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Thread Statistics | Show CCP posts - 1 post(s) |
Baal Roo
Subdreddit Test Alliance Please Ignore
2886
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Posted - 2014.02.01 23:36:00 -
[1] - Quote
What are the other 5 guys in your squad doing that has led to this being a serious problem for you? |
Baal Roo
Subdreddit Test Alliance Please Ignore
2887
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Posted - 2014.02.02 04:41:00 -
[2] - Quote
I'm still wondering how this is even a problem when the game is built around running in a squad of 6 players. Just have your squadmates watching your flanks instead of begging for changes that fundamentally alter the gameplay. |
Baal Roo
Subdreddit Test Alliance Please Ignore
2890
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Posted - 2014.02.02 23:06:00 -
[3] - Quote
Clone D wrote:Baal Roo wrote:I'm still wondering how this is even a problem when the game is built around running in a squad of 6 players. Just have your squadmates watching your flanks instead of begging for changes that fundamentally alter the gameplay. I wrote this in an earlier post: Sometimes a merc is forced into a 1-on-1 battle whether or not he/she intended to get into one. And of those times, sometimes there is no cover. And sometimes it would be helpful to turn quickly and return fire as a last resort.
And why is "helpful" an important feature for the person who strategized poorly? If you're on your own without a squad, in the open with no cover, and someone ambushes you from behind, I see absolutely no reason whatsoever to "help you out" in that situation. you have played the game of Dust 514 poorly and you will likely lose a clone due to your bad gameplay.
Your opponent has flanked you and caught you out in the open without squad support, IMO you deserve to die with little recourse.
If you want strategically void twitch FPS go play some other game, if you want to play Dust 514 play smarter and think in terms of your place within a squad. When an enemy out-thinks and out-manuevers you it might be in your best interest to stop thinking "what could be done by the developers to make positioning and tactical thinking less important in this game so I can lonewolf without recourse" and instead think "how could I have improved my positioning and tactical thinking so I didn't get caught out of position and without the support of my squad?" |
Baal Roo
Subdreddit Test Alliance Please Ignore
2894
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Posted - 2014.02.03 21:33:00 -
[4] - Quote
Clone D wrote:Baal Roo wrote:And why is "helpful" an important feature for the person who strategized poorly? If you're on your own without a squad, in the open with no cover, and someone ambushes you from behind, I see absolutely no reason whatsoever to "help you out" in that situation. you have played the game of Dust 514 poorly and you will likely lose a clone due to your bad gameplay. Apparently, you haven't played dust very long. There are many reasons why you might get caught alone. Here's an example, since you're incapable of using your own imagination: While piloting/riding a dropship you begin to take so much fire that your ship is imminently going down, so you bail out and apply the inertia dampener before you hit the ground. This attracts the attention of an enemy who just happens to be at your 6 and immediately opens fire on you. Due to slow turn rate, you perish :( Various other scenarios exist where a person must react to getting caught alone. This is a situation that every merc should be prepared to encounter. Empowering mercs with the ability to turn more quickly would be an enhancement to the game, in my opinion. You obviously have only one play style which limits your experience and understanding of complex situations, but there are many circumstances where turning speed is a critical element.
You're still falling into the trap of describing some other video game that you wish Dust 514 was, instead of simply learning what sort of video game Dust 514 is.
In your first example with the dropship pilot, that would be the most likely outcome of your scenario. You get shot down, you bail out, now you're caught in a bad position: out in the open, everyone knows where you fell, you get ate up by someone who has better position on you. What exactly is the problem here? That's how the game works, and that's what makes it fun. If you can just simply tap a button and all of that position and tactical position goes out the window.
Your opinion is that Dust 514 would be a better game, if the basic gameplay was considerably different than it is. If that's the case, it might be in your best best to go find a game that plays like the game you're looking to play.
The problem here isn't that I don't understand your position or the scenarios in which a fast turn speed would "help," the problem is that we have a differing of opinion on whether that is the sort of "help" that should be afforded to players in the first place. |
Baal Roo
Subdreddit Test Alliance Please Ignore
2894
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Posted - 2014.02.03 22:19:00 -
[5] - Quote
Sole Fenychs wrote:Baal Roo wrote: The problem here isn't that I don't understand your position or the scenarios in which a fast turn speed would "help," the problem is that we have a differing of opinion on whether that is the sort of "help" that should be afforded to players in the first place.
I'm completely unrelated to the OP and actually think that he handled this thread in the worst possible way. But could you tell me if you hate mouse players? Those can turn very quickly, after all. Would be nice to know.
Well, my own corp has deep roots in EVE, so we have quite a few guys who play with MKB. I don't have any issue whatsoever with it. Everyone has the choice to use either MKB or a controller, so it's up to each player to decide which they prefer. I mostly fly dropships these days, so I currently use a DS3 when I play. Did CCP end up removing the turn speed cap on MKB? Last I knew they were both (MKB/DS3) capped at the same speed, but I remember some hubbub about the turn speed cap for MKB being removed.
Quote: By the way, what do you think about a module that allows commando suits to use an ability similar to what OP proposed? It would snap to the closest target... Independant of IFF information. So a commando with that module would indirectly benefit from going lone wolf, as there wouldn't be any allies to auto-aim at. The idea would be to make the commando the one man army with restrictions - High scan profile, disadvantages when being supported, a severe lack of PG/CPU reserves as well as armor and low movement speed. I feel that that's the kind of thing that proto equipment should do. Completely weird, but useful with an atypical playstyle. Maybe the module should also require your passive scan to be capable of scanning the target. But that would be an insane disadvantage for a heavy suit and more suited to a scout.
I prefer to look on the bright side when it comes to game mechanics, instead of dismissing everything and whining. It's a lot more fun and much more productive that way.
As long as it was brutally expensive in terms of CPU/PG usage, I don't necessarily see a problem with it. I'm of the opinion that removing such huge amounts of skill and teamwork requirements would have to come at a huge disadvantage in other areas to keep any semblance of balance, otherwise CCP would run the risk of everyone skilling towards the "easy mode" modules and the gameplay shifting substantially away from the squad based shooter it currently is.
Regardless, such speculation is silly considering CCP haven't announced any sort of module, and based on the snail's pace of development for the game that has been demonstrated up until now it would be unrealistic to expect any new as of yet unannounced additions (especially player suggested ones) to materialize over the next few years. They've got enough promised content sitting on the backburners to last at least 3-5 years at their current rate of development.
In the end, I honstly think the infantry gameplay in Dust 514 is pretty terrible as it stands, and the continously decreasing TTK is IMO at the root of the deterioration of said gameplay. The game was the most fun (again, IMO) when it was still a tracking shooter with a high TTK and a heavy emphasis on squad position and coordination. With each new update that TTK goes down, and the gameplay suffers. Any suggestion, such as the one in the OP, to further reduce the TTK and tactical awareness required on the battlefield will continue to dumb the game down and make it more of a noob friendly CoD style frag fest... and there are already numerous examples of other games that do that sort of thing much better than CCP could ever hope to do it.
This game used to be a blast when it was a slow moving, squad oriented, tactical shooter where your positioning and squad makeup was more important than who had the fastest twitch reactions. Don't get me wrong, I actually enjoy twitch FPS quite a lot. it's just that this game is at it's best when it goes the other direction. |
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