and should be. They are supposed to be front and center, alongside the infantry, not something that exists in the background and you don't really see.
And please tell me what tank can 'sit in plain view taking fire from 3 proto swarm launchers without worrying'. Fitting? Shields? Armor?
HeeHee, Talos... yes you are sort of right about the tank taking that much fire. There's a provoking argument out there that, the answer to the question "what tank that can sit in plain view taking fire from 3 proto swarm launchers without worrying", IS... a tank being proto-swarmer-ed by Porky Pig, Wiley Coyote, and Bullwinkle.
But the concept that Dust was to be decisively an infantry-based FPS came from the devs themselves. EVE Online was for 10 years decisively (and proudly) "a game about spaceships"--decisively a vehicle-based game. CCP touted Dust to be a game that emphasizes footsteps on soil, and tries to celebrate it by giving players dropsuits and a myriad of hand-gear as the core and the reason for them to play THIS game (a version of EVE that's NOT the vehicle-driven game that EVE Online is).
Make no mistake, that's NOT an easy thing to do.
EVE Online is SERIOUSLY cerebral, like the roots of personal-computer games originally were, from what I'm told... (Console games are visceral, and tend to lose approval when they try to become like Stratego). Watching a youtube battle from EVE Online makes you THINK it's a rollicking run-n-gun space shooter, but really the amount of planning and tactics and strategy the coop players put ahead of and behind each of those engagements would blow your mind (I learned that to my surprise, without ever playing the game myself).
If they want Dust to be a similar "think/plan ahead-of and behind-the fight" game that EVE often is, the devs have got to keep TIGHT, intricate restraints or limits on its vehicles--OR give up and watch us players slide back into the customary "blow stuff up--rack up loot---just have fun beatin' the score" console play.
There's nothing WRONG with that ole' gameplay style.... but I just thought Dust was trying to be, well, different for a change.
Before 1.7 I DID see some amazing cerebral planning with HAVs: On a few matches I saw some players adapt to "the HAV slow speed limit" by calling in 3 tanks together and rolling in single-file CONGA LINE convoy (1 railgun in front instantly covered by 1 railgun behind him, 3rd tank mounting missiles to suppress red infantry from flanking them)--stay together and branch off only at each objective, E, then B, then A, regroup as you see your infantry hacking the null, then get back in the conga-line and probe on to the next location---infantry just intuitively walked parallel to the convoy....I thought, THAT is freakin glorious, THAT was TACTICAL to be proud of. I never learned who those mystery players were (if I'm describing somebody out there, tell us your names and take a bow!!)
...But that sort of stuff takes planning, and in 1.7, I'm not seeing any encouragement toward that level of cleverness anymore. I don't even see the powerful "howitzer on the ridge" tactic as much anymore,... seems most HAV drivers are all down gang-biking the town streets, throwing dynamite through windows, not alongside infantry, not thinking,...just trippin' 'til they die.
I agree with you that it's fun Talos, but it just takes us back to CoD titles on PS2. I stopped being satisfied with THAT fun a while ago.