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Thread Statistics | Show CCP posts - 1 post(s) |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
158
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Posted - 2014.02.03 17:37:00 -
[1] - Quote
I, for one, like the idea of a 180-¦ turn button. The reasoning here is the same as it was in Mirror's Edge - It equalizes one aspect of controller controls with mouse and keyboard. The other aspect would be precision. That's what auto-aim is for.
The only issue is button mapping. I'd suggest removing the reload button and making reload automatic, because the infantry reload system in this can can be cancelled at will. There is never a reason not to reload, except when driving a vehicle or running a PLC. The latter because it blocks sight. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
160
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Posted - 2014.02.03 21:42:00 -
[2] - Quote
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.
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. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
160
|
Posted - 2014.02.03 22:48:00 -
[3] - Quote
Baal Roo wrote: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.
I never claimed that it would be implemented. I just wanted to salvage OP's idea among the seas of people that are trying to strangle him over the internet. Because I love gamedesign.
Quote: 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.
I agree that Dust still has some ways to go. Personally, I feel that there's a lack of variety. But then again, I'm a huge fan of asymmetric gameplay and trying to make the craziest ideas work. I spent some time theorycrafting on how a multiplayer bullet time system would work without a time machine, for example. I haven't experienced the time of lower TTK, so I can't say anything about it. I think where DUST shines is hardcore mechanics. Dropships, for example, are something completely player unfriendly - But having the skill to use them actually means something. I also think that higher tiered equipment shouldn't be flat out stronger. Proto stuff should be weird, just as the name implies - It should have "untested" (Obviously tested in the context of the game) and gimmicky features that only experienced players will be able to utilize. I would also like certain constant annoyances to be removed, like the atrocious terrain navigation.
The thing about the OP suggestion is that it doesn't reduce TTK. In a roundabout way, it actually compresses TTK. With a longer TTK, you have more time to turn around and retaliate. If your TTK is very low, but you have an instant 180-¦ aimbot attack, you regain that time for counterattacks. I also feel that it wouldn't be *that* much of an advantage. (I'll make the assumption that it *only* aims at the enemy and doesn't also track them) At the beginning, it would cause many kills, but after a while players would adapt - Just give off your first shots while jumping, for example, to cause their aim to go too far up. Anti-aimbot tactics would likely result in a weird metagame. Everyone jumps for the first shot? Well, everyone learns how to instantly aim downwards. So the attackers try a new tactic. And then the defenders catch on again. I'm not saying that it would add anything of note to the game, but it would be kinda funny. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
163
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Posted - 2014.02.04 09:34:00 -
[4] - Quote
Clone D wrote:Out of curiosity, how would you have handled the belligerent and rude remarks that were said as personal attacks as opposed to polite expressions of disagreement?
I wouldn't have quad-posted to answer every single post and I wouldn't have counterattacked with equally low level of expression. I would have waited for ten or so replies and then adressed the concerns of the commenters and edited the OP.
Also, keep in mind that the Dust 514 is insanely conservative for some weird reason. ANY kind of change will evoke hatred. Hell, we've had CPMs making pre-nerf threads about cloaks that were hidden as feature requests. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
164
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Posted - 2014.02.04 10:08:00 -
[5] - Quote
Raylon Mortien wrote:L1, L1,R1,L1,L1,R1,L1,L1,R1,L1,L1,R1... Wait maybe if you triple tap L1 it will heashot them for you since in "real life" you should be able to aim for the head right after turning around.... ... and if if you quadruple tap L1 it will call down an AI ADS that follows you around with remote reps and infinite nano's falling out of the back while simultaneously firing at anyone within 50m of you so you don't have to think about how this game is nothing like real life... Drone commander is a viable idea. As is an assassin suit with auto-aim, sidearm only and 10HP. Headshots easily, but even a spray bullet will kill it. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
176
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Posted - 2014.02.05 10:53:00 -
[6] - Quote
Monkey MAC wrote: As for a Module as you described, how much easier do you want this game?
Doesn't get much easier than a reload system that is literally there as a placebo. You could make it automatic and map the button to something else and nothing would change, aside from vehicles.
Quote: What next a Module that can automatically pull the trigger for you? No suit Is a "One-Man Army" ever, that is a COD mentality, I friggin give up with some of you people sometimes.
I see you have never defended an objective on your own. It's the pure one-man-army experience in this game. I can kill half a dozen guys before they finally manage to take the objective from me.
But a module that automatically pulls the trigger would be nice for vehicles and snipers. You'd only need to focus on aiming, but the perfect shot would be done automatically. As a bonus effect, it could circumvent the hit detection because it's initiated by the system, which would fix the biggest issue with sniping.
And, seriously, if you want a one-man-army there's mechanized warfare and HMG users with LAVs. Have you ever directly fought an ADS or HAV as infantry? Or what about proto users or the RR/CR? Or RE scouts? It seems like you are playing a different game. There's plenty of ways to get a single guy to murder masses of enemies. That's the foundation of the game - Choose how you play. You become a one-man-army by doing a tradeoff, either by using a fatsuit and becoming exceedingly slow (Let's ignore LAV popping) or by using a vehicle and becoming a huge target (That is currently invincible, but let's ignore that) or by using a scout suit and practicing extreme amounts of situational awareness. If there was no possibility of becoming a one-man-army, this game would be boring. Smart playing and unorthodox approaches should be rewarded and you can't do that if everything is balanced towards 1:1 ratio of kills to deaths.
The auto-aim that I was talking about is exactly in the same vein - Give up your utility, teammates and mobility to become pure direct fire murder. Note that a simple aimbot simply wouldn't work for indirect fire weapons, except at close ranges. Any sniper will easily kill you, even if you can snap at infinite distances (Which shouldn't be possible because it would make the aimbot entirely pointless), which would finally give the sniper role some more usability and there's plenty of ways of changing equipment type to overcome you. You just lack imagination. |
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