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Dericha
A.N.O.N.Y.M.O.U.S.
6
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Posted - 2014.01.18 19:42:00 -
[1] - Quote
I know you (CCP) have reduced the strafe speed from a flat run and I thank you for that. At the same time, standing in open space and strafing back and forth (jiggling) is still a hallmark of Dust play. My thought to reduce the CODness of the game and encourage more tactical play is to make the first few steps of strafe slower than max speed. This better mirrors real life, still allows players to make a sideways move to change position, and encourages players to think about their positioning. Winning a gun fight would be more about who got the jump on who and who had overing positions than who is better at strafe firing. |
Dericha
A.N.O.N.Y.M.O.U.S.
6
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Posted - 2014.01.18 20:04:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:I see no problems with strafing. Furthermore, strafing is completly unviable in COD because of the extremely low TTK, so I don't understand your comment about "CODness".
COD as the poster child for stereotypical FPS individual game play based on kills. Or if you prefer http://www.youtube.com/watch?v=rHv8rfVy35g @5:30. |
Dericha
A.N.O.N.Y.M.O.U.S.
6
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Posted - 2014.01.18 20:17:00 -
[3] - Quote
Maitue Mae wrote:This strafing 'issue' is just speed tanking. It is meant to be this way.
In EVE speed tanking makes sense and is able to be countered by tracking speed increases or webs. It doesn't take away from strategic game play. In Dust, unlike many other FPS, strategic game play is a part of the game and I think jiggling takes away from that, which is why I am opposed to it. |
Dericha
A.N.O.N.Y.M.O.U.S.
6
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Posted - 2014.01.18 20:22:00 -
[4] - Quote
KAGEHOSHI Horned Wolf wrote:[quote=Dericha][quote=KAGEHOSHI Horned Wolf] How would nerfing strafe make things less kill-based, or less individual-based? it would just make the guy with the better dropsuit and better gun even more likely to get the kill.
One-on-one, absolutely. And because of that, individuals would be forced to work together to take down tougher targets. So flanking and angles become more important. You're using quick-twitch skills as a gear equalizer and I think team play should be that equalizer. I find it more in keeping with the trajectory of Dust' squad-based play. |
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