Piercing Serenity
Fatal Absolution General Tso's Alliance
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Posted - 2014.02.14 21:29:00 -
[1] - Quote
Berserker007 wrote:Now, before the flame train or any sort of that occurs, read through everything with an open mind if you never used one and just think of how gameplay can/would/is impacted... that said, on with the show
As ive have stated in most of my recent posts, I haven't really played since 1.5 (the good days), but I still watch quite a few videos that people post on here, and the RND PC matches as I'm sub'd to their uploaders from my MAG days with the group. When 1.7 hit I jumped onto dust to try the game out again for the new weapons (as I will prob w/ 1.8 as well), but was terribly disappointed with how the game felt through and through (could be b/c for last 5 months back to PC gaming, and playing Planetside 2).
One thing I noticed right away besides the massive fotm w/ Gal logi's and such, were the use of these remote scanners. After watching several groups PC games, and all in general, it got me thinking on the use of remote scanners and the function and in my belief hindrance to gameplay flow. Now I know w/ 1.8 it was said by the devs that RS will be "limited" in use to stop this 360 spin scan, which is a start; however I believe the full removal of the RS would be more effective.
Before the bashing begins, the way I see it, RS's are essentially and See-to-Win tool, ie a WALL HACK. Granted, some games have added this feature to a unique and favorable extent (Blacklight Retribution), because it is an ability that everyone can use from the start up and cannot be mitigated (I believe ... yes I know everyone can skill into it). However, here in Dust, the RS is the essence of a wall hack. It allows the user and anyone within range to get pinpoint whereabouts of the enemy without them shooting, being seen, spotted, etc. The only way to counter this is have dampers skilled into, and on your dropsuits. This tool (RS), it a massive gameplay hindrance, as it allows the rich to stay richer. Parts of the community have been asking for more balance (in all aspects), one with regards to what people use. This leads into the newcomers. Right out of the academy, with your minimal amount of SP, to get suits, survivability and weaponry, you lack the tool to counter these measures (hell with me at 28M I prob cant counter it unless my setups greatly suffer).
To me though, the most significant reduction of "skill" in the use of the RS, is that is creates a "lack" of map (both visual, and mini) awareness to what is around you. Prior to the introduction of RS's, squad/teammates relied on their communication and spotting/shooting-marking targets. Now, all you need is a simple flick of a trigger and the enemy team is marked and spotted. This greatly takes about from a intense scenario, of what is behind this wall or corner. It takes away the thrill of what could happen.
I realize that RS's have become a corner stone to the game, one I believe has hindered the gameplay in giving easy awareness and lack of "strategy" to counter such issues. With 1.8 on the horizon, I feel this may even worsen with scouts. The benefit of having the scan radius, dampeners, etc should be passive abilities.
To aid in the stealth game that it seems RS's wish to counter (and the scouts new passive), I'd look to CCP to add silencers/flashhiders/compensators that would alter your muzzle signature (of AR/smg/pistol type weapons), and make greater use of the scanning abilities skills, rather then taking away player awareness less into account with the use of RS's negating that possible advantage. As some of the greatest moment I've had in dust when I played was when I would be rounding a corner and having that " Ohhhh SH*T" moment that makes me sweat and shake with excitement and nervousness in what would happen next.
So yeah, insuring argument/flame/discussion occur (yes reposted from differ area)
So, not only do I appreciate the post, but I more or less agree with you. Here are the arguments you're most likely to hear:
"The game used to be even less balanced!" - Active scanners were a step in the right direction, from a time where everyone could see everyone else on the minimap, as long as they were in someone's LOS. While I do think that removing that feature was a good thing, scanners should be very restrictive for the massive info bonus they give.
"This is just another form of tanking you have to adapt to, Stealth Tanking!" - True, but as you mentioned, the degree to which another player has to sacrifice on their fitting is disproportionate to what a logi (and to a much lesser extent an assault) has to sacrifice.
"You run a med-frame and expect to be able to do everything well!" - Possibly true. I don't know about you, but I run a med-suit. I can live with being able to beat scanners if I give up two low slots. That seems fair to me.
"If it's so useful, just skill into it!" - Poor balance argument
"It is balanced! Whenever my scanner is out, I can't shoot. Therefore there is less DPS/Pressure/etc" - Poor argument. There might be an initial DPS dip while the scanner isn't shooting, but it is more than made up for when a whole squad of people focuses fire on one or two targets that they can see before they round the corner
I'll write some more here If I can think of any,
DUST 514 BETA VET
16.2M Lifetime SP
SH4T --> PFBHz --> PFB --> SH4T --> Fatal
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