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Lloyd Orfay
Fantom Company
1
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Posted - 2014.05.31 23:26:00 -
[1] - Quote
Okay, I've played dust 514 for a bit and made careful note on the game's features and everything else.
Making an FPS for your Sci-Fi sandbox game does not sound like a bad idea at all.
Let's get to the topic of different features in this game.
Tutorials: Everyone here knows how big the learning gap is and how this game has pushed away new players compared to very long playing users.
Maps: Not enough of them, and the usual are wide expanses. Wide expanses are not so horrible as a map, but the geography could be smaller. The facilities within the maps alongside the expanses also provide little safety to players on foot and allow for easy vehicle abuse.
Game mechanics: These are alright as they are.... So far. If a player is shooting at me within their gun's effective range it would not make sense to run for cover as I'm already going to be incapacitated. I'm a person that gets a bit paranoid when I don't have something I can use as cover, although with the player activity I can't just stand in one place hiding behind a box. The exposed areas make safety difficult too.
Aiming: Not easy to aim with a DS3 controller compared to a mouse, so I see a good reason for the aim assist. One issue is that using aiming sight slows your character down, aiming sights should be your main go to for most weaponry and yet hipfire is the thing you do if you want to survive.(and those simple cross hairs don't help with aiming too accurately either) People would never move slower just to aim, they would move just as fast regardless if their movement affects their aim. The worst part is how some players can utilise speed in specific ways to make them difficult to shoot at.
Skills and skill points: Very interesting to add skills into an fps, but we all know how painstakingly long it takes to get SP for very important skills, and how the ISK requirements make buying skills annoying for new players at the start.
Developed skills: Do you need any true player skills to player this game? Absolutely not. Players commonly just used the most strong and exploitable feature they could find.
Let's get to more specific features now.
Vehicles: We all know why one would use vehicles, like transportation, defense, etc. I know many players know that the majority of times vehicles are used to harass or make a battle as one sided as possible. A drop ship is tasked with deployment, and yet I see people flying heavily armoured ships removing teams of players from null cannons.
Damage types: I don't even know why... Damage types don't even play the best role. Rail rifles are nicely effective against shields, but blast armour off easily as well, since weapons are just working based on high damage.
Snipers: not even viable. These players have too high of a tactical advantage and force other players to either scout for them or get squads for killing them off. Newer players may have a good idea on where to snipe, but longer playing users will just counter them with a high zoom instant death version of a sniper. That's another issue.
Suits: The way drop suits work and everything else gives players better flexibility compared to many many other FPS. As damage types are barely effective I could have a better chance of surviving in earth's currently most advanced anti- riot suit. than choosing any drop suits. Suits also need stronger armour areas compared to the armour as a whole. The back of any armour needs to be the most strong point to prevent being assaulted from behind
Let's get to weapons. I will list only the ones with prominent issues
*Rail rifles: Useful mid long range weapons, but the recoil makes it lose it's purpose as a longer ranged weapons. It needs more dispersion instead of recoil to balance it out. As I noted with help. stronger rail rifles have longer ranges.... This makes some with effective ranges way way too high, and it's worse because these weapons are too effective against average armour. They also are used for CQC and need to be effective EXCLUSIVELY at mid long ranges. *Forge guns: very very useful anti vehicle weapons here, but a bit too ineffective against armour, at least the basic versions. Again there is the issue where higher tier weapons get too strong and too long effective ranges. Instead the basic versions should have the longer ranges and the stronger the weapon the shorter the range. *Rail snipers: ghfdhfhghgfhfghgfhfghfghgfhfgh No.(See snipers above) *Railgun tank turret: I love this one, but too effective against armour. *Combat rifle: These weapons can kill someone faster tham they could react towards it, thus allowing spineless players to prevail. ( I'm sorry to the players that use these weapons for it's intended use and for better purposes.. I don't mean you) All of them need a damage decrease, ESPECIALLY higher tier variants. *Submachine gun: These are great for close ranges, yet they kill people at effective ranges MUCH HIGHER than a CQC weapon. The stronger variants also need a major RPM decrease, they kill players faster than one could react too. *Assault rifle: pretty good, but could use a slightly better effective range. Don't know about the other variants a- WAIT WAIT WAIT. These weapons use iron sights... The game is set in the FUTURE and they use iron sights.... Iron sights are obsolete compared to many scoped weapons. *shotguns: A CQC weapon, it needs to have high amounts of spread, but since it doesn't and is a strong CQC weapon people disregard its real use and use it for easy 1-2 hit stealth kills that even a monkey can do. (And humans are shown to come from primates, when primates can do a task as good as specific humans that says something) *pistols: Some like scrambler are good but could use a slight damage decrease/rpm increase and such
Majority of scouts are ones I will not respect. Go drop your shotguns, your dummy weapons, and fight like real players.
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Lloyd Orfay
Fantom Company
3
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Posted - 2014.05.31 23:42:00 -
[2] - Quote
*HMGS: TOO LONG EFFECTIVE RANGES, NOT ENOUGH BULLET DISPERSION, And the average player should be able to survive a heavy, but through EVASIVE tactics.
Now to classes. *scouts: These players barely even scout! They act as assassins and a majority of them are the most spineless, skill devoid, pathetic players an FPS game could offer. Most of them are the ones that stealth kill people with shotguns, and kill others with very powerful high RPM weaponry. (all combat rifles, high damage submachine gun variants) Players should not be allowed to be sneak up on, only skilled and smart players should have ways to stealth kill people. The radar should ALWAYS show if someone is behind them regardless of scan profile unless these players are intelligent and utilise speed or tactics to effectively stealth kill players without them being able to react. Games should not cater to their playstyle and instead eradicate these players from games, so only the smart, careful and resourceful prevail. Although some players do take their time to scout or provide safety to their teams and squads( I love these ones)
*Heavies: Exactly like scouts, though my complaint is that they must be stronger with the added effect of high vulnerability to damage near the head, so good players can kill them off, lessening their highly abused class. These also need less access to high elevation areas... Because of forge gun snipers. They do have nice exceptions. *Assault: These need a special function, like increased damage mod effectiveness or racial weapon bonuses. *logistics: Good good but could use more HP for a bit less speed or so? *Commando: Commandos would be neat if they acted as a counter to basic heavies and sentinels
Another thingthing: Anti armour explosives need to be ineffective against shields but very effective against armour to make for better vehicle survival, and vice versa for rail tech. This would allow tanks to be better but have newer players to have a chance. Another thing is to prevent REs from being planted on vehicles to prevent martyring and with more prominent damage types this would be abused.
One moooorrreee thing: Stationary turrets should be difficult to destroy instead of Clone reanimation units and supply depots. CRUs usually make a problem instead of an advantage, and sometimes you need to destroy a depot to neutralise tactical advantage when It becomes an issue.
People are now wanting more value to their games. You could make another game and such, but if players know how you did not fix the last game and left it as such, whilst hearing the bad reviews people might not want to play your next game. Sure some companies benefit from making games over and over and milking the hype but not for long.
Feel free to disagree/add on to/ tell me what you think of my post.
Majority of scouts are ones I will not respect. Go drop your shotguns, your dummy weapons, and fight like real players.
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Zirzo Valcyn
Gunners Acadamy
534
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Posted - 2014.05.31 23:42:00 -
[3] - Quote
it's EVE and based on variation, so a dropship can be tasked with whatever is possible for it. their is no need to pigeon hole a dropships into a transport role. that's like saying a logi suit has to be restricted only to medic role.
u can ban the troll out of the forums but u can't ban the forums out of the troll.
forum warrior .189
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Lloyd Orfay
Fantom Company
3
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Posted - 2014.05.31 23:48:00 -
[4] - Quote
Sure sure, but take a careful look at most dropships and think about it. You often see explosives equipped dropships wiping out whole teams of players and sometimes it's used to the point of one sided battles.
Majority of scouts are ones I will not respect. Go drop your shotguns, your dummy weapons, and fight like real players.
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One Eyed King
Land of the BIind
1723
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Posted - 2014.06.01 00:02:00 -
[5] - Quote
I am guessing you didn't try playing a scout for the past year.
For most of this Dust's official release timeline, scouts were so under powered that I would say less than 10 percent of the players actually used them.
If you want a straight up shooter, this is not the game for you.
There are issues with the role, but saying stealth should never be part of the game is over the top.
And if you think its easy to sneak up on people and nova knife them (one of the high alpha weapons you complained about), try skilling into a minja and letting me know how that goes.
"I've made a huge mistake."
-G.O.B. Bluth
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Lloyd Orfay
Fantom Company
3
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Posted - 2014.06.01 00:22:00 -
[6] - Quote
Never ever added that stealth should not be a part of the game, just where skilled players can be stealthy. Even if scouts were underpowered there are still many ways you can properly add a role to them. It is easy to sneak up on people as I've used nova knives before to stealth kill people, without cloak or anything. I tried to be as careful as possible and you can easily increase knife lethality by jumping and land a proper head shot with timing, which didn't take long for me to succeed. Heavies I tried to ignore as I had no quick solution for killing them.
Hey scouts, go to boy/girl scout camps... Only they would accept your lack of skill in games.
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Iron Wolf Saber
Den of Swords
15266
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Posted - 2014.06.01 00:23:00 -
[7] - Quote
Lloyd Orfay wrote:Sure sure, but take a careful look at most dropships and think about it. You often see explosives equipped dropships wiping out whole teams of players and sometimes it's used to the point of one sided battles.
Its called a blackhawk or Sea King.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
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Lloyd Orfay
Fantom Company
3
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Posted - 2014.06.01 00:31:00 -
[8] - Quote
Explosives such as missiles, but indeed it is when black hawk instead of going down, downs the ground units.
Hey scouts, go to boy/girl scout camps... Only they would accept your lack of skill in games.
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One Eyed King
Land of the BIind
1725
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Posted - 2014.06.01 00:34:00 -
[9] - Quote
Lloyd Orfay wrote:Never ever added that stealth should not be a part of the game, just where skilled players can be stealthy.
Lloyd Orfay wrote:The radar should ALWAYS show if someone is behind them regardless of scan profile...
These two statements contradict. Try sneaking up on someone if you show up on tacnet.
Tacnet is a broken part of the game, and your analysis suggests breaking it even further.
"I've made a huge mistake."
-G.O.B. Bluth
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Lloyd Orfay
Fantom Company
3
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Posted - 2014.06.01 00:53:00 -
[10] - Quote
Alright let me elaborate. My Idea on this is that people that are closely behind you will flash on the radar, not at far distances, only closely behind. That way reactive and alert players can react towards being snuck on, requiring good players attempting to stealth kill to plan ahead instead of sprinting right up to an enemy and OHKOing them. Anyways I should have elaborated that.
Hey scouts, go to boy/girl scout camps... Only they would accept your lack of skill in games.
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Lloyd Orfay
Fantom Company
3
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Posted - 2014.06.01 01:14:00 -
[11] - Quote
There's also another thing. Some players try to make battles as 1 sided as possible, so they will exploit anything they can (Make the whole teams all heavies with vehicle scanners, bring out proto AVs or super tanks that take many many people to destroy) Or super super tanks or super dropships) and they do this as soon as possible, wiping out teams and making the match end like an ambush round. I've even someone make an Anti-tank tank and an Anti- Anti-Tank Tank. It's cool that there is versatility in many places, but that excess ruins matches.
Hey scouts, go to boy/girl scout camps... Only they would accept your lack of skill in games.
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Jaceon Pale-eye
DUST University Ivy League
57
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Posted - 2014.06.01 01:14:00 -
[12] - Quote
Bro do you even DUST? |
Pvt Numnutz
Watchdoge Explosives
1316
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Posted - 2014.06.01 01:24:00 -
[13] - Quote
Lloyd Orfay wrote: Vehicles: We all know why one would use vehicles, like transportation, defense, etc. I know many players know that the majority of times vehicles are used to harass or make a battle as one sided as possible. A drop ship is tasked with deployment, and yet I see people flying heavily armoured ships removing teams of players from null cannons.
I use my python for lightning strikes. These days I only fly with a crew, yes our job is to harass the enemy but it is not to make it as one-sided as possible. We try to tip the scales of the engagement where ever possible to favor our ground team. This involves suppressing enemy advances, controlling far off points, reinforcing contested points, clearing uplinks, eliminating vehicle threats, softening entrenched positions, scouting, hot extraction and yes, transporting. Though we cannot be everywhere at once, and a double gun ADS fit is squishier than a solo fit.
The python is suited to the lightning strike role, getting in fast, hitting hard, deploying, extracting and leaving ASAP. The key to a python is speed, not staying around long enough for av to get into position. I see a lot of reds die to my gunners because they don't consider the great white skyshark to be a serious threat.
My favorite tactic is to have a skilled min scout in my dropship and fly to outlying points that usually see little activity and controlling them through speed. The enemy starts hacking the point, I immediately set course, by the time the red has hacked it we are on scene, hacker is deployed and scouting while we scan the perimeter for the red(s). Hacker or gunner spots the threat and eliminates it while the hacker saves the point. Point is saved extract hacker and examine options, any place that needs fire support? An extra set of eyes? Intimidation factor? Hostile tank leading a push? Dropship on a roof dropping uplinks? Other outlying point contested? We aren't just limited to troop carrying ability, though it is the strongest point of the dropship there are many other tasks we can preform to help our main ground force even with a limited crew.
Is there a reason a dropship cannot deploy troops and provide covering fire at the same time? Because that is one of my favorite tactics....
The real problem with dropships is that we lack large enough maps and/or progressive battles where rapid redeployment across large sections of land fast is needed. Even 5 point skirmish mapa, scouts and labs can cover the distancealmost as fast as a dropship. Conquest would really give dropships the specific role of rapid redeployment. In fact I'd say it would be one of the most useful assets in a conquest game.
If I could, I would trade my pilot gun on my python for two extra seats, I fly the python because of the way she fly's, I simply cannot get the same type of maneuverability out of a std dropship. My gunners would still rain death from above, but that's becauseafter months of flying with me they know how I fly, can predict where I'm going to set them up for a shot, and are damn good at hitting their mark. Sometimes I let a random blue in and position him over three reds and watch as he kills 1 in 2 minutes when my gunners would kill all three in 30 seconds and we would be gone.
Respect the skyshark, or die tired. |
Lloyd Orfay
Fantom Company
5
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Posted - 2014.06.01 01:43:00 -
[14] - Quote
You make a good point, although not every player uses dropships for conventinal uses. Most examples I see are to just kill players, and a few times in a blue moon maybe plant uplinks or to destroy some
Hey scouts, go to boy/girl scout camps... Only they would accept your lack of skill in games.
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Pvt Numnutz
Watchdoge Explosives
1317
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Posted - 2014.06.01 02:45:00 -
[15] - Quote
A python with just a pilot is pretty easy to avoid, so long as you respect the fact that depending on the pilot he will kill you if you run out in the open. A lot of heartache could be avoided if players gave the nessasary attention when a dropship flies in to take pot shots. If I see a lone python Im not overly concerned, if its a python with both gunners I find somewhere that I can hide, that's some serious sh-ít.
To be honest I have much more fun when I'm flying with a crew, you have really great moments you can laugh about. It also provides more tactical diversity to a dropship. The reason you probably don't see more of this is because
1.) ADS (specifically pythons) are very easy to kill. A lot of pilots will sacrafise their side guns to fit a better tank. Which is understandable as the price for just the hull is 400k+
2.) Pilots really only get paid for kills or kills assist off their gunners. Even if you have shock troopers jumping every 5 minutes you won't make as much as both gunners going 15-0. Would be nice if transport wp paid more so we had more incentive to do that rather than just kill.
3.) Being a shock trooper is hard, especially when you only have two other guys to rely on or sometimes just one. Jumpers land behind enemy lines and their only route of escape is a dropship that can be forced to retreat by a forge gun suddenly leaving you stranded. Not many people want to jump out of, or even get into, a dropship in a nice suit.
4.) Eh f*** it I can just run there.
I would like to reach our and find more potential shock troopers and gunners but its hard to get anyone interested, and its very hard to do which leads to a lot of frustration. Personally the experience of running with a crew is worth the isk cost to me. Flying solo is so lonely... |
Adipem Nothi
Nos Nothi
1207
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Posted - 2014.06.01 02:49:00 -
[16] - Quote
Iron Wolf Saber wrote:Lloyd Orfay wrote:Sure sure, but take a careful look at most dropships and think about it. You often see explosives equipped dropships wiping out whole teams of players and sometimes it's used to the point of one sided battles. Its called a blackhawk or Sea King. Single player games, I take it?
Shoot scout with yes...
- Ripley Riley
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Surt gods end
Demon Ronin
1718
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Posted - 2014.06.01 03:49:00 -
[17] - Quote
Lloyd Orfay wrote:Alright let me elaborate. My Idea on this is that people that are closely behind you will flash on the radar, not at far distances, only closely behind. That way reactive and alert players can react towards being snuck on, requiring good players attempting to stealth kill to plan ahead instead of sprinting right up to an enemy and OHKOing them. Anyways I should have elaborated that.
Dude The stealth kill.. that OHK.. your not suppose to see them. That's why it's stealth. A staple to many FPS games. along with the OHK shotty. and I can't see you, but I just died to the sniper. What FPS you been playing? hope is not one that ends with DOOTY.
FPS have moved away from unreal tournaments hip fire. (still my favorite FPS game tho) DTS FPS is what been going on now for awhile, and with that also more stealth OHK tactics. But this isn't new, hence stealth OHK is a fps staple. |
Lloyd Orfay
Fantom Company
7
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Posted - 2014.06.01 04:32:00 -
[18] - Quote
Even then it's not viable to have easy stealth kill tactics. There are many many factors that someone can think of which make stealth not easy, and for a good reason.
Hey scouts, go to boy/girl scout camps... Only they would accept your lack of skill in games.
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Iron Wolf Saber
Den of Swords
15267
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Posted - 2014.06.01 04:37:00 -
[19] - Quote
Adipem Nothi wrote:Iron Wolf Saber wrote:Lloyd Orfay wrote:Sure sure, but take a careful look at most dropships and think about it. You often see explosives equipped dropships wiping out whole teams of players and sometimes it's used to the point of one sided battles. Its called a blackhawk or Sea King. Single player games, I take it? Yes, these make for good Dust practice for pilots.
No talking about heavily armed transport choppers wiping entire groups of things and sinking ships even.
I mean look what happens when you put guns on the C-130.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
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Adipem Nothi
Nos Nothi
1207
|
Posted - 2014.06.01 04:47:00 -
[20] - Quote
One Eyed King wrote: For most of this Dust's official release timeline, scouts were so under powered that I would say less than 10 percent of the players actually used them.
We'd estimated it to be closer to 5% between Uprising 1.0 and 1.6. And only 2% of the Top 100 (Marauder and Radar, of course :-)
@ Lloyd (OP) Scouts are pretty bad right now, but they should be much easier to kill in a week or two. Hang in there.
Shoot scout with yes...
- Ripley Riley
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Bayeth Mal
OSG Planetary Operations Covert Intervention
477
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Posted - 2014.06.01 04:49:00 -
[21] - Quote
*facepalm*
Heading over to Destiny Beta and a few others
Hit me up for Skype and PSN
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Surt gods end
Demon Ronin
1718
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Posted - 2014.06.01 04:53:00 -
[22] - Quote
You will find a slew of reasons as to why dust is a bad FPS. But OHK is not one of em. With that logic you just crossed almost every FPS game out there. lol |
Lloyd Orfay
Fantom Company
8
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Posted - 2014.06.01 05:09:00 -
[23] - Quote
I would find it better for scouts to have better cloak requirements but no shotgun OHKOing and a demand for smarter stealth instead of the usual.
Hey scouts, go to boy/girl scout camps... Only they would accept your lack of skill in games.
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Jaceon Pale-eye
DUST University Ivy League
65
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Posted - 2014.06.01 05:12:00 -
[24] - Quote
Lloyd Orfay wrote:Even then it's not viable to have easy stealth kill tactics. There are many many factors that someone can think of which make stealth not easy, and for a good reason. It's not easy. You're just new at this game and, thus, like many newbros, you're terrible at it. Rail rifle damage is fine. You know what sucks? Your skill levels in Shields and Armor, not to mention Armor Plates and Shield Extension. You have relatively few hit points, even in a Sentinel suit, without high levels in those skills.
Even with high levels in those skills, you need Electronics and Engineering trained high to be able to fit the better plates or shield extenders.
The person who seemingly instagibs you with that rail rifle from so far away? He's putting himself at risk by aiming down the sights at you, which slows him dramatically and makes it easier for me, a knife-wielding scout, to run up on him and remove one suit from his inventory.
And that sneaking? To sneak up on you, I need skills trained in Scan Precision and Range. To avoid you picking me up before I'm ready for you to know about me, I also need to train skills in Dampening my own signature. I also need to fit modules that help with these aspects. You know what that means? It means I don't have armor plates buffing my hit points (and slowing my movement speed). It means I don't have shield extenders buffing my hit points because I need those slots for the mods that give me high enough damage to kill you and mods that give me good enough scan precision to see (most) of my enemies.
My shotgun? Its rate of fire is quite low. So unless you're standing still and presenting me an easy target, I have to be spot on when I attack because if I miss, now you know about me. And I have a total of 200 hp. Your HMG, or even your submachine gun, is going to annihilate me as soon as you know I'm there and turn to face me. Your fully automatic weapon just has to pass across me - meaning you can spray and pray and swing your aim across my body. The shotgun doesn't do that. The knives don't do that. My combat rifle with its quick 3-round burst, it doesn't do that either.
My cloak? You can see me just fine - if I'm moving. This means I have to make sure you don't see me even at the edge of your screen. If you see me coming, I'm dead. And I know it. Because there isn't a weapon in the game that doesn't instakill me or come very close to doing so.
And you know what, newbro?
I'm still coming. Because I know that when it comes right down to it, I'm better than you. My Dualshock 3, it speaks to me when your Militia Locus Grenade explodes 6 meters away because I saw it and jumped away. My headset, it's full of competent squad mates who tell me you've got them pinned down. They tell me roughly where you and your mates are, so I can flank your lazy ass and stab you in the neck with my ZN-28's. Twice if you're in a heavy suit. Of course, I'm dropping the logibro who's repping you first, because I'm smart - even if that means I have to fade for a minute and let you believe I'm gone.
I'm still coming because I know you and your team don't deserve to hold Alpha. Or Bravo. Or Charlie. Or any CRU or Supply Depot. Even the ones you think are safe. The ones in your redline. I'll suicide myself to hack them. And the railgun installation that pops your dropship as it's being deployed by the RDV. Or your Soma, or your Sica. Even your Gunnlogi.
I'm still coming because I don't care how much SP you have invested in the Sharpshooter skill for your favorite gun, the one that reduces dispersion and makes sure all your bullets land when you shoot at me. If I'm doing it right, you won't shoot at me. You won't see me until I'm running away from your corpse just before that kill screen pops up to tell you that you fell to my knives and that I was in a Minmatar scout suit.
I'm still coming because I can. Because I don't care about my KDR. Because my team DOES deserve to hold Alpha. And Bravo. And all the other points. And the CRUs. And the installations we didn't blow up from warpoints and to keep your team's tryhards from hacking them.
I'm still coming because I don't care how many times your teams Caldari scouts kill me (because they can see more than I can on the Tacnet - and when the Caldari scout in your squad sees me, you see me, too). Hell, I don't care if your Gallente scouts see me, either. |
Lloyd Orfay
Fantom Company
8
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Posted - 2014.06.01 05:12:00 -
[25] - Quote
There needs to be a sense of survivability for everything. Even if FPS have KOing it's still not too good of a feature, unless if not everyone can do it.
Hey scouts, go to boy/girl scout camps... Only they would accept your lack of skill in games.
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Jaceon Pale-eye
DUST University Ivy League
65
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Posted - 2014.06.01 05:13:00 -
[26] - Quote
I'm still coming to double post like a boss in your QQ thread.
I'm still coming to place remote explosives on your tanks and destroy them, because AV is mostly fine and vehicles, while being overpowered in some aspects, are counterable. Especially tanks. It's just difficult. But I've already pointed out that I'm better than you, so I'm not worried about difficulty.
I'm still coming because I know someone has to get that first uplink in place behind your squad's position and nobody else can.
I'm still coming because I know that my teams heavies can't get into the bunker to hack the point unless I run in there three or four times and die just to get a remote explosive placed or toss a flux grenade to wipe out all of your squad's drop uplinks and nanohives, causing you to run out of ammo and no longer be able to deploy infinite reinforcements to keep my squad at bay. I'm still coming because I know I can get to, and hack, that objective while you're all too busy shooting it out with my squad to turn around and clear me off the point. I'm still coming because Serpentis Inquest, or Quafe, or some other corporation has decided they're willing to pay me ISK for killing you. I don't care why.
I'm still coming because valar ******* morghulis.
I'm Jaceon Pale-eye. I scout. I snipe. I stab. I shoot shotgun pellets. I let off high-caliber projectiles, three at a time.
I finish matches either even or negative on KDR, and still sit well up in the top ten on the leaderboard for warpoints at the end of the fight. Unless your team pisses me off. Then I finish positive on KDR.
And I've been playing less than three months. |
Lloyd Orfay
Fantom Company
8
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Posted - 2014.06.01 05:20:00 -
[27] - Quote
They are pretty easy. Everyone knows well that even with cloak you shouldn't stay out in open range, flanking with cloak is good. Only some players have scanners efficient enough to detect you even as a scout. I have used a shotgun in maps with small facilities you need to get into and the usual thing I do is catch people around corners or zig zag closer to them for a better kill, but when I can't do neither I will jump to align the shot with the player's head to kill them faster. It doesn't take a genius to make the most out of a shotgun and I don't think any less with a cloaked shotgun. Even if they are not moving you can either strafe the opposite way for better aim or in tandem with their direction, or even catch them by the side.
Wat?
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Jaceon Pale-eye
DUST University Ivy League
66
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Posted - 2014.06.01 05:24:00 -
[28] - Quote
Lloyd Orfay wrote:They are pretty easy. Everyone knows well that even with cloak you shouldn't stay out in open range, flanking with cloak is good. Only some players have scanners efficient enough to detect you even as a scout. I have used a shotgun in maps with small facilities you need to get into and the usual thing I do is catch people around corners or zig zag closer to them for a better kill, but when I can't do neither I will jump to align the shot with the player's head to kill them faster. It doesn't take a genius to make the most out of a shotgun and I don't think any less with a cloaked shotgun. Even if they are not moving you can either strafe the opposite way for better aim or in tandem with their direction, or even catch them by the side. Try actually doing it with a scout suit and a cloak. Go ahead.
Try.
Then come back and tell us how many times you died to newbros in the Frontline suit shooting you twice with their scrambler pistols, if not for less than one second with their Militia Assault Rifle.
Miss once, and then come back and tell us how that cloak saved your clone.
(It won't).
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Mike De Luca
Storm Wind Strikeforce Caldari State
87
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Posted - 2014.06.01 05:27:00 -
[29] - Quote
Jaceon Pale-eye wrote:If you see me coming, I'm dead. And I know it. Because there isn't a weapon in the game that doesn't instakill me or come very close to doing so.
And that's why the full ewar scout is the highest risk/reward and most fun role
For Borderlands 1/2, or Castlevania: Harmony of Despair co-op, feel free to add me on psn
deluca627,
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Lloyd Orfay
Fantom Company
8
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Posted - 2014.06.01 05:47:00 -
[30] - Quote
I'm not going to post to people that don't try to be intellectual to my post. but as one more thing. If I have a weapon that can kill players in 1 or 2 hits I would not be quick to use it as I know there are times where one may fail and if I feel I won't land the shot I will bring an effective side arm instead of risking it.
Wat?
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