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IREK Ladybox
Holdfast Syndicate Amarr Empire
1
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Posted - 2015.01.30 02:18:00 -
[1] - Quote
It is, just gonna let the cat outta the bag. A tanked com should last longer than 1.5 sec
Add that to groups of like 8 ppl on a team? Having intercourse with a hornets nest is more fun. |
137H4RGIC
Kinsho Swords Caldari State
464
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Posted - 2015.01.30 02:22:00 -
[2] - Quote
You're meaning commando right? They die easily because they have no resists, are slow, and big.
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
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Lynn Beck
Delta Vanguard 6
2347
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Posted - 2015.01.30 02:25:00 -
[3] - Quote
Personally, I would like TTK of AR vs Moderate tank Assault to be a full clip, 100% accuracy.
Logis have their light weapon as a method to kill weak targets, Sidearms are much more helpful(and sometimes, necessary) Obviously a Commando would have potential to kill moderate tank Sentinels in one clip of their AR, but the general rule still applies.
Scouts would have to have a PG reduction while also reducing Kincat PG cost, so Scouts aren't even more invincible.
Then again, that's my personal "I want it, i want it nyaow" and not a "It should be like this"
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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JUDASisMYhomeboy
xCosmic Voidx
329
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Posted - 2015.01.30 02:25:00 -
[4] - Quote
I recommend dial up internet and spastic stick wiggle strafing aka getting good
"In a world gone mad,only a lunatic is truly insane"
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iKILLu osborne
Dead Man's Game RUST415
625
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Posted - 2015.01.30 02:26:00 -
[5] - Quote
commandos are not very survivable, they are mainly used for point defense providing not pushing a point
if you shoot me from the redline i will ensure your death will be a swift one
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Clone D
1431
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Posted - 2015.01.30 02:34:00 -
[6] - Quote
Are you suggesting that the game is in some way imbalanced? |
Alex-ZX
Valor Coalition Red Whines.
206
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Posted - 2015.01.30 03:43:00 -
[7] - Quote
I really feel that the ttk in the beta was pretty good... At least to me, right now scr and almost any other weapon I feel that kill me in.0.5 sec, but it looks like ppl want really fast ttk. (it may just be my perceptione) is just what I think about.
I like "long" time to kill..
*Alex's modified ZX-030 HMG
Luis' modified VC-107 CR
Alex's modified VC-107 SMG* Owner of this beasts
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IREK Ladybox
Holdfast Syndicate Amarr Empire
1
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Posted - 2015.01.30 03:47:00 -
[8] - Quote
Clone D wrote:Are you suggesting that the game is in some way imbalanced? No Im saying the ttk is to small, you die to fast, not a gunfight game, more a see who can twitch faster and get the first shot in
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Freccia di Lybra
Maphia Clan Corporation
440
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Posted - 2015.01.30 03:55:00 -
[9] - Quote
imo, ttk in Dust is freaking long. The thing is, if you "ambush" someone you are not going to win the fight 100% or even 90% of the times. It simply depends:
- you, what you're wearing, what kind of weapon you're using. - what the enemy is wearing: shield tank, armor tank, is he a heavy, a scout
And that's simply because ttk is calibrated with the reaction times of a sloth. So, for example, you are a smart MLT guy who manage to take an ADV Gallente Assault from behind, there's a serious probability that the MLT guy die in the end. And probably the ADV Gallente wouldn't even be that worried, simply because ttk is high. So high.
Now, I'm all for long ttks in shooters, but this ttk we have here on Dust, simply create an enormous gap between tiers and suits.
Ei fu,
xxwhitedevilxx former Co-CEO Maphia Clan Corporation / Unit Unicorn
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Joel II X
Bacon with a bottle of Quafe
5857
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Posted - 2015.01.30 04:12:00 -
[10] - Quote
See, the TTK is a very tough thing to "balance".
increasing it for the newbros will have the same effect on protos, but to a greater extent.
Lower TTK, and the protos will be effected as well, but to a LESSER extent.
You see where this leads you? Now that you've understood this, I suggest you practice and improve your skills in survivability. I once got close, but threw it all away when I figured out that stomping on everyone wasn't what I wanted from a competitive game. I wish you the best of luck, though. |
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WeapondigitX V7
The Exemplars RISE of LEGION
198
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Posted - 2015.01.30 04:26:00 -
[11] - Quote
commandos do feel they are lacking in sprint speed and stamina, very hard to retreat of get to other bits of cover with you are slow with no resists. 2 proto kincats do help but they usually reduce your combat ability a lot.
if commandos had 150 more stamina and better scan profiles and scan precision and a grenade slot they would probably be very competitive.
commandos are currently very usable but outside of surprising the enemy from a 80m distance or staying in tights groups while traversing the open ground, commandos can find it hard to survive.
in 1v1 commandos can usually win engagements when there in no cover (if they have 1 anti-armor weapon and 1 anti-shield weapon) but they can be ambushed easily because they have bad ewar just like sentinels. In prolonged engagements assaults can win because grenades can give them an advantage when there is lots of cover. |
WeapondigitX V7
The Exemplars RISE of LEGION
198
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Posted - 2015.01.30 04:32:00 -
[12] - Quote
TTK is very long when anything but a HMG is used to kill an enemy heavy.
TTK on assault suits can be slightly long if they are heavily brick tanked or (have fast movement speed and high shields), but ewar and shotguns and ACRs and ARs on assaults and scouts fixes that issue usually.
TTK on scouts is very low usually, on bricked out scouts, ACRs and HMGs usually kill them quickly enough.
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gustavo acosta
Capital Acquisitions LLC Bad Intention
819
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Posted - 2015.01.30 05:50:00 -
[13] - Quote
TTK is too short. 2 decent players should have a good 5 sec stand off before anyone dies. In a game where customization is 75% of gameplay, 1 second before dying should be the minimum no matter how anyone fits their suit.
GimmeDatSuhWeet isk
#We found a new pope to teach shield users how to shield tank, all hail pope redblood the 6th
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taxi bastard
Amarr Templars Amarr Empire
373
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Posted - 2015.01.30 06:07:00 -
[14] - Quote
commando
+good damage +2 light weapons -hitbox size -movement -no grenade -ewar
being comando is not about leading from the front IMO, its a bit like logistics you play behind the front line where possible and give support fire and keep them vehicles from messing up your team
As for TTK on the commando.....its more due to the fact you can't miss.
as for my advice on how to use it .....do as i say, not as i do [:? |
Arkena Wyrnspire
Fatal Absolution
21460
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Posted - 2015.01.30 07:18:00 -
[15] - Quote
Lynn Beck wrote:Personally, I would like TTK of AR vs Moderate tank Assault to be a full clip, 100% accuracy.
This suggests that a strafing assault fight could take something like three clips. From an AR.
Fights would take -forever-.
Vote 'Keshava' for a new Gallente vehicle name!
Gallente Guide to DUST
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Lynn Beck
Delta Vanguard 6
2349
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Posted - 2015.01.30 07:46:00 -
[16] - Quote
Arkena Wyrnspire wrote:Lynn Beck wrote:Personally, I would like TTK of AR vs Moderate tank Assault to be a full clip, 100% accuracy.
This suggests that a strafing assault fight could take something like three clips. From an AR. Fights would take -forever-. Exactly why i don't suggest it be a thing applied just yet.
Heck, i'd be fine if it never gets implemented. CCPs vision.
I'm just a fan of super long TTK, super low regen gameplay. "Think a step ahead, take 3 shots here, you won't be dealing 4 shots there" kinda. If hit detection worked reasonably well, I could push for super duper high TTK(Say, 250 DPS ARs, 300-400 dmg shotguns with 20m range, snipers that have brilliant zoom, but do 200 base damage with a headshot mult of 2.0, etc.)
However, to push "My vision" Over top of CCPs vision, would be in bad etiquette. I'll simply wait around until they say "TTK needs lengthened" and go +1+1+1+1+1+1.
(Mind you, i'm a Mechwarrior, Armored Core, and Star Wars Battlefront player at my roots.... Mechwarrrior since I was like 3, Armored Core since I was like 4-5.)
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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LHughes
Titans of Phoenix VP Gaming Alliance
300
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Posted - 2015.01.30 09:25:00 -
[17] - Quote
Remove auto aim. TTK increases.
People who deserve to die, die.
That moment when you walk in on Rattati in the shower but he hasn't undressed yet
He's such a tease xx
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Jebus McKing
Nos Nothi
1329
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Posted - 2015.01.30 09:32:00 -
[18] - Quote
I think Dust 514 has longer TTK than most other FPSs. Well, if you try to use a militia suit against a stacked proto squad I guess TTK isn't that long for you.
Jebus still hates scans.
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Clone D
1437
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Posted - 2015.01.30 10:57:00 -
[19] - Quote
As a commando, you can extend your life by: - Equipping a long range weapon for times that you are out in the open. Stay out of range of your opponent's fire whilst pummeling them with your beefy damage modded long range weapon. - Equipping a short/medium range weapon. As a commando, you are the range master. You should be prepared to handle an encounter at any range. - Control cover. Stay close to hills and objects that you can either quickly use for head glitching or strafing out from behind. The person closest to cover is controlling the cover. - If you see an inbound squad that outnumbers your group, retreat to safety and pick them off starting at their perimeter and working your way in. - Pick one target and attack it until it is destroyed. Don't spread your fire between targets. - Avoid being hit by multiple opponents at all costs. Sometimes, this is unavoidable, but learn to avoid putting yourself in a spot where enemies will be spawning in all around you, or getting stuck in crossfire. - Don't march around like you think you're invincible. Some people heavily damage mod their weapons resulting in your quick demise. - In the presence of an enemy, even if it looks like you're not being hit, they could be shooting you. Even if it looks like they are not facing you, they could be shooting you. Even if they are not rendering on your screen, they could be shooting you. You are playing on a network, and your experience in the game is an illusion due to latency and the inherent problems of synchronizing game states between multiple systems. So if you are near an enemy, assume that they are shooting you and either get to cover, or lay into them immediately while strafing. |
Breakin Stuff
Internal Error. Negative-Feedback
6852
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Posted - 2015.01.30 11:06:00 -
[20] - Quote
Lynn Beck wrote:Personally, I would like TTK of AR vs Moderate tank Assault to be a full clip, 100% accuracy.
Logis have their light weapon as a method to kill weak targets, Sidearms are much more helpful(and sometimes, necessary) Obviously a Commando would have potential to kill moderate tank Sentinels in one clip of their AR, but the general rule still applies.
Scouts would have to have a PG reduction while also reducing Kincat PG cost, so Scouts aren't even more invincible.
Then again, that's my personal "I want it, i want it nyaow" and not a "It should be like this"
The idea that commandos have significantly more killing power per magazine than assaults is false. The difference is single digit percentages.the lower end of single digit percentages.
Only when reload speed matters does the commando pull ahead.
AV
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Cat Merc
Fatal Absolution General Tso's Alliance
14765
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Posted - 2015.01.30 11:12:00 -
[21] - Quote
Lynn Beck wrote:Personally, I would like TTK of AR vs Moderate tank Assault to be a full clip, 100% accuracy.
Logis have their light weapon as a method to kill weak targets, Sidearms are much more helpful(and sometimes, necessary) Obviously a Commando would have potential to kill moderate tank Sentinels in one clip of their AR, but the general rule still applies.
Scouts would have to have a PG reduction while also reducing Kincat PG cost, so Scouts aren't even more invincible.
Then again, that's my personal "I want it, i want it nyaow" and not a "It should be like this" With TTK like that, fights could last an insane amount of time. You're saying 100% accuracy, against a spastic strafing Assault, for a full 5 seconds of unloading an AR clip. That's 2380 damage btw, unmodded.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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RayRay James
Titans of Phoenix VP Gaming Alliance
943
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Posted - 2015.01.30 14:19:00 -
[22] - Quote
Breakin Stuff wrote:Lynn Beck wrote:Personally, I would like TTK of AR vs Moderate tank Assault to be a full clip, 100% accuracy.
Logis have their light weapon as a method to kill weak targets, Sidearms are much more helpful(and sometimes, necessary) Obviously a Commando would have potential to kill moderate tank Sentinels in one clip of their AR, but the general rule still applies.
Scouts would have to have a PG reduction while also reducing Kincat PG cost, so Scouts aren't even more invincible.
Then again, that's my personal "I want it, i want it nyaow" and not a "It should be like this" The idea that commandos have significantly more killing power per magazine than assaults is false. The difference is single digit percentages.the lower end of single digit percentages. Only when reload speed matters does the commando pull ahead.
You should see how fast my galmando reloads an ACR with reload 5 and galmando 5. it's like... 1 second.
It's glorious
Next on the list is to get AR everything to 5, then my ACR and TAR will be insane. It's such a great combination. Long range with the TAR, MED/SHORT range with the ACR |
Jack McReady
DUST University Ivy League
2000
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Posted - 2015.01.30 14:55:00 -
[23] - Quote
Breakin Stuff wrote:The idea that commandos have significantly more killing power per magazine than assaults is false. The difference is single digit percentages.the lower end of single digit percentages. depends on the fit. with no damage mods it is a 10% difference, which is significant. if both stack damage mods the difference is small though.
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137H4RGIC
Kinsho Swords Caldari State
478
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Posted - 2015.01.30 15:54:00 -
[24] - Quote
Freccia di Lybra wrote:imo, ttk in Dust is freaking long. The thing is, if you "ambush" someone you are not going to win the fight 100% or even 90% of the times. It simply depends:
- you, what you're wearing, what kind of weapon you're using. - what the enemy is wearing: shield tank, armor tank, is he a heavy, a scout
And that's simply because ttk is calibrated with the reaction times of a sloth. So, for example, you are a smart MLT guy who manage to take an ADV Gallente Assault from behind, there's a serious probability that the MLT guy die in the end. And probably the ADV Gallente wouldn't even be that worried, simply because ttk is high. So high.
Now, I'm all for long ttks in shooters, but this ttk we have here on Dust, simply create an enormous gap between tiers and suits.
Rock paper shotgun. Mlt shotgun wins 90% of the time
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
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bolsh lee
Ahrendee Mercenaries
1349
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Posted - 2015.01.30 16:04:00 -
[25] - Quote
Go play Goldeneye 64 with license to kill off and come back and see how you feel about TTK... |
Lynn Beck
Delta Vanguard 6
2350
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Posted - 2015.01.30 21:37:00 -
[26] - Quote
Cat Merc wrote:Lynn Beck wrote:Personally, I would like TTK of AR vs Moderate tank Assault to be a full clip, 100% accuracy.
Logis have their light weapon as a method to kill weak targets, Sidearms are much more helpful(and sometimes, necessary) Obviously a Commando would have potential to kill moderate tank Sentinels in one clip of their AR, but the general rule still applies.
Scouts would have to have a PG reduction while also reducing Kincat PG cost, so Scouts aren't even more invincible.
Then again, that's my personal "I want it, i want it nyaow" and not a "It should be like this" With TTK like that, fights could last an insane amount of time. You're saying 100% accuracy, against a spastic strafing Assault, for a full 5 seconds of unloading an AR clip. That's 2380 damage btw, unmodded. in my mind, the AR would have a 60 round mag again, or maintain it's current closeness of DPS with the other rifles but have a larger DPC, allowing you to have essentially an Lmg, killing 2-3 players in one mag, but over said 5 seconds.
IMO sentinals shouldnt die to a single clip of AR, it should take 2 full clips from a single player, or 1 clip from 2 at once. HMGs wouldnt indstagib either, as that defeats the whole purpose. Again this would require the HMG reticule to wprk right, allowing for the dispersion to be massively increased(im talking hit both sides of a hallway at 30m, making sure NOBODY can walk that hallway unscathed, and still having the DPS to kill things super quivk in CQC.) Also in my mind, HP mods would have their stats MULTIPLIED by 2 or 3, including fitting costs. The trade off for the massive HP gained is the massive hit in fitting power. This would require us to have various,VARIOUS other modules, such as a mod thst increases precision by 50%, but redices range by 30%, and the opposite for range, but increasing profile.)
Again though, this is my "if i was the dev" and not implying they should do this.
There are reasons i've stayed quiet about this for so long, it wouldve instantly made me look insane and "unfit" to provide any feedback as this would be linked to, over, and ovwr again as the reason nobody should listen to me.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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Bethhy
Ancient Exiles.
3338
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Posted - 2015.01.30 21:38:00 -
[27] - Quote
bolsh lee wrote:Go play Goldeneye 64 with license to kill off and come back and see how you feel about TTK...
This man is trying to sell you crack... Don't fall for it kids. |
Leadfoot10
Molon Labe. General Tso's Alliance
3067
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Posted - 2015.01.30 22:40:00 -
[28] - Quote
I've been saying for a while now that TTK is too short. |
IREK Ladybox
Holdfast Syndicate Amarr Empire
1
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Posted - 2015.01.31 05:31:00 -
[29] - Quote
bolsh lee wrote:Go play Goldeneye 64 with license to kill off and come back and see how you feel about TTK... Go suck off a hot curling iron. Dont think I dont know goldeneye, I was there, odd job, golden guns on, satellite map. Ttk was longer lol |
Bethhy
Ancient Exiles.
3344
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Posted - 2015.01.31 05:34:00 -
[30] - Quote
IREK Ladybox wrote:bolsh lee wrote:Go play Goldeneye 64 with license to kill off and come back and see how you feel about TTK... Go suck off a hot curling iron. Dont think I dont know goldeneye, I was there, odd job, golden guns on, satellite map. Ttk was longer lol
Pfft doesn't sound like it!!
Those are things but not the essence of the game in a phrase.
Proximity mines in the Complex with paintball mode on...... Now that is Golden Eye in a nutt shell.. |
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IREK Ladybox
Holdfast Syndicate Amarr Empire
1
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Posted - 2015.01.31 07:57:00 -
[31] - Quote
Bethhy wrote:IREK Ladybox wrote:bolsh lee wrote:Go play Goldeneye 64 with license to kill off and come back and see how you feel about TTK... Go suck off a hot curling iron. Dont think I dont know goldeneye, I was there, odd job, golden guns on, satellite map. Ttk was longer lol Pfft doesn't sound like it!! Those are things but not the essence of the game in a phrase. Proximity mines in the Complex with paintball mode on...... Now that is Golden Eye in a nutt shell.. No, but that wasnt easy ether.....who asked for a synapses again? |
Atom Heart Mother
Nazionali Senza Filtro
157
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Posted - 2015.01.31 09:41:00 -
[32] - Quote
IREK Ladybox wrote:It is, just gonna let the cat outta the bag. A tanked com should last longer than 1.5 sec
Add that to groups of like 8 ppl on a team? Having intercourse with a hornets nest is more fun.
That's because you were probably shot in the head. Look, I dont know when you came to this game, but this issue has already been gone through and it caused a nerf on the AR that as far as now is still relatively weak and will never be as the old times again. So now, please stop other nerf requests on weapons, it freaks me out to read such things. An improve on TTK , as my opinion, could at least be a buff to dropsuits armor/shield tanking. |
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