Zero Harpuia
Turalyon 514 Turalyon Alliance
1462
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Posted - 2014.03.17 23:45:00 -
[1] - Quote
I'm sure we all have our own personal stash of pure meta strategies we have developed over our time playing. Things that seem to make no sense to a non-player, but quickly become the go-to response for the initiated. I tend to dislike them, but I won't really knock those who do them, it's a DEV's job to address them and either remove or condone the behavior. So instead, I'd like to make a list of them here so everyone can have some fun. If I forget any, or you have any personal favorites that you've tinkered out, add them in if you feel like sharing and I'll suss out some research to see how/why they work and what causes them to do so. I'll also be offering comedic commentary and a small change to attempt fixing those that I particularly dislike, but that doesn't mean the thread is 'about' removing them. That's just me not knowing when to can it.
The Murder Taxi/Clown Car. The Murder Taxi has been largely dealt with, but you will still sometimes see people with no other goal in life than to run down some poor clone in cold blood. I'll tell you this much, running into an unarmored human going the speed limit will do serious damage to the car as well as him. You'd think the LAVs would at least slow down a bit or suffer scratch damage, the engine is obviously in the hood and some dropsuit probably gets stuck in the space-radiator/heatsink. Maybe make this a module, 'repulsive hardeners', causes damage to those you strike with the vehicle while active, while reducing collision damage. Would legitimize the playstyle. The Clown Car, on the other hand, perpetuates the myth that the Heavy is overly powerful at all distances. I can't really argue that point thanks to the CC tactic, so it's an Ouroboros of argumentative waste. The CC works by driving an LAV to your target, preferably directly inside your target for some Murder Taxi collision damage, then get out and use a CQC weapon (shotgun, HMG) to finish off the disoriented and damaged target. If you take more damage than you are comfortable with, get back in the car and drive away. There is barely any risk, especially if you outfit the car with a few shield extenders and a hardener. The best way to fix this would be to add embark/disembark animations to vehicles, removing the teleportation effect that makes this strategy a core of HMG users everywhere.
The Hopping RE-tard I don't really have a name for 'RE-grenade scout' but this sounds comedic. A scout (with dampeners or cardic mods optional) sneaks up to the unsuspecting group/heavy, throws an RE, and HOPS FOR DEAR LIFE! Can even be triggered from beyond the grave, so the suit in question is usually as cheap as can be mustered. As long as you can survive long enough to pull out the trigger, you win. I don't really like the way deployables work at all, and I do wish the RE didn't have to equip the detonator as opposed to just hitting a face button (Circle? Make it a Medium Equipment (grenade slot) and use L2?) but nonetheless I feel this belongs here simply because most people think 'the fuq is he doing?' right before they join the Skyrim Space Program.
High Frequency Strafing HFS, or Jitter Strafing, is achieved by rapidly pressing Left and Right inputs alternatively. That's all there is to it. As a non-Aim Assist player, this affects me greatly. Easier to do on a Keyboard as opposed to a Control Stick, but still do-able (though it may damage the stick with all the slamming). The HFS works by causing your avatar on other player's screens to jimmy back and forth very quickly due to the way these kinds of games work. The server predicts where the players are going and what they are doing between updates, so the character slamming left/right/left/etc jumps around alot on their enemy's screen because the server THINKS they will keep moving the one way (and moves their avatar accordingly), then updates that they are moving the other direction (and re-moving the avatar accordingly). This causes your foe to waste time and effort tracking 'you' and shooting ghosts, while you barely feel like you are moving. The best way to counter this would be to add strafe acceleration, causing a person who rapidly strafes to not move at all and the server to reflect this accordingly because it knows you haven't moved enough to accelerate to strafing speed.
Derpy Deployables More a 'map awareness' or 'geometry abuse' but still a powerful meta tool, many of us have mastered the art of the derpy deployable. Whether it's a roof that causes them to attach upside down, areas with wonky collision detection, or clipping them into Null Cannons, we have made the failures of the Map Designers into our own personal works of art. The only thing we can hope for is the Map team slowly but surely ironing out the bugs and collision errors. And getting a test server. PLEASE get a test server. Test server players LOVE to tear content to pieces for the sake of SCIENCE!!!
Shields as Weapons
Zelda Dynasty Warriors is a real thing.
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