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Bethhy
Ancient Exiles. Dirt Nap Squad.
1588
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Posted - 2014.03.31 23:46:00 -
[1] - Quote
TTK is still way to short.
If you invest into an ADV suit... You should always have a chance to turn around and defend yourself.. Defend your investment.
Right now that is impossible... Every single gun will kill you before you turn around and defend yourself. Unless your a Heavy(Which is where we want things)
This is largely DUST's hit detection system mixed with AA that stops good fights from happening. |
Bethhy
Ancient Exiles. Dirt Nap Squad.
1593
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Posted - 2014.04.01 00:28:00 -
[2] - Quote
Shion Typhon wrote:jerrmy12 kahoalii wrote:Fyra Yacile wrote:bamboo x wrote:AR is fine, TTK is fine, shut up. no it isn't ... no it isn't ... and make me Ok noob *hides posts Why call him a noob? TTK is simply a design choice, nothing more, a game designer can choose to set it anywhere between zero (1 hit kills) all the way up to wherever he feels like so long as it doesn't mean people can't be killed. Choices made in the TTK level results in radically different gameplay from run 'n' gun to slow crawl tactical movement and emphasize different player skills, twitch reflexes vs map knowledge, but all TTK choices are valid so long as the rest of the game is designed around it. In his opinion TTK is too high and promotes too much bunny hopping style play whereas in your opinion a low TTK might slow things down too much. Both are valid opinions.
Except he's full of ****.
Bunny hopping in DUST is a silly thought... or even word used for this game... I can ACTUALLY bunny hop in CoD games and BF4... DUST jumping is a joke and not really a valid tactic unless your a scout... By design...
When you play your bubblegum shooter where deaths don't matter... Then TTK doesn't matter for ****.. A death doesn't even matter other then a mark on your epeen....
In DUST everything on your suit you have bought and skilled into... Every death matters..
Almost every single mercenary on the field has a different health point value... Moves at different speeds... have different sized hitboxes.. Tactics...
Longer TTK, Gives a chance for each individual health point to matter... Each movement to matter, Tactics to matter...
If you invest into an ADV suit, with the skills and modules.. You should have a chance to defend that investment. If you get shot in the back it is impossible to turn around and defend yourself with any of the guns in DUST right now really...Unless your a heavy(Which is what we want) |
Bethhy
Ancient Exiles. Dirt Nap Squad.
1594
|
Posted - 2014.04.01 01:15:00 -
[3] - Quote
Duran Lex wrote: true, the OP is full of **** talking about this build.
But you missy are also full of **** if you think bunny hopping was never a ridiculously useful tactic Dust.
Back in the day it has saved the lives of many, and caused many to loath the tactic.
Weren't you there?
Edit - Hell, once upon a time scouts were able to bunny hop clear over your head.
Movement in general was strong... because you then had to re aim on the target... creating awesome edge of your seat gunfights... that challenged your ability at every engagement from a new player with good FPS skill to a closed beta vet.
And no. those people would get shot in the face just the same as a sprinting scout..
The stamina mechanic of DUST has eliminated the jumping with the same height and same collision... made it a less effective use of control inputs to force aim readjustment or for bullet evasion compared to many other options. Specially with how collision mechanics and getting stuck on terrain in DUST 514. |
Bethhy
Ancient Exiles. Dirt Nap Squad.
1597
|
Posted - 2014.04.01 01:43:00 -
[4] - Quote
Duran Lex wrote:Bethhy wrote:Duran Lex wrote: true, the OP is full of **** talking about this build.
But you missy are also full of **** if you think bunny hopping was never a ridiculously useful tactic Dust.
Back in the day it has saved the lives of many, and caused many to loath the tactic.
Weren't you there?
Edit - Hell, once upon a time scouts were able to bunny hop clear over your head.
Movement in general was strong... because you then had to re aim on the target... creating awesome edge of your seat gunfights... that challenged your ability at every engagement from a new player with good FPS skill to a closed beta vet. And no. those people would get shot in the face just the same as a sprinting scout.. The stamina mechanic of DUST has eliminated the jumping with the same height and same collision... made it a less effective use of control inputs to force aim readjustment or for bullet evasion compared to many other options. Specially with how collision mechanics and getting stuck on terrain in DUST 514. So basically you are saying that no, you weren't around for the bunny hopping scouts that headshot with shotguns and SCPs as they sailed over your head. Or the bunny hoppy logis that would make 1/3rd of the bullets from an HMG miss, or avoid a death by grenade due to a shoddy explosion mechanic at the time. Ignorance isn't a bad thing, nothing to be ashamed of. |
You havent played Calamity recently have you? He clears peoples heads and while popping a headshot over it... WHen aiming actually was legit atleast that was cool.
And I played with actual legit heavies... No one bunny hopped away from their HMG lol?..... no one long ranged them...
And explosions IN GERNEAL have been broken... but it looks like you never have actually looked to why... The idea of a sphere of explosion in DUST has always been broken..
Your probably one of the people who think the flaylock was OP because of explosion radius... And Core locus.. Really it was explosions triggering headshot multipliers.... Then after they nerfed the flaylock they messed the explosive sphere up so you could jump and avoid its damage. Same issue.. DUST has a terrible half fast mechanic built around damage spheres. |
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