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DeathwindRising
ROGUE RELICS VP Gaming Alliance
764
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Posted - 2014.12.26 00:45:00 -
[1] - Quote
http://youtu.be/LVZILONI45U
In the video, you can see that Skirmish was a very different game mode than of today. Alot of the mechanics have changed as well.
Things to look for in the video:
Small Turrets - theyve been taken out since beta, but you can see their strategic placement even within outposts.
Large Turrets - Dont take up as much space as they used to. Of course the old large turrets did provide some cover, instead of leaving you completely exposed like they do today.
Swarm Launchers - could be fired at infantry
Objectives change location - the map is larger and objectives change as new objectives are added as old ones are completed.
Hit detection - almost looks as though it was non existent lol. todays Dust features huge improvements in hit detection compared to what once was.
The point of the video is to show the progress made in dust. yes we've lost many things over time, and me may continue to, but progress is still being made.
The big thing about skirmish 1.0 however is that it is very clear who is attacking and defending. unlike today, the defending side always started with control of the null cannons, and there were no neutral objectives. part of the issue with current skirmish mechanics is the lack of clear defenders or attackers. all objectives are neutral which wouldnt make sense if theyre owned by the defenders.
Vehicles provided more tangle benefits in skirmish 1.0 because you needed them for quickly destroying enemy installations while attacking the enemy base. This has long since not been the case as everything not related to infantry mechanics has been pushed aside. |
gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
632
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Posted - 2014.12.26 00:49:00 -
[2] - Quote
The map screen looks like genital herpes.
GimmeDatSuhWeet isk
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Mikel Arias
Challengers 506
41
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Posted - 2014.12.26 01:03:00 -
[3] - Quote
Dust sure has come a long way.
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Maken Tosch
DUST University Ivy League
10581
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Posted - 2014.12.26 01:09:00 -
[4] - Quote
Quote:Hit detection - almost looks as though it was non existent lol. todays Dust features huge improvements in hit detection compared to what once was.
I remember when hit detection was non-existent back then. You would often find yourself going 1-on-1 with a redberry only to end up seeing both sides run out of ammo after shooting clip after clip after clip of ammunition at each other while dancing around each other like an erotic tango of death and then finally finish the stand off with a melee attack. It was hilarious, but utterly stupid to the point where everyone including me was bitching about the hit detection not working.
In fact, it was because of this ****-poor hit detection that I was encouraged to spec into meleeing because apparently my fist can hit its target better than my AR.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Forlorn Destrier
Havok Dynasty
3097
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Posted - 2014.12.26 02:03:00 -
[5] - Quote
What Maken said - and you even see it in this video when he has the hive near the objective in the city. He has 3 reds on him - he never dies, and it takes forever for him to kill them all. Horrible hit detection. And you see it other places too throughout. He should have died soooooo often.
I remember standing in an open field, not moving, against a red who also was not moving. We both emptied our clips multiple times and neither of us died.
Also, the SMG was unusable - the scope on it was complete white so you couldn't see through it - this combined with no hit detection especially when hip firing made it absolutely useless.
I am the Forgotten Warhorse, the Lord of Lightning
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