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Joseph Ridgeson
WarRavens League of Infamy
1200
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Posted - 2014.04.20 07:23:00 -
[1] - Quote
Note before we begin: I understand that it may seem like I am stating "New players just don't have skill so they get stomped on" but I am not, or at least trying not to say such a thing. By skill, I just mean being familiar to the game, the skills, the fittings, knowing things like "don't shoot an Assault Rifle at the tank" and "don't charge straight at the guy with the machine gun that has a Ghostbuster behind him." There is nothing wrong with being unfamiliar with a game; we are all unfamiliar about a great many of things. I will be using skill in that manner rather than a "you suck n00bz!"
It is very popular to say that DUST has a terrible "New Player Experience" (NPE). The game is brutally difficult to get into, much like EVE. Many people lament tales of themselves or their friends doing the Academy for a couple of games, doing decently, and then being murdered repeatedly by Boundless weapons and tanks they they can't even seem to hurt. This causes them to fall away from the game which limits growth.
I have been thinking on this one a couple of days: how much of it is not being able to use Prototype gear, not having better modules, and not having the passive skills that help your radar, HP, speed, stamina, etc (SP) and how much is just not being familiar with the game's maps, movements, playstyles, weapon ranges, and even the concept of fittings (Skill)?
If there was an avid EVE player that was quite familiar with FPS, understood the notion of fittings/vehicle/SP investment, and read extensive online guides about 'how to play', would they have a better experience than someone who has never played EVE, didn't do any research, but was given a character with 200,000,000 SP? I haven't started a new character other than one as a drunken joke (haven't played him other than that) and started playing only about two or three weeks after Open Beta (after the final reset). This means that I wasn't seeing mountains of Prototype stuff from the beginning; it was mostly Militia, Standard, and the odd Advanced. I was quite familiar with the game before the Protobear was awoken so I honestly do not know the extent of how difficult it would be to compete with people that have 20, 30, 50 times the SP as you.
EVE is brutal too and many fights come down to "who has the most ISK in the fight and who has the most SP in the relevant skill?" but you can play 1,000 hours without ever having to actually fight others. Even then, the tutorial teaches you tackle, mining, shooting people, and the art of GETTING THE HELL OUT OF DODGE when the poopoo hits the fan. It is a slower paced game and lets people get familiar with everything before "there is a a Hurricane fleet locking you and you are going to die." You do have the High Security suicide ganks but the odds are low assuming they are not flying something worth lots and lots of cash.
With the NPE in DUST being "as bad as it is", is it just a case of people not being familiar with the game at all (Skill) or just 10-40 million SP being too great of a barrier to overcome (SP)?
Cheers.
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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Glantix Toketsu-Snow
Onikanabo Brigade Caldari State
1
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Posted - 2014.04.20 07:37:00 -
[2] - Quote
This is more or less my area of expertise. I have been constantly restarting this game for seven months now. The most sp I ever reached(barring the million clone event) was 2mil, so I really have never gotten into a decent advanced suit ever.
I can tell you that it is a fair balance of both. I do decently in a fair few of my games, coming anywhere form 10th to 3rd usually on the killboard, and this is my first FPS. But if the enemy is using proto, then there is no hope on me winning, and my deaths usually go upwards of 15.
It really come down to teamwork though. A well coordinated squad will stomp me every time even if they are just in standard gear.
Being a new player also doesn't easily allow experimentation. Skilled players with practice can make any weapon or suit work, while a new player will be doing pretty bad at best if they choose to do something a bit gimmicky or underpowered.
To answer your question, it is equally as much one as it is the other, with a slight lean towards just lack of practice. |
General John Ripper
20255
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Posted - 2014.04.20 07:40:00 -
[3] - Quote
I still do great on my alts
But I can't expect a new player to know the maps like I know them. Know my weapons like I know them. or have great friends and squad mates like I do.
Everytime I get a like, another bug is fixed.
Everytime I get a like, Two more bugs are born.
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Shion Typhon
Intara Direct Action Caldari State
487
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Posted - 2014.04.20 07:47:00 -
[4] - Quote
Its a compound problem. While having 2x the EHP of the new guy is bad, its just the tip.
The vets who have stuck with this game are a combo of high SP, optimal fit proto gear, experienced with the gameplay and all voice comm'd with buddies who have also be playing over a year and supported by maxxed out vehicle spam.
It all piles in on top of each other to create an insanely unlevel playing field. Its not just popping in for a quick game of Quake where one guy is just a pro and outplays the field but you still get a fun game with some decent kills, its an order of magnitude worse than this.
In no other FPS will you see scores of 30:0 or 50:1 like you see fairly commonly in Dust. Any game where those sorts of differentials exist across the playerbase at large is completely broken from a competitive perspective. |
Joseph Ridgeson
WarRavens League of Infamy
1202
|
Posted - 2014.04.20 07:51:00 -
[5] - Quote
General John Ripper wrote:I still do great on my alts But I can't expect a new player to know the maps like I know them. Know my weapons like I know them. or have great friends and squad mates like I do. Precisely. When I play on my father's character because he gets up to go to the bathroom or something I do fine despite not having the skills or setups that I am familiar with. I know the maps, I know how to flank the enemy, etc. I am not great or anything but I can do alright.
It is just when I see so many people in NPC corporations shooting my Madrugar with their Frontline suits I am curious if their frustration would be spared with a set of training missions that teaches them basic mechanics. When I first started playing Modern Warfare 2 online, I did as well as you could expect a new player to do. However, I had the benefit of playing the campaign for 6 hours before meeting 3 time prestige 5-Star General.
For veterans, of course we are going to do fine with alts. But a new player wouldn't have the squads nor the experience on how to play. I am tempted to make a new guy and just play him solo, not doing the role I am most familiar with, but use my game knowledge of fittings and the skills (which can be derived from guides and videos) to see how I do.
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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Regis Blackbird
DUST University Ivy League
163
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Posted - 2014.04.20 08:03:00 -
[6] - Quote
Nice well-spoken post, and a good question. +1 to you sir.
I think "skill" of the game is essential, and we have some very good players among us (myself not included). I created a Alt when the first tutorial was created to try it out. After the academy I was actually amazed how well I did in the starter suite. Sure, there were some people I could not hope to tackle, but I knew that. I stayed in shadows and picked off the targets I could. Now, a new player don't know this, and will charge headlong into oblivion.
Give two queue synced squads with voice coms militia gear, and they will still rip everybody to pieces. It will just take slightly longer for them to do so.
What makes the situation unsustainable is that players who have proto everything also are experts on the game, making it a double whammy (literally).
It's a tough nut to crack, and Dust is not the only game that have this problem. Read up on Titanfalls matchmaking woes, and you will recognise it. However, since Dust is the most complex FPS out there (in regards to skill and fitting), it makes the problem worse.
As a final note, I think that a tier restricted matchmaking will not work out as people expect. People will still be stomped, just with militia or advanced gear instead. In theory, to make it a really challenging game, one would have to give the noobs the SP and proto gear, and the stompers militia (in theory), to give them a fighting chance. (I would still place my money on the stompers.)
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Kierkegaard Soren
Forsaken Immortals Top Men.
305
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Posted - 2014.04.20 08:32:00 -
[7] - Quote
OP that is a great question to ask and I'm glad that this discussion is happening. Let me give you my own personal insight into how I started Dust and learned it's many (tight)ropes.
First off, I was an EvE player long before Dust was even in alpha stage development, and my gaming background has been mostly centered on RPG and rogue-likes, both on console and PC. I had a limited amount of FPS experience through the Battlefield franchise. So, I was placed to quickly get to grips with the nomenclature and ethos behind a Dust when I finally installed it, just after Uprising launched. I understood damage profiles, fitting concepts, and what each of the modules could do for me and how they were tiered into three different bands of effectiveness. If I did not have my EvE experience to fall back on then all of that would have been lost to me, and the tutorials would have simply confused me further. Very little is explained very clearly. Much of it seems to assume I would understand power grid limits, stacking penalties, and how bonuses effect your performance on the field. A brand new non-EvE player, even one with experience with other rpg's, would be completely dumbfounded by this cascading wave of information. And it would effect them in game, because thier fits would be poor as a result of this lack of understanding.
Secondly, it's worth mentioning that I chose to run a commando suit, and I can tell you for a cast iron fact that skill points have increased my effectiveness far more than he improvement to my gun game as I have steadily ploughed time and effort into this game. Better weapons that kick less, reload faster and shoot straighter, mounted on frames that can support armoir and shield modules thst increase my resilience AND my endurance, all earned through the expenditure of SP; each individual gain is a minimal increase in my effectiveness when considered individually, but together they give me a significant advantage of new players. I can be toting a third extra EHP and kick out nearly the same additional DPS when compared to a BPO starter suit, how can that be assailed with anything less than a near-perfect gun game? Certainly, my first three months in a dust were punishingly brutal. It's now, as I hit the the 13mil sp mark, that I feel that I can,non my day, go toe to toe with any other suit and not get stomped. Notice how I didn't say "win". Like I said, a Dust is brutal. You learn your place. I think, in conclusion,that a Dust is after a very rare and very peculiar kind of player, and the method with which we find, tutor and retain these players is woefully lacking. We have a core of dedicated mercs keeping this game trundling along, and orbiting us are an ever-shifting group of potential players who are drawn in by the uniqueness of Dust's premise and are then callously pushed away by its shocking NPE and the community's pathetic "HTFU" demeanour.
Aaaaand I'm done. Thanks for reading that, those of you that did.
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
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MINA Longstrike
535
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Posted - 2014.04.20 09:06:00 -
[8] - Quote
Joseph Ridgeson wrote:Note before we begin: I understand that it may seem like I am stating "New players just don't have skill so they get stomped on" but I am not, or at least trying not to say such a thing. By skill, I just mean being familiar to the game, the skills, the fittings, knowing things like "don't shoot an Assault Rifle at the tank" and "don't charge straight at the guy with the machine gun that has a Ghostbuster behind him." There is nothing wrong with being unfamiliar with a game; we are all unfamiliar about a great many of things. I will be using skill in that manner rather than a "you suck n00bz!"
It is very popular to say that DUST has a terrible "New Player Experience" (NPE). The game is brutally difficult to get into, much like EVE. Many people lament tales of themselves or their friends doing the Academy for a couple of games, doing decently, and then being murdered repeatedly by Boundless weapons and tanks they they can't even seem to hurt. This causes them to fall away from the game which limits growth.
I have been thinking on this one a couple of days: how much of it is not being able to use Prototype gear, not having better modules, and not having the passive skills that help your radar, HP, speed, stamina, etc (SP) and how much is just not being familiar with the game's maps, movements, playstyles, weapon ranges, and even the concept of fittings (Skill)?
If there was an avid EVE player that was quite familiar with FPS, understood the notion of fittings/vehicle/SP investment, and read extensive online guides about 'how to play', would they have a better experience than someone who has never played EVE, didn't do any research, but was given a character with 200,000,000 SP? I haven't started a new character other than one as a drunken joke (haven't played him other than that) and started playing only about two or three weeks after Open Beta (after the final reset). This means that I wasn't seeing mountains of Prototype stuff from the beginning; it was mostly Militia, Standard, and the odd Advanced. I was quite familiar with the game before the Protobear was awoken so I honestly do not know the extent of how difficult it would be to compete with people that have 20, 30, 50 times the SP as you.
EVE is brutal too and many fights come down to "who has the most ISK in the fight and who has the most SP in the relevant skill?" but you can play 1,000 hours without ever having to actually fight others. Even then, the tutorial teaches you tackle, mining, shooting people, and the art of GETTING THE HELL OUT OF DODGE when the poopoo hits the fan. It is a slower paced game and lets people get familiar with everything before "there is a a Hurricane fleet locking you and you are going to die." You do have the High Security suicide ganks but the odds are low assuming they are not flying something worth lots and lots of cash.
With the NPE in DUST being "as bad as it is", is it just a case of people not being familiar with the game at all (Skill) or just 10-40 million SP being too great of a barrier to overcome (SP)?
Cheers.
Part of it is skills and the fact that dust is a complicated universe. The other part is it takes time investment to get good at anything - about 4200 hour actually to get *really* good at it (that's not just a number pulled out of a hat, there have been studies done about it and I wish I could link to one or one of the informative articles that I've read on it). Eve players have taken some of their lumps and if they've delved into the mechanics behind eve already have some of those 4200 hours put in.
Almost anyone who isn't insane would agree that the new player experience needs a *lot* of improving, and we (as a community and a game) need to get better at retaining those new players - improving the rate of SP gain would do something, as would a 'tiered' matchmaking that prevents people from getting stomped all over by groups like nyain san.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Mike De Luca
Storm Wind Strikeforce Caldari State
9
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Posted - 2014.04.20 12:16:00 -
[9] - Quote
It's both, obviously the noob straight from the academy with no prior info on this game(I'm talking brand new player, not an older vet making an alt) is basically gonna be spending a couple months getting butt raped by the experienced vets who have the sp advantage, game skill and knowledge while they learn the game n get sp to "catch up" even though there really is no catching up. And that's IF they stay, I've had several matches that pretty much just turned into "Why do I even bother?" because my team was getting cloned out and the other team still had 130+ clones left, n mcc had 0 damage done to it.
And if you complain about any of this, all you'll get most of the time is "HTFU, this is new eden!" or some other stupid **** to defend the protostomp. Unless something is done about this, Either tiericide, actually matchmaking rather than just "eh, you guys go here", or Pve....this game will probably die, cause who wants to get owned every day for 5-6 months. |
Brokerib
Lone Wolves Club
1050
|
Posted - 2014.04.20 12:56:00 -
[10] - Quote
In my opinion, the gap is three fold. Gun game, Effectiveness (SP) and Quality (ISK). Dissertation below.
https://forums.dust514.com/default.aspx?g=posts&t=127359
Knowledge is power
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BL4CKST4R
WarRavens League of Infamy
2551
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Posted - 2014.04.20 13:03:00 -
[11] - Quote
Currently it is 80% SP, 20% skill. With some tiercide it can be 25% SP and 75% skill.
For the Federation!
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Scheherazade VII
417
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Posted - 2014.04.20 13:48:00 -
[12] - Quote
I think it's mostly to do with the skills (SP) and hardly anything to do with actual player skill
Get the top-ranked FPS players of all time to play DUST with new characters against people who:
Have protosuits Have 1000hp Can move faster can sprint faster have more powerful weapons have sharpshooter skill have reload have passive scanning have higher base shield/armour and are most likely in a corp perhaps put a squad of the PC guys VS a squad of DUST guys in a corp and I think they will go negative.
Even the top FPS players in the world with the huge disadvantage of not being able to do as much damage to a target which has double your HP will get slaughtered. Of course there's only one way to find out (fiiiiiiight).
relative damage output and relative hp are the major contributing factors. Compared to PC games if you took 10 bullets to die and had 100hp you would be on even ground with the 2nd player but imagine if that 2nd player had 200hp and dealt 20hp per shot.
The numbers are stacked against any new player unfortunately. It's a case of "this game will be enjoyable if I stick at it" but is it worth sticking at it?
No. New players could not play the game for 1 hour and be told "it's going to be like this for a few months until you get better gear but you will need to use this gear to pay for the better gear to have a buffer". I know some do stick it out but let's face it, many who come up against that just quit.
Many people do not want that hill to climb, it's too much of a grind. It's like most games, anything which isn't super-casual will of course take a time investment, it's whether or not that game is fun enough for them to play for them to not care about sucking and get to a point where they can compete.
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Cyzad4
Blackfish Corp.
288
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Posted - 2014.04.20 13:59:00 -
[13] - Quote
I've been here for 2 years, I how to play, I know all the lvls, got +20 M SP and tbh I can't even be bothered to finish probably 25% of matches anymore. I regularly get tossed into matches where at least half of my team is under 300 wp and the bottom 25% is 0-10 or worse with 0 wp. When I'm one of 2 people trying to push the objective it's not worth the isk, and you can't blame the new kids for not trying because who wants to get ground up 20 times in a row EVERY MATCH?
I just played the last 1/3 of a match and hung back w my FG because the reds kept calling in ds's and came in 2nd... with 570 wp... just let that set in for a minute.
Welcome to you're "DOOM"
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
581
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Posted - 2014.04.20 14:21:00 -
[14] - Quote
BL4CKST4R wrote:Currently it is 80% SP, 20% skill. With some tiercide it can be 25% SP and 75% skill. That's BS .
SCREW TIERICIDE , it will make this game more boring than many complain that it is now .
GET OUT OF HERE WITH THAT CRAP .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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Clone D
241
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Posted - 2014.04.20 14:26:00 -
[15] - Quote
Joseph Ridgeson wrote:With the NPE in DUST being "as bad as it is", is it just a case of people not being familiar with the game at all (Skill) or just 10-40 million SP being too great of a barrier to overcome (SP)?
The game is playable as a newcomer, but if player skill is equal between two rivals, then the one with the higher character attribute bonuses will win 9/10 times. The faster, stronger, stealthier of the two will most likely win. The one with higher gear bonuses will win 9/10 times.
Unfortunately, due to the tiered skill system, attribute bonuses and gear bonuses come hand in hand. So when you reach level 3, you get a combination of higher attributes and more powerful gear. This creates a natural graduation STD, ADV, PRO as opposed to a smooth gradient that could exist if a player could use any gear as long as he/she owned the skill book and bonuses could be applied as they level up over time.
Mathematically, players with more SP have an advantage. Experientially, players with more time in game have an advantage. Twitch wise, younger players IRL have an advantage over older players.
This system is not conducive to a pleasant NPE when you toss them in with weathered pros.
A 10-40 million SP lead is too great a barrier to overcome and outmatched beginners would do well to retreat from deadly encounters and find something else to do.
If noobs play on a good squad, then they may move to tactical positions. However there is no cover in this game from which to fire, unless you consider standing behind a LAV cover, so they will be exposed and likely die frequently anyway.
The first rule of thumb for beginners should be to use BPO, expect to die a lot with no warning whatsoever, stay on the move and expect a long arduous angsty path to maturity.
.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1987
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Posted - 2014.04.20 14:26:00 -
[16] - Quote
+1 Great question, Joseph.
Many experienced players on these forums have done the experiment where they roll a noob toon and tried it out for themselves. Anybody who hasn't done it should do it right now.
Personally, i like to do it by not spending any of the 500,000 started sp and running only in starter fits.
Vets find that, although they need to play far more cautiously, they can still perform well enough in pubs to make a positive contribution to their team. Some of our elites can still dominate in starter gear with no passive bonuses at all. And they can do it running solo.
For me, this is conclusive evidence that the tremendous imbalance noobs face in DUST is due primarily to knowledge - of maps, of damage types, of skill systems, of tacnet, of vehicles, of fitting......the real list of what constitutes pertinent battlefield knowledge in DUST almost certainly runs for several paragraphs and includes non-trivial and non-obvious concepts.
This is why, imo, it is irresponsible to start messing with tiers or other systems for the sake of the NPE. The absolute first step must be CCP's prioritization of New Player Education in an hands-on environment, and a safe environment. This is asking a lot of CCP, but speaking honestly we have no choice in the manner if we want to keep DUST what it is without dimbing the game down for the sake of the NPE.
And just a reminder of how non-obvious our systems are: remember all those reviews of DUST where the reviewer spent hours playing in a starter fit? Until that doesn't happen anymore, it is irresponsible for vets to call for changes to the game.
We have to fix the problem at it's source or we'll be f*cking around with systems and content forever - and we will end up with COD if we keep blaming game mechanics for CCP's sins re new player education.
I support SP rollover.
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Tony Duster
K-A-O-S theory
7
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Posted - 2014.04.20 14:36:00 -
[17] - Quote
What if all uncreated mercs started gathering passive SP from a certain point? Let's say today, April 20, 2014 (or further in the past for better NPE today). This way any new players have a bit more SP to play with from the beginning. Players starting next year will have even more to help close that SP vs Skill gap from the very beginning. They won't have 30/40+ mil, but they can definitely start getting some cores out of the way. I don't think that would be the sole fix, but I'll bet that would help a lot of people stick around without such a grind. |
Clone D
241
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Posted - 2014.04.20 14:40:00 -
[18] - Quote
Tony Duster wrote:What if all uncreated mercs started gathering passive SP from a certain point? Let's say today, April 20, 2014 (or further in the past for better NPE today). This way any new players have a bit more SP to play with from the beginning. Players starting next year will have even more to help close that SP vs Skill gap from the very beginning. They won't have 30/40+ mil, but they can definitely start getting some cores out of the way. I don't think that would be the sole fix, but I'll bet that would help a lot of people stick around without such a grind.
The community values the time that they put in to achieve their SP. Giving away free SP to noobs will not be popular with most peeps around here.
.
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Joel II X
Dah Gods O Bacon
2390
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Posted - 2014.04.20 14:43:00 -
[19] - Quote
When it comes to scouts, at least, it's mostly based on SP and less so on skill. Reason for this is because you need your passives to do well... Oh wait? That was pre-1.8. Okay, you still need SP in biotics and EWAR to do well. Can't do as well with STD kincats than someone with CPX Kincats. They'll cover more ground than you.
Skill is good, but SP defines your skill more accurately and helps you achieve better results. If you're good but have no SP, you'll do average at best. If you have no skill but plenty of SP, you'll do average-good at best. |
Hansei Kaizen
The Jackson Five
156
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Posted - 2014.04.20 15:16:00 -
[20] - Quote
General John Ripper wrote:I still do great on my alts But I can't expect a new player to know the maps like I know them. Know my weapons like I know them. or have great friends and squad mates like I do.
I think here are most of the main factors all together. My raw evened out estimate is they contribute as follows:
1. 22% Knowledge of the game and map, fittings, what is OP atm etc. aka Experience + routine. 2. 22% Teamwork and familiarity with the team. A team that has mics and works together on a regular basis. 3. 22% is pure SP advantage, through maxed out core, shield, armor, weapon proficiency skills, and just have the variety of suits for different situations. 4. 22% Proto advantage. 5. 12% Luck. Being at the right/wrong time at the right/wrong place. All factors you have no clue about, that are going on in game. (Maybe I underestimate the luck factor, but I thought Id play it down a little for simplicity).
So to answer OPs question: Someone with only the "SP advantage" will fail against someone with, say "Knowledge advantage" + "Teamwork advantage". SP vs only Knowledge might even out. While SP+Proto might overpower pure Knowledge, it might have a hard time against Knowledge+Teamwork (then luck might decide the winner). Just my guess.
The answer to your complaint is PvE. Always.
NPE status: (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Casual solo
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Scheneighnay McBob
Nova Corps Marines Ishuk-Raata Enforcement Directive
4822
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Posted - 2014.04.20 15:18:00 -
[21] - Quote
A friend of mine recently started playing; he messed around for a bit, figured out where he wanted his SP, then made a new character. Currently, he's a minmatar sentinel with a forge gun.
I'm from the weird side of the internet
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Nirwanda Vaughns
426th Infantry
585
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Posted - 2014.04.20 15:40:00 -
[22] - Quote
the issue is many small things put together to cause a bad experience.
large corps qsyncing proto stomps inexperience limited ingame funds poor matchmaking
they're probably the main areas. i just think there should be a seperate infantry only MLT/STD combat area. not limited to SP or WP but just suits. somewhere vets can take new players in were everyone is wearing suits with a similar capability. yes SP can make a difference but its only liek CoD and BF. a new player who is a good fps player will still kill someone who its lv50 with all the ARs unlocked if he's still a bad player. i have nearly 50m SP and i'm a better player than i was before but i'm still not great. at least when you come up a MLT AR vs Exile AR you know you have a bit more chance that MLT AR vs a Duvolle or Balac
Rolling with the punches
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
810
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Posted - 2014.04.20 16:38:00 -
[23] - Quote
I think it is a matter of BOTH.
As an example, let me recall my first experience with Dust 514.
Open Beta At this point I had read a lot about Dust and the connection with EVE, of which I was familiar with from back in it's early years. So start my first char,get murdered by laser rifles from halfway across the map. Not to mention being unfamiliar with the map is a HUGE disadvantage in any FPS.
I don't stick around for too long, opting to let my character accrue passive SP until they released the final version. In the meantime, I start up an EVE char to ready myself for the connection, going mining because I retardedly think I'm going to help fund my Dust bunny with my Pilot.
Official Release So getting back on for the first time since early open beta, I have accrued 3.5 million SP, plus my refunded skills. WHOO, I think. Basically that meant I get a little head start on everyone else. Well if I wasn't stupid that is.
I KNEW that it would be better to specialize in something early. So I was very hesitant with my SP right at the start. I get the basic assault suit, and a AR. Then play my first game with my freshly fit suit. Since this isn't a fresh character, I go straight to the wolves.
Predictably, I get owned. How owned? 0 - 36
For a FPS, this was totally unacceptable. I am NOT a FPS scrub. We used to lan party it up with some FPS. I've always held at the very least a 1.0 KDR. And right from the start I'm deep in the negative. This is where the RPG side comes to mind and I start droppin SP into things. First it was weapons, then shield skills, then armor skills, and suits even.
I was desperately trying to find something that worked for me. In most other FPS that you play, you can get kills from the start. But this game creates a rift between new players and Vet players, through SP. The 2 important factors being how much SP, and HOW IT WAS SPENT.
No matter how much I played, I never seemed to improve to the point where I could get kills consistently. I was buying monthly boosters, and POUNDIN that cap out every week. My SP generation was maxed out. Still, I wasn't improving much. Then I took the big leap and joined my first corporation, knowing that teamwork is a big deal in New Eden.
This helped a little, because I really saw the importance in choosing a path and sticking with it. They got kills and made wins in advanced gear. Namely because of the proto weapon they went early into, core skills, then suits. So it took me about 2 months to figure this little bit out. All the while getting my ass handed to me A LOT. And this was soon after official release, when a LOT of new people were on the field.
My SP was EVERYWHERE. I even had a few points into turrets and such (because I thought this helped me with using installations). Exit "Teba Gan" and enter "Tebu Gan". The character I made for the sole purpose of tanking. I said to myself, no matter HOW much this is going to suck in the beginning, I will stick it out and ONLY spend points on tank skills.
Tanking And it did suck, as tanking was expensive and really required a heavy SP investment. I did do much better in the tank, which made me enjoy the game for the first time. This is when I really got into Dust. I got rather good (my personal opinion) for the somewhat low SP investment I had into them.
But I had quite a bit of help from a beta vet tanker, who taught me about damage mitigation and tactics. While I did lose a good number of tanks in the beginning, that quickly changed once I got the basics down. My KDR started improving, and I actually felt like I was contributing to my matches. It took me nearly 2 months to figure this out though!
Conclusion Though I was VERY interested in this game. I had read up on it in closed beta, and followed it up until release. I wasn't just another New Player trying it out to see if I like it or not. This was MY game. I wasn't simply trying it out, I was hooked BEFORE I started playing.
To answer your question: As my skills improved, so did my SP investment. In dust, these two things go hand in hand. While skills are important, without SP invested, you WILL fall behind. I would almost say that SP is a bit more important, as a Pro player can much more easily beat out a player with no SP invested, even if the new player has skill.
Weapon Proficiency skills make a huge difference, not to mention PG/CPU, Shield and Armor skills. And then you have the tiers of modules, the lowest being the weakest, the highest the strongest.
This far along in development, the SP gap is there and it DOES make a difference for new players coming in. I was hooked before I started, so I toughed it out. But for those just checking it out, why would they bother? It would be months before they could stand on even ground, and that's only if they choose to specialize early on.
(To those out there that say you drop proto all day long in STD gear, I do doubt that. I personally have minimal infantry investment and don't drop proto all day long. Often times, it's like hitting a brick wall. And all they need are a few shots into you with your weak eHP. The odds ARE stacked heavily in their favor.)
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
810
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Posted - 2014.04.20 16:45:00 -
[24] - Quote
Shion Typhon wrote: In no other FPS will you see scores of 30:0 or 50:1 like you see fairly commonly in Dust. Any game where those sorts of differentials exist across the playerbase at large is completely broken from a competitive perspective.
This
Tanks - Balancing Turrets
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TYCHUS MAXWELL
The Fun Police
178
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Posted - 2014.04.20 18:02:00 -
[25] - Quote
I don't really believe in beating around the bush because who cares if someone disagrees with you? That's gonna happen, so here it goes:
1. Is this a hard FPS to master?
No not really, this game has very minimal penalties for movement and has reticles that light up red when you have a bead on someone. Combine that with bionic jumping and also little punishment for doing so and it is fairly easy to run and gun. Although I don't mind a game that is run and gun, run and gun as an effective strategy and not a spray and pray does mean that once you learn to keep moving and ignore ADS unless your target is at least 60m away means it's not hard to master. This isn't a common feature to most shooters today, so it catches many off guard. I think Halo is the only game franchise that uses the same minimal penalty to movement scheme with gun game.
The only weapons with bullet drop are explosives, which in most cases makes them pretty bad weapons anyways with the exception of the mass driver which is now godly. The Snipers are hit scan with minimal delay meaning a shot just barely in front of the head across the map will hit a sprinting target. Tanks have been toned down thanks to the hardener nerf, but learning how to operate a militia tank (IE oh okay so my blaster has pin point accuracy i'll use the reticle and wait on the turret to rotate before firing...) is easy as I just explained the two nuances, always make sure your turret stops moving and you are golden for pinpoint shots with any of the 3 guns. Dropships are rough controls to learn but are mostly irrelevant as far as time to master vs. effectiveness when someone pulls out a forge or rail tank. LAVs are the same as the tanks in that moving is your enemy with the small turret though it's pretty easy to wrack up road kill with a well timed speed boost. All in all, one long night of exploration into all kinds of suits should leave you pretty much on level with the pros, well at least the ones without a KB/M or modded controller, but there will always be poor sports. We'd have hackers if the game wasn't operated server side.
2. Does superior gear give veteran players an advantage and does skill bonuses also give them an advantage?
Does a bear **** in the woods? This should be a no brainer but just for comparison my militia amarr had 400 shields and 360 armor I believe at the start of the game. With 5 in shield and armor upgrades it's at 600 and 510, I think... not looking at the suit but I believe that's its base stats now. That alone is a pretty big difference, now combine damage bonuses, mod ehp bonuses, reloading, dispersion, stamina, dog walking, etc. bonuses and yeah the player will have an advantage that's what bonuses do. Is it enough to tip the scale? Yes, two people of equal player skill getting down to a slug match the one with more bonuses will win objectively. This is a rare occurrence, but it still holds true that in relation it makes a player better than those who lack the bonuses.
2. Is the NPE enough?
Absolutely not, but honestly all experiences are bare bones and unfinished in this game. FW is an AWOX fest making players rarely use good gear, which therefore defeats its purpose as an isk sink. It gets you aurum gear but as most players will find out, having the skills to fit the gear normally is better anyways as you won't have the bonuses that come attached to the gear. And counter intuitively the players who would want the aurum gear from FW are the new players who won't have the isk to burn, this is why the matches usually devolve into frontline pissing contests where a couple players bring out the big guns and become gods among men. As far as Planetary Conquest goes... well DNS did what every human does when they can and formed an unbeatable alliance to control most of the region. It's an uphill battle that isn't worth the effort and whatever fun could be derived was sucked out of it by turning it into a real world situation of a market monopoly. Everyone else has pretty much just given up on that game mode. It's for the hardcore players or in the case of Dust it's for the hardcore players who have been here since beta. No real matchmaking is a symptom of a small player base which is a symptom of no real matchmaking. It's a vicious cycle that could probably be broken if everyone put down their proto gear in pubbies and just had fun. Giving new players the chance to enjoy themselves and not throw their ps3 in a fire or turn around and play a better game. But people love to beat off to the fantasy that players see their proto gear in the kill feed and go "Man that guy is good..." said by no one ever. Having high sec null sec game modes with Meta level based gear restrictions would forcefully remedy this but such a thing is too obviously a good idea for CCP to pursue. If they are people have been talking about it since last summer so good job on keeping up with the tiny player base you do have.
3. "What can be done to remedy things in your opinion Tychus?" asked Tychus.
Well the Meta level game modes would help. Drone PVE would help. Pretty much any new or improved game modes that add more depth. Also, though this won't remedy the NPE, please fix the glitches CCP. Forge guns shouldn't be so impotent and bolt pistols shouldn't fizzle out of existence past optimum range.
4. "What won't change things and will continue to waste time Tychus?" asked Tychus.
MOAR GUNZ. VEHICLES, SUITS, SNOW AND TREESSSS!!!!
That's my two cents anyways. |
Joseph Ridgeson
WarRavens League of Infamy
1219
|
Posted - 2014.04.20 20:08:00 -
[26] - Quote
Thanks to everyone for replying
Kierkegaard Soren wrote: First off, I was an EvE player long before Dust was even in alpha stage development, and (...) I had a limited amount of FPS experience through the Battlefield franchise. So, I was placed to quickly get to grips with the nomenclature and ethos behind a Dust when I finally installed it, just after Uprising launched. I understood damage profiles, fitting concepts, and what each of the modules could do for me and how they were tiered into three different bands of effectiveness. If I did not have my EvE experience to fall back on then all of that would have been lost to me, and the tutorials would have simply confused me further. Very little is explained very clearly. Much of it seems to assume I would understand power grid limits, stacking penalties, and how bonuses effect your performance on the field. Minor Edit by Joseph to focus on what I will be talking about. Exactly my point. I basically had the same thing. I had played some shooters but knew everything about EVE through my years as a player, even if it was long ago. I cannot imagine how a new player would feel going "Why can I fit this module but not this module? What's CPU and PG?" EVE's rough tutorial can at least be remedied by linking to the "Getting Started" forum thread because it is on PC. A console can't do that.
To those stating: "Of course SP is an obstacle; if someone has three times as much HP as you, does 25% more damage, and can shoot farther than you does that sound like a fair fight?"
This is completely correct. However, is that an issue for the person that is first starting? Is that what is causing the "how the hell does this game work?" It is certainly a huge issue but is it as bad as someone knowing nothing about EVE's fitting, damage profiles, optimal range, or even the concept of the skill tree? I remember reading about a new player that immediately dumped all their points into turret skills because they thought that vehicles spawned on the map like in Battlefield. Without any kind of information on the game, you can expect that many people will be stuck in a fog like "where are these vehicles coming from?" The good news is that a couple 5-10 minute long Training Modes (1. How to move. 2. Suit Types, Weapon Types, and how Fittings work. 3. Equipment. 4. Vehicles and Anti-Vehicle. 5. Skill Points and the importance of being careful and wise (IE: You only get 400,400 if you log on every day and cap every week). 7. Bot Match) can fix a lot of these issues.
TYCHUS MAXWELL wrote: 1. Is this a hard FPS to master?
No not really, this game has very minimal penalties for movement and has reticles that light up red when you have a bead on someone.
It is true that the notion of "shoot people and try not to get shot" is pretty easy to come across. But that is just the shooting game. That isn't where a huge portion of the concern comes from. Fittings, where to put Skill Points, what each suit is 'meant to do', what weapons work best in what situations, how do you get vehicles or new weapons, etc, are far deeper and more intricate than the gun play itself. Every FPS comes down to shoot the red-reticule but DUST is one of the few FPS that has people confused. Is that confusion causing more problems than "those guys have 30 million more SP than me?"
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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TYCHUS MAXWELL
The Fun Police
179
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Posted - 2014.04.21 20:37:00 -
[27] - Quote
Joseph Ridgeson wrote:Thanks to everyone for replying Kierkegaard Soren wrote: First off, I was an EvE player long before Dust was even in alpha stage development, and (...) I had a limited amount of FPS experience through the Battlefield franchise. So, I was placed to quickly get to grips with the nomenclature and ethos behind a Dust when I finally installed it, just after Uprising launched. I understood damage profiles, fitting concepts, and what each of the modules could do for me and how they were tiered into three different bands of effectiveness. If I did not have my EvE experience to fall back on then all of that would have been lost to me, and the tutorials would have simply confused me further. Very little is explained very clearly. Much of it seems to assume I would understand power grid limits, stacking penalties, and how bonuses effect your performance on the field. Minor Edit by Joseph to focus on what I will be talking about. Exactly my point. I basically had the same thing. I had played some shooters but knew everything about EVE through my years as a player, even if it was long ago. I cannot imagine how a new player would feel going "Why can I fit this module but not this module? What's CPU and PG?" EVE's rough tutorial can at least be remedied by linking to the "Getting Started" forum thread because it is on PC. A console can't do that. To those stating: "Of course SP is an obstacle; if someone has three times as much HP as you, does 25% more damage, and can shoot farther than you does that sound like a fair fight?" This is completely correct. However, is that an issue for the person that is first starting? Is that what is causing the "how the hell does this game work?" It is certainly a huge issue but is it as bad as someone knowing nothing about EVE's fitting, damage profiles, optimal range, or even the concept of the skill tree? I remember reading about a new player that immediately dumped all their points into turret skills because they thought that vehicles spawned on the map like in Battlefield. Without any kind of information on the game, you can expect that many people will be stuck in a fog like "where are these vehicles coming from?" The good news is that a couple 5-10 minute long Training Modes (1. How to move. 2. Suit Types, Weapon Types, and how Fittings work. 3. Equipment. 4. Vehicles and Anti-Vehicle. 5. Skill Points and the importance of being careful and wise (IE: You only get 400,400 if you log on every day and cap every week). 7. Bot Match) can fix a lot of these issues. TYCHUS MAXWELL wrote: 1. Is this a hard FPS to master?
No not really, this game has very minimal penalties for movement and has reticles that light up red when you have a bead on someone.
It is true that the notion of "shoot people and try not to get shot" is pretty easy to come across. But that is just the shooting game. That isn't where a huge portion of the concern comes from. Fittings, where to put Skill Points, what each suit is 'meant to do', what weapons work best in what situations, how do you get vehicles or new weapons, etc, are far deeper and more intricate than the gun play itself. Every FPS comes down to shoot the red-reticule but DUST is one of the few FPS that has people confused. Is that confusion causing more problems than "those guys have 30 million more SP than me?"
You should try playing an fps that has been made in the past 10 years. They all have customization and weapons with various uses. Hell Halo came out in 2001 and it has weapon styles that don't even exist in this game like a needler. Actually if you look back to the 90s many games used to have even higher levels of in depth customization, so don't try to pass off that it's so deep drivel. This game isn't the elder scrolls arena/daggerfall or UFO Defense, the meta is pretty basic and if you are into 6th grade arithmetic it is simple to determine the best gear. That said the meta is forcefully changed every patch without resets which is what drove away most the hardcore players who weren't in the Beta and can afford to SP dump every patch. The real difference is the grind. It has a grind as large as a korean mmo that arbitrarily sets limits and determines who will be the best pokemon master. I don't take issue with this personally if the developers would tier the game system like most rpg mmos do where they have vet battlegrounds with higher rewards, but Dust is incomplete.
I know exactly what's good but in the end if I bothered to grind and chase the FOTM it will change by the time I get to it, because I didn't start in Beta and didn't have a good year and a half head start. People can dance around that bullshit all they want, but hands down that is what seperates the hardcore fps players in this game and mostly drives them away. The fact that someone who started a year ago will have the latest FOTM to wreck the newcomer. The casual players generally get driven away by the **** poor NPE where they are forced to fight the best after a couple of matches in the BA.
That's why now I only play the game to have fun because like most games if the devs don't enforce good sportsmanship there won't be good sportsmanship, so I just do what I do like anyone else that bothered to stick with this game. I'm just waiting for destiny in September at this point.
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Joseph Ridgeson
WarRavens League of Infamy
1239
|
Posted - 2014.04.21 20:58:00 -
[28] - Quote
I never suggested this game was UFO Defense or Daggerfall. I know that most FPS give you some level of customization but it is generally "this weapon, this sidearm, this throwable item" at least that is what I have noticed in the Call of Duty games. My last Battlefield I played was BF2 and that was just class based but I assume the newer ones are not as such.
The point I was making was that the game has no tutorial. This game has concepts that are fairly alien to other FPS (not saying that makes it better, more lofty, or whatever; just that it has concepts that others don't) that are never really explained. If it weren't for looking online, we wouldn't know you get 1,000 SP an hour Passive. If it weren't for looking online, we wouldn't know that Advanced or Prototype weapons have better range. PG/CPU never got a quick blurb about what it does. The game, ironically, is about as well explained as UFO Defense or Daggerfall rather than being closer to the tutorials that X-COM or Skyrim have.
"Is the lack of game knowledge a bigger obstacle for a freshly made character or the fact that people have 30 times as much SP as them?"
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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CRNWLLC
Screwy Rabbit ULC
212
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Posted - 2014.04.21 21:36:00 -
[29] - Quote
If they extended the Academy, similar to the tutorials in EVE, and included a bunch of basic-level gear and suits as rewards for completely objectives, as well inflated SP awards (such that, by the time a new player left the Academy they'd have either a fair amount of skills at advanced, or a smaller number at proto), then they'd enter the real game with a fighting chance. This way, new players would be rewarded for going through the Academy, which would make everyone happier. Imagine a new player starting non-Academy play with 5M SP. That would be awesome.
I mean, seriously, why isn't this a thing? Dropships are a pain to learn to fly--what if there was a "lesson" or some such that taught new players how to fly a dropship? After they passed some tests (eg, "fly between these things", "land here", "get from A to B in x seconds", etc.), they'd have a nice little chunk of SP and a stock of basic-level DSs and vehicle mods. EVE players--remember how pumped you were when you got your first destroyer at the end of the tutorial? Exactly.
Since I'm thinking about it, here are some other "lesson plans" (I need to get Sally Struthers in here):
- Grenadorade: Learn how to cook/throw; there'd be a target area and the requirement that there can be no more than x seconds between the time the grenade is thrown and the time it explodes; must hit the target.
- Drop It like It's Hacked: Hack 10 objectives in however many Academy battles; earn a stack of codebreakers and some scout suits.
- The Screwy Rabbit ULC School for Bunnies Who Want to Pilot Dropships and Tanks Good and Do Other Things Good, Too (see above for examples)
- Mother F@cking Turrets Syndrome: hit x moving targets with small and large turrets of each type.
- Logibrofessionalism: repair x EHP worth of damage, revive x teammates with your needle, get x DU spawns, get x WP from Team Resupplies.
- Arcade Firing Squad: get a KDR of x with no less than 10 kills.
I could go on. You get the picture.
My other dropsuit is a Python.
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TYCHUS MAXWELL
The Fun Police
180
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Posted - 2014.04.21 21:39:00 -
[30] - Quote
Joseph Ridgeson wrote:I never suggested this game was UFO Defense or Daggerfall. I know that most FPS give you some level of customization but it is generally "this weapon, this sidearm, this throwable item" at least that is what I have noticed in the Call of Duty games. My last Battlefield I played was BF2 and that was just class based but I assume the newer ones are not as such.
The point I was making was that the game has no tutorial. This game has concepts that are fairly alien to other FPS (not saying that makes it better, more lofty, or whatever; just that it has concepts that others don't) that are never really explained. If it weren't for looking online, we wouldn't know you get 1,000 SP an hour Passive. If it weren't for looking online, we wouldn't know that Advanced or Prototype weapons have better range. PG/CPU never got a quick blurb about what it does. The game, ironically, is about as well explained as UFO Defense or Daggerfall rather than being closer to the tutorials that X-COM or Skyrim have.
"Is the lack of game knowledge a bigger obstacle for a freshly made character or the fact that people have 30 times as much SP as them?"
And I'm telling you it's the later. Casual gamers are driven away by pub stomping. Hardcore gamers are driven away by the fact that they will never catch up to the pub stompers. Shields and armor are hp values, they have resistances which won't matter to the player making a suit because your opponents will have varying weapons in every match. The big deal with those is shields have lower values and higher recharge while armor is the opposite. This takes one time of a player being shot at and not die to figure out. Scanning precision are something for players with a lot of SP and are irrelevant to the newcomers who will get scanned even in militia/std light suits. Most players will learn that for all those high and low slots that no other mainstream fps gives you (It's still not unique if you look at the plethora of less publicized PC shooters) the high and low slots will 90% of the time be filled with hp buffers and rechargers because damage mods were nerfed into obscurity and the cardio regs are pointless. Most the mods are pointless unless you are going for a minja or shotgun light suit which still is just as capable if they are tanked out instead. The game has a lot of artificial depth that for the most part is irrelevant like most games with a lot of depth however the basics are simple enough to learn. Day one I was going 30/2 in the Battle academy last summer. Day two I was getting face rolled by the imperfects every match. It had nothing to do with the core mechanics and their "Complexity." |
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