Pages: 1 2 3 4 5 [6] 7 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
[Veteran_Alpha SnakeBlood]
0
|
Posted - 2012.06.06 01:43:00 -
[151] - Quote
PUT-PROTOMAN-IN GAME wrote:Alpha SnakeBlood wrote:Where will strafers go after Dust hmm i wonder COD or the likes of unreal turnimen, hell mabye even starhawk if DUST can take over as the new battlefield type of tactical shooter yes there are lots of PS3 players who are disapointed with BF3 on concole including me up till BC2 it had a cult like following and even the MAG comunity are looking foward to another proper tactical shooter and iam under the impression that DUST 514 has the potential to fill this gap a game with conciquences which makes players feel like they are rewarded for teamwork. If Dust lives up to its potential it will have a veery good player base because on PS3 even some of the old games have a cult like following the ones that provided depth and if DUST has anythng it depth. please show me where CCP said DUST was a slow tactical shooter?
Copyied and pasted straight from DUST home page
DUST514 is a First Person Shooter (FPS) and strategy experience set within the EVE universe. The primary gameplay features brutal ground combat that takes place on the surface of planets, delivering the visceral, adrenaline-fueled experience of futuristic firefights. Developed for the current generation of consoles, DUST514 will be equal parts battlefield reflexes and strategic planning, allowing commanders and ground infantry to work together, utilizing the real time configurable modular weapons and vehicles at their disposal to adapt to and control dynamic battlefield conditions.
link :http://www.ccpgames.com/en/products/dust-514.aspx
Term strategic is basicly tactical if English is not primary launagage |
[Veteran_Orion-ji Tor]
0
|
Posted - 2012.06.06 02:07:00 -
[152] - Quote
Alpha SnakeBlood wrote:PUT-PROTOMAN-IN GAME wrote:Alpha SnakeBlood wrote:Where will strafers go after Dust hmm i wonder COD or the likes of unreal turnimen, hell mabye even starhawk if DUST can take over as the new battlefield type of tactical shooter yes there are lots of PS3 players who are disapointed with BF3 on concole including me up till BC2 it had a cult like following and even the MAG comunity are looking foward to another proper tactical shooter and iam under the impression that DUST 514 has the potential to fill this gap a game with conciquences which makes players feel like they are rewarded for teamwork. If Dust lives up to its potential it will have a veery good player base because on PS3 even some of the old games have a cult like following the ones that provided depth and if DUST has anythng it depth. please show me where CCP said DUST was a slow tactical shooter? Copyied and pasted straight from DUST home page DUST514 is a First Person Shooter (FPS) and strategy experience set within the EVE universe. The primary gameplay features brutal ground combat that takes place on the surface of planets, delivering the visceral, adrenaline-fueled experience of futuristic firefights. Developed for the current generation of consoles, DUST514 will be equal parts battlefield reflexes and strategic planning, allowing commanders and ground infantry to work together, utilizing the real time configurable modular weapons and vehicles at their disposal to adapt to and control dynamic battlefield conditions. link :http://www.ccpgames.com/en/products/dust-514.aspx Term strategic is basicly tactical if English is not primary launagage
Not really, 'strategy' in this context is at a higher level, like a general or a Corp CEO in EVE who hires mercs to take over a planet. As in 'Goonswarms strategy is to take over all of the planets in X sector',whereas the term 'tactical' refers to unit(platoon level or squad level in this case) techniques to overcome an enemy. |
[Veteran_Alpha SnakeBlood]
0
|
Posted - 2012.06.06 02:22:00 -
[153] - Quote
Orion-ji Tor wrote:Alpha SnakeBlood wrote:PUT-PROTOMAN-IN GAME wrote:Alpha SnakeBlood wrote:Where will strafers go after Dust hmm i wonder COD or the likes of unreal turnimen, hell mabye even starhawk if DUST can take over as the new battlefield type of tactical shooter yes there are lots of PS3 players who are disapointed with BF3 on concole including me up till BC2 it had a cult like following and even the MAG comunity are looking foward to another proper tactical shooter and iam under the impression that DUST 514 has the potential to fill this gap a game with conciquences which makes players feel like they are rewarded for teamwork. If Dust lives up to its potential it will have a veery good player base because on PS3 even some of the old games have a cult like following the ones that provided depth and if DUST has anythng it depth. please show me where CCP said DUST was a slow tactical shooter? Copyied and pasted straight from DUST home page DUST514 is a First Person Shooter (FPS) and strategy experience set within the EVE universe. The primary gameplay features brutal ground combat that takes place on the surface of planets, delivering the visceral, adrenaline-fueled experience of futuristic firefights. Developed for the current generation of consoles, DUST514 will be equal parts battlefield reflexes and strategic planning, allowing commanders and ground infantry to work together, utilizing the real time configurable modular weapons and vehicles at their disposal to adapt to and control dynamic battlefield conditions. link :http://www.ccpgames.com/en/products/dust-514.aspx Term strategic is basicly tactical if English is not primary launagage Not really, 'strategy' in this context is at a higher level, like a general or a Corp CEO in EVE who hires mercs to take over a planet. As in 'Goonswarms strategy is to take over all of the planets in X sector',whereas the term 'tactical' refers to unit(platoon level or squad level in this case) techniques to overcome an enemy.
OK yeah unfortunatly my English is not so good not bad for a fella that can only speak it eh??
But to say something is stratigic would imply some level of tactics involved especialy in military terms where i belive Dust fits into |
[Veteran_Schweinstein]
0
|
Posted - 2012.06.06 03:21:00 -
[154] - Quote
In this discussion many arguments sem to have forgotten the point:
Close quarters fighting by jumping, strafing and circling is a game play issue. If it hurts the game it should be fixed.
In open areas sidestepping works almost perfect.
If streetfights tend to go there with participants reload several times it is all boring, taking time from better fighting and unrealistic/ridiculous as well. Close quarters fighting should be brutal, taking it close should bring RESULTS - death of either one (and I clarify, that should come wide range of weapons, not just knives).
Granted, as playing persons skills increase he's more likely to make the kill quickly. But then again as dodger's does, he'll be better jumping the right direction and better using the cover as well so time won't fix it all.
Suggestion: Let's make reloading something we can't do while jumping and dodging, let's even slow the normal jogging while reloading by 10-20%. That way the one running out of ammo first would have to make a quick choice: either reload and hope his tank holds, or try to sprint behind a corner and risk getting shot in the back. That way either one running out of ammo 1st is likely to lose, or the microtactical situation changes, either way that handles the issue. As a bonus, an extra touch of realism as no jumping reloading.
Note: The above doesn't resolve the terrible knife fights. =(
Extra note: I like to call the described circling fights "Turn & Burn-fighting", a good analogy with early WW2 fighter sims where lack of physics caused many fights to be rather degenerate... =D |
[Veteran_Khanstantine]
0
|
Posted - 2012.06.06 04:59:00 -
[155] - Quote
quibliing on semantics is pointless. Look at what CCP says it once to do. Just because they don't define the game using "tactical" does not mean anything either way.
-Equipment choices -Command -Fast Play -Asset Placement
Its simple, if all these things make a difference in the game, then twitch can't be all that matters. There is going to have to be a balance. I don't know what that is, CCP probably does not eithere at this point. This game will evolve into what its going to be.
This became a pointless discusion a while ago.
Khan |
[Veteran_Cyriss the Virus]
0
|
Posted - 2012.06.06 11:00:00 -
[156] - Quote
This is a hot issue.
I thought I would add my two cents. After playing dust for the past two weeks I am disappointed in the close range mechanics. The way the game registers hits is the main reason. Its annyoing to see the person you are shooting showing their shields are being hit, only to find after shooting a whole mag they have no damage recorded. Once this is fixed I recon it should improve the way close range fights should pan out. By the look of the above posts Protoman and Mud have figured out were to aim to record hits while spinning around and from what I have seen it is not centre of seen mass which suggests lag. If Protoman and Mud want to defend the current build and say its skill, yes it is skill to figure out the bug and where to aim. which wont change when they fix the hit registration or whatever they call it. All it will do is even the playing field for other players who are not aware of the current short comings. I really dont see what they are scared of there.
I dont think the straffing and moving should be changed, If someone started shooting at me I would not stand still. However the one thing I do have a problem with is jumping. Jumping around like a rabbit while someone shoots at you looks stupid and if someone showed me that and said thats DUST's game play I would not consider playing the game. jumping around in circles to avoid hits is a silly game mechanic that does not reflect what I imagine futuristic combat. I will be disapointed if it remains in the game.
In real life (yes I am going there) I can jump around 1 meter off the ground and I have seen some guys who train in crossfit can jump about shoulder height. The main difference between this game and real life is that for a real human to jump they must squat down to get the power to jump. IF they changed the jump mechanic to being one in which say the longer you held the button the higher you jump then it would be more realistic and that delay would make 'Bunny Hopping' an unviable tactic. If these guys are super soldiers of the future why cant they jump high just not instant jumping. People are complaining about scout and assault not having an advatange over the heavy. Well why not make it so when charged up a scout could jump several meters clearing obsticals that a heavy cannot cross and move out of danger, only risk is you are vunerable for a second while you squat down to make the jump. |
[Veteran_iwillrock yourworld]
0
|
Posted - 2012.06.06 13:03:00 -
[157] - Quote
MUDMASTEI2 wrote:iwillrock yourworld wrote:MUDMASTEI2 wrote: It's obvious what I said is the case, because I have yet to have a good reason as to why the strafe speed is bad other than "I don't like it!" which is basically "I can't handle it, change it." worded differently. Why adapt when you can cry and get it changed, I guess.
LOL You assume so much about others. I can handle it just fine, but i really dont see it has a place in a EVE shooter as ambituous as Dust is. And I could care less you you find yourself homeless in your gaming. Going to show me otherwise? Or are you going to tell me about how the trailer showed different gameplay from the actual gameplay. Or you going to tell me that slow gameplay makes you feel closer to your corp again? Also, try this again but make sense.
I am sure i made various points about the advantages of changing straffing mechanics, wont say it all again, read all the threads about it on the forum, plus previous posts.
Its not you I have to convince, as its impossible, same way you wont convince me or others with different points of view, thus its pointless to argue with you wich is clearly a troll. |
[Veteran_iwillrock yourworld]
0
|
Posted - 2012.06.06 13:48:00 -
[158] - Quote
Cyriss the Virus wrote:This is a hot issue.
I thought I would add my two cents. After playing dust for the past two weeks I am disappointed in the close range mechanics. The way the game registers hits is the main reason. Its annyoing to see the person you are shooting showing their shields are being hit, only to find after shooting a whole mag they have no damage recorded. Once this is fixed I recon it should improve the way close range fights should pan out. By the look of the above posts Protoman and Mud have figured out were to aim to record hits while spinning around and from what I have seen it is not centre of seen mass which suggests lag. If Protoman and Mud want to defend the current build and say its skill, yes it is skill to figure out the bug and where to aim. which wont change when they fix the hit registration or whatever they call it. All it will do is even the playing field for other players who are not aware of the current short comings. I really dont see what they are scared of there.
I dont think the straffing and moving should be changed, If someone started shooting at me I would not stand still. However the one thing I do have a problem with is jumping. Jumping around like a rabbit while someone shoots at you looks stupid and if someone showed me that and said thats DUST's game play I would not consider playing the game. jumping around in circles to avoid hits is a silly game mechanic that does not reflect what I imagine futuristic combat. I will be disapointed if it remains in the game.
In real life (yes I am going there) I can jump around 1 meter off the ground and I have seen some guys who train in crossfit can jump about shoulder height. The main difference between this game and real life is that for a real human to jump they must squat down to get the power to jump. IF they changed the jump mechanic to being one in which say the longer you held the button the higher you jump then it would be more realistic and that delay would make 'Bunny Hopping' an unviable tactic. If these guys are super soldiers of the future why cant they jump high just not instant jumping. People are complaining about scout and assault not having an advatange over the heavy. Well why not make it so when charged up a scout could jump several meters clearing obsticals that a heavy cannot cross and move out of danger, only risk is you are vunerable for a second while you squat down to make the jump.
You bring up quite a few interesting views.
Certainly no one wants straffing removed. But a change of speed or mechanic to avoid silly gameplay.
Certain option given to it make plenty of sense and would suit nicelly I believe. Some tools that could be worked at this movement is Inertia and Stamina. They could work out a mechanic that straffing could start slower, accelerate, but as it uses stamina its would be a movement a player would only sustain for an extended time, where then the speed would be reduced to a walk. That way some dodging would be allowed, but not abuse of the movement.
High jumps for scouts and jump building momentum seems like a nice idea to be played with (even to have skills to be trained for), its certainly "realistic" while also giving a huge advantage to scouts being able to climb to high places gaining terrain faster.
But anyway, you made nice observations. |
[Veteran_Jin J'Rayle]
0
|
Posted - 2012.06.06 15:19:00 -
[159] - Quote
Cyriss the Virus wrote:This is a hot issue.
I thought I would add my two cents. After playing dust for the past two weeks I am disappointed in the close range mechanics. The way the game registers hits is the main reason. Its annyoing to see the person you are shooting showing their shields are being hit, only to find after shooting a whole mag they have no damage recorded. Once this is fixed I recon it should improve the way close range fights should pan out. By the look of the above posts Protoman and Mud have figured out were to aim to record hits while spinning around and from what I have seen it is not centre of seen mass which suggests lag. If Protoman and Mud want to defend the current build and say its skill, yes it is skill to figure out the bug and where to aim. which wont change when they fix the hit registration or whatever they call it. All it will do is even the playing field for other players who are not aware of the current short comings. I really dont see what they are scared of there.
I dont think the straffing and moving should be changed, If someone started shooting at me I would not stand still. However the one thing I do have a problem with is jumping. Jumping around like a rabbit while someone shoots at you looks stupid and if someone showed me that and said thats DUST's game play I would not consider playing the game. jumping around in circles to avoid hits is a silly game mechanic that does not reflect what I imagine futuristic combat. I will be disapointed if it remains in the game.
In real life (yes I am going there) I can jump around 1 meter off the ground and I have seen some guys who train in crossfit can jump about shoulder height. The main difference between this game and real life is that for a real human to jump they must squat down to get the power to jump. IF they changed the jump mechanic to being one in which say the longer you held the button the higher you jump then it would be more realistic and that delay would make 'Bunny Hopping' an unviable tactic. If these guys are super soldiers of the future why cant they jump high just not instant jumping. People are complaining about scout and assault not having an advatange over the heavy. Well why not make it so when charged up a scout could jump several meters clearing obsticals that a heavy cannot cross and move out of danger, only risk is you are vunerable for a second while you squat down to make the jump.
I like the idea of introducing the need to squat before jumping. That's what's been missing.
I also don't want strafing removed, I just think that strafing has it's place. But I believe it's place is NOT to "turn-and-burn" or do the "circle-of-death" (ala Mechwarrior) especially at the speed you're able to strafe now.
I can easily picture a duel between two people circle each other with guns trained on each other, but that's only at a walking pace. No way are they doing that at a full run.
The speed benefit of the scout suit should be towards getting out of harms way. Not dancing around your enemy all "Ring-around-the-rosey" like.
|
[Veteran_Darkz azurr]
0
|
Posted - 2012.06.06 16:15:00 -
[160] - Quote
all i ever see while waiting to deploy on the map is my team mates circling aound in gun fights..for a good 10 seconds...make sure you dust devs make a shooting game not a dancing game please. agree with op |
|
[Veteran_MUDMASTEI2]
0
|
Posted - 2012.06.06 16:28:00 -
[161] - Quote
iwillrock yourworld wrote:MUDMASTEI2 wrote:iwillrock yourworld wrote:MUDMASTEI2 wrote: It's obvious what I said is the case, because I have yet to have a good reason as to why the strafe speed is bad other than "I don't like it!" which is basically "I can't handle it, change it." worded differently. Why adapt when you can cry and get it changed, I guess.
LOL You assume so much about others. I can handle it just fine, but i really dont see it has a place in a EVE shooter as ambituous as Dust is. And I could care less you you find yourself homeless in your gaming. Going to show me otherwise? Or are you going to tell me about how the trailer showed different gameplay from the actual gameplay. Or you going to tell me that slow gameplay makes you feel closer to your corp again? Also, try this again but make sense. I am sure i made various points about the advantages of changing straffing mechanics, wont say it all again, read all the threads about it on the forum, plus previous posts. Its not you I have to convince, as its impossible, same way you wont convince me or others with different points of view, thus its pointless to argue with you wich is clearly a troll.
Yeah I've read through them all, I posted some of my favorite "reasons" in the other thread about strafing. They're honestly hilarious, and as I said, they all come down to "I don't like it, change it."
Like I said, why adapt when you can cry. That's all this comes down to. And if CCP gives in and pleases the QQers, this game has no chance, I've been down that road. |
[Veteran_Anshur Fulkrieg]
0
|
Posted - 2012.06.06 16:54:00 -
[162] - Quote
As the game stands now I wont be investing any time to it. I have played and found myself hating the straffing and constant dancing with guns.
I would like to see a cover system in place to allow for more tactics to be involved instead what we have is rush a position and dance around shooting wildly at the other person till one of you ends up dead.
I do not find that fun. Its one reason I play the sniper in this game due to the rubbish way in which close combat is dealt with. And also why I use the Swarm Launcher in close combat.
As for when the game is released I wont be playing due to the straffing involved. I would prefer a tactical shooter which Dust is not. |
[Veteran_PUT-PROTOMAN-IN GAME]
0
|
Posted - 2012.06.06 16:58:00 -
[163] - Quote
Anshur Fulkrieg wrote:As the game stands now I wont be investing any time to it. I have played and found myself hating the straffing and constant dancing with guns.
I would like to see a cover system in place to allow for more tactics to be involved instead what we have is rush a position and dance around shooting wildly at the other person till one of you ends up dead.
I do not find that fun. Its one reason I play the sniper in this game due to the rubbish way in which close combat is dealt with. And also why I use the Swarm Launcher in close combat.
As for when the game is released I wont be playing due to the straffing involved. I would prefer a tactical shooter which Dust is not.
lolcover system.
You use the swarm launcher because you can't aim. |
[Veteran_Anshur Fulkrieg]
0
|
Posted - 2012.06.06 17:13:00 -
[164] - Quote
PUT-PROTOMAN-IN GAME wrote:Anshur Fulkrieg wrote:As the game stands now I wont be investing any time to it. I have played and found myself hating the straffing and constant dancing with guns.
I would like to see a cover system in place to allow for more tactics to be involved instead what we have is rush a position and dance around shooting wildly at the other person till one of you ends up dead.
I do not find that fun. Its one reason I play the sniper in this game due to the rubbish way in which close combat is dealt with. And also why I use the Swarm Launcher in close combat.
As for when the game is released I wont be playing due to the straffing involved. I would prefer a tactical shooter which Dust is not. lolcover system. You use the swarm launcher because you can't aim.
The controller is to unresponsive for my liking. I prefer the mouse and keyboard.
And whats wrong with a cover system or a suppresive fire system ? Both can work very well. As a person who has played Warhammer 40k these mechanics can work very well into FPS if done right.
Suppresive Fire would make your opponents camera shake and go blurry for a small amount of time and unless they took cover it wouldn't go away while you was shooting at them.
Cover would not force you into a 3rd person view. But instead give you an icon if stood with your back to the wall. When you pop out of cover only half your body will be seen but you could fire. Or if you duck behind crates.
This would open up more tactics in the game. And seeing as Dust is meant to be a tactical shooter would give it what its meant to be.
So far I have seen more tactics in a game of naughts and crosses than Dust 514.
|
[Veteran_MUDMASTEI2]
0
|
Posted - 2012.06.06 17:34:00 -
[165] - Quote
PUT-PROTOMAN-IN GAME wrote:Anshur Fulkrieg wrote:As the game stands now I wont be investing any time to it. I have played and found myself hating the straffing and constant dancing with guns.
I would like to see a cover system in place to allow for more tactics to be involved instead what we have is rush a position and dance around shooting wildly at the other person till one of you ends up dead.
I do not find that fun. Its one reason I play the sniper in this game due to the rubbish way in which close combat is dealt with. And also why I use the Swarm Launcher in close combat.
As for when the game is released I wont be playing due to the straffing involved. I would prefer a tactical shooter which Dust is not. lolcover system. You use the swarm launcher because you can't aim.
Swarm Launchers are tactical. |
[Veteran_Alpha SnakeBlood]
0
|
Posted - 2012.06.06 18:26:00 -
[166] - Quote
Mud you say the nerf straffing side didnt bring up any valid point but over this tread alone ive seen many valid pointson boths sides most coming from the nerf side mind you but i rarly seen you have a reply that does not resort to saying they can play it you will find alot of them can and just dont like it so get over your self your big bad strafing skill is easyier to master than you think.
This game may stand a chance of living for a long time if the CQC strafing is fixed and a better depth to the movment is included as is right but if the game stays as it is the vast majority of FPS players will get sick of players using this tactic as i and many other people in DUST now would therefore it will never get a following other than yourself and a few others that enjoy your playstyle.
Ultimatly what we want is for DUST to be a great game if a movment system like BC2 for example is introduced then it will be like look at it so far it rewarding feeling to complete objectives or to take over spawn points so far the only let down is that the straffing lets the side down if the game is left as it is it will not be a popular as it has the potential of being. |
[Veteran_Ja'un Faber]
0
|
Posted - 2012.06.06 18:34:00 -
[167] - Quote
iwillrock yourworld wrote:Cyriss the Virus wrote:...IF they changed the jump mechanic to being one in which say the longer you held the button the higher you jump then it would be more realistic and that delay would make 'Bunny Hopping' an unviable tactic. If these guys are super soldiers of the future why cant they jump high just not instant jumping. People are complaining about scout and assault not having an advatange over the heavy. Well why not make it so when charged up a scout could jump several meters clearing obsticals that a heavy cannot cross and move out of danger, only risk is you are vunerable for a second while you squat down to make the jump... ... High jumps for scouts and jump building momentum seems like a nice idea to be played with...
Now we're getting somewhere! This thread should have been about Future Movement from the beginning.
Gameplay is important, and CCP is clearly trying to make a very run&gun, fast-paced shooter that appeals to twitchy players. However, the current circle-jerk doesn't feel like future, super-soldier movement; it feels like Halo. DUST should be DUST.
I want Protoman and Mud to be able to pwn entire squads... if, IF, they are really the elite, speed-tanked, movement-focused super-soldiers of the future. But NOT in Militia gear!
I've felt the fear of an approaching Scout dropsuit, realizing that it was far more dangerous close-up than the other assault and heavy dropsuits it was with. That is an awesome feeling. I wouldn't give that up for anything. The Scout should totally be able to jump 10 feet straight up and cross 20 foot gaps. That is a realistic (and fun) game mechanic.
The squatting idea is a bit of a problem, though. I dabble in parkour, and you do not, I repeat NOT, squat before a big jump. Instead, you transform really fast forward momentum into upward momentum. In reality, jumping far would not make you more vulnerable, but it WOULD make it impossible to reload, or even fire, while doing so.
Done right, this game mechanic could be awesome, for both attackers and defenders. |
[Veteran_SILENTSAM 69]
0
|
Posted - 2012.06.06 18:48:00 -
[168] - Quote
I notice strange talk of slow tactical shooters. Why not fast tactical shooters?
Is someone going to actually try and claim that moving fast means there are no tactics? Now that would be a facepalm moment.
Having a class that can move fast is nice. Having a game not be slow is nice. Having a game where people have shields and require sustained damage is nice.
You almost need to have people be able to move around and get behind terrain and strafe around when there are shields involved. |
[Veteran_SILENTSAM 69]
0
|
Posted - 2012.06.06 18:50:00 -
[169] - Quote
Sustained bunnyhopping is not really an available tactic anyway. Yes we can jump a bit, but it drops your stamina quite quickly and you can only jump when it restores. The Scout gets a decent amount of stamina and can jump more than the others, but can not keep it up.
If you fight a Scout who jumps around then you can be sure he is taking his stamina right down and using every last drop of stamina against you. If another person comes around the corner he is probably screwed. |
[Veteran_SILENTSAM 69]
0
|
Posted - 2012.06.06 18:54:00 -
[170] - Quote
Ja'un Faber wrote:iwillrock yourworld wrote:Cyriss the Virus wrote:...IF they changed the jump mechanic to being one in which say the longer you held the button the higher you jump then it would be more realistic and that delay would make 'Bunny Hopping' an unviable tactic. If these guys are super soldiers of the future why cant they jump high just not instant jumping. People are complaining about scout and assault not having an advatange over the heavy. Well why not make it so when charged up a scout could jump several meters clearing obsticals that a heavy cannot cross and move out of danger, only risk is you are vunerable for a second while you squat down to make the jump... ... High jumps for scouts and jump building momentum seems like a nice idea to be played with... Now we're getting somewhere! This thread should have been about Future Movement from the beginning. Gameplay is important, and CCP is clearly trying to make a very run&gun, fast-paced shooter that appeals to twitchy players. However, the current circle-jerk doesn't feel like future, super-soldier movement; it feels like Halo. DUST should be DUST. I want Protoman and Mud to be able to pwn entire squads... if, IF, they are really the elite, speed-tanked, movement-focused super-soldiers of the future. But NOT in Militia gear! I've felt the fear of an approaching Scout dropsuit, realizing that it was far more dangerous close-up than the other assault and heavy dropsuits it was with. That is an awesome feeling. I wouldn't give that up for anything. The Scout should totally be able to jump 10 feet straight up and cross 20 foot gaps. That is a realistic (and fun) game mechanic. The squatting idea is a bit of a problem, though. I dabble in parkour, and you do not, I repeat NOT, squat before a big jump. Instead, you transform really fast forward momentum into upward momentum. In reality, jumping far would not make you more vulnerable, but it WOULD make it impossible to reload, or even fire, while doing so. Done right, this game mechanic could be awesome, for both attackers and defenders.
Jumping does make you vulnerable sometimes. You are right there.
Against a low skilled player jumping may seem confusing, but against a skilled player it just means you have started a predictable motion arc.
I remember this from back in HALO. Jumping confused some, but allowed an easy kill for many of us. You cant move or strafe while in the air. |
|
[Veteran_iwillrock yourworld]
0
|
Posted - 2012.06.06 21:38:00 -
[171] - Quote
MUDMASTEI2 wrote:iwillrock yourworld wrote:MUDMASTEI2 wrote:iwillrock yourworld wrote:MUDMASTEI2 wrote: It's obvious what I said is the case, because I have yet to have a good reason as to why the strafe speed is bad other than "I don't like it!" which is basically "I can't handle it, change it." worded differently. Why adapt when you can cry and get it changed, I guess.
LOL You assume so much about others. I can handle it just fine, but i really dont see it has a place in a EVE shooter as ambituous as Dust is. And I could care less you you find yourself homeless in your gaming. Going to show me otherwise? Or are you going to tell me about how the trailer showed different gameplay from the actual gameplay. Or you going to tell me that slow gameplay makes you feel closer to your corp again? Also, try this again but make sense. I am sure i made various points about the advantages of changing straffing mechanics, wont say it all again, read all the threads about it on the forum, plus previous posts. Its not you I have to convince, as its impossible, same way you wont convince me or others with different points of view, thus its pointless to argue with you wich is clearly a troll. Yeah I've read through them all, I posted some of my favorite "reasons" in the other thread about strafing. They're honestly hilarious, and as I said, they all come down to "I don't like it, change it." Like I said, why adapt when you can cry. That's all this comes down to. And if CCP gives in and pleases the QQers, this game has no chance, I've been down that road.
The same thing can be said of you"i like it, do not change".
anyway, this game is in the beta, where this changes must be evaluated and is the right moment to do it while the devs are still seeking the best balance.
|
[Veteran_PUT-PROTOMAN-IN GAME]
0
|
Posted - 2012.06.06 21:44:00 -
[172] - Quote
The QQing against bunny hopping is ridiculous
scouts have 2 jumps everybody else has 1
People aren't constantly jumping around the map. Most of the complaints are hyperbole. |
[Veteran_iwillrock yourworld]
0
|
Posted - 2012.06.06 21:46:00 -
[173] - Quote
SILENTSAM 69 wrote:I notice strange talk of slow tactical shooters. Why not fast tactical shooters?
Is someone going to actually try and claim that moving fast means there are no tactics? Now that would be a facepalm moment.
Having a class that can move fast is nice. Having a game not be slow is nice. Having a game where people have shields and require sustained damage is nice.
You almost need to have people be able to move around and get behind terrain and strafe around when there are shields involved.
You got it wrong, no one is saying to reduce units velocity, its about reducing straffing velocity. Units are still able to cross big distances with speed, but not directly charging and dancing head-on a target. |
[Veteran_Alpha SnakeBlood]
0
|
Posted - 2012.06.06 21:49:00 -
[174] - Quote
PUT-PROTOMAN-IN GAME wrote:The QQing against bunny hopping is ridiculous
scouts have 2 jumps everybody else has 1
People aren't constantly jumping around the map. Most of the complaints are hyperbole.
I recon the Bunny hopping will die down alot when hit detection is sorted the problem most are having is it puts aim of and garentees a loss of tracking with game in this hit detection stage |
[Veteran_iwillrock yourworld]
0
|
Posted - 2012.06.06 21:49:00 -
[175] - Quote
PUT-PROTOMAN-IN GAME wrote:The QQing against bunny hopping is ridiculous
scouts have 2 jumps everybody else has 1
People aren't constantly jumping around the map. Most of the complaints are hyperbole.
I can reliably jump when dancing, just need to manage the stamina and not spam it. Stamina recharges very fast while shooting, so people do bunny hop.
|
[Veteran_Taroque]
0
|
Posted - 2012.06.06 21:51:00 -
[176] - Quote
havok wrote:PUT-PROTOMAN-IN GAME wrote:The gunplay in DUST is what will give it character in a sea of other shooters. Between this, the skilling system, the fitting system and the (god I hope so) effect DUST will have on sov space ... this game is NOTHING like any other shooter. I agree with Protoman; the last damned thing we need to do is lower the bar and water it down so that it's just like every other shooter out there... Speed and mobility have to mean something, or we may as well all roll heavies.
I agree if i can't use the speed of a scout suit to out maneuver a heavy and possibly take him down by speed tanking what is the point to this? I can hop in a dramiel to bring down a rokh but can't do the same approach when using a scout suit? Why would I want that kind of universe... where there are only big tanks killing mice running around. Why scout? learn to hit me when I am moving around or die. I don't care but don't kill my strafing and maybe give me new ways to outmaneuver people. I don't mind doing flips over peoples heads while firing an SMG on full auto to take a turret thats raining death on my allies. |
[Veteran_MUDMASTEI2]
0
|
Posted - 2012.06.06 22:07:00 -
[177] - Quote
Alpha SnakeBlood wrote:Mud you say the nerf straffing side didnt bring up any valid point but over this tread alone ive seen many valid pointson boths sides most coming from the nerf side mind you but i rarly seen you have a reply that does not resort to saying they can play it you will find alot of them can and just dont like it so get over your self your big bad strafing skill is easyier to master than you think.
This game may stand a chance of living for a long time if the CQC strafing is fixed and a better depth to the movment is included as is right but if the game stays as it is the vast majority of FPS players will get sick of players using this tactic as i and many other people in DUST now would therefore it will never get a following other than yourself and a few others that enjoy your playstyle.
Ultimatly what we want is for DUST to be a great game if a movment system like BC2 for example is introduced then it will be like look at it so far it rewarding feeling to complete objectives or to take over spawn points so far the only let down is that the straffing lets the side down if the game is left as it is it will not be a popular as it has the potential of being.
No you haven't. "I think it's silly" and "It makes the game less tactical" aren't valid reasons at all. The only "valid" reason stated has been "I don't like it." and you know what I have to say to that? Get the hell over it.
Prove it? There's no evidence that the game would live longer if there was slow movement. None. If anything, it's the opposite. People will move on to the next slow paced shooter released, where as the players who enjoy fast paced shooters will stick with DUST will stay, since DUST is rare as a fast paced shooter. You can't speak for the vast majority of FPS players. You especially can't use the people here as proof of the vast majority of FPS players, when this beta is loaded with EVE diehards at the moment.
If you want BC2 movement, play BC2, this is DUST.
iwillrock yourworld wrote:
The same thing can be said of you"i like it, do not change".
anyway, this game is in the beta, where this changes must be evaluated and is the right moment to do it while the devs are still seeking the best balance.
No, it's "Do not change to appease certain players. Make the game how you intended." I've seen far too many games be ruined because developers strayed from their original intent to try and please people who want other games. You want slow Battlefield gameplay, play Battlefield. Leave DUST alone. Don't like the shooter aspect of the game, stick with EVE, champ.
There is nothing imbalanced about fast pace. |
[Veteran_Alpha SnakeBlood]
0
|
Posted - 2012.06.06 22:14:00 -
[178] - Quote
Taroque wrote:havok wrote:PUT-PROTOMAN-IN GAME wrote:The gunplay in DUST is what will give it character in a sea of other shooters. Between this, the skilling system, the fitting system and the (god I hope so) effect DUST will have on sov space ... this game is NOTHING like any other shooter. I agree with Protoman; the last damned thing we need to do is lower the bar and water it down so that it's just like every other shooter out there... Speed and mobility have to mean something, or we may as well all roll heavies. I agree if i can't use the speed of a scout suit to out maneuver a heavy and possibly take him down by speed tanking what is the point to this? I can hop in a dramiel to bring down a rokh but can't do the same approach when using a scout suit? Why would I want that kind of universe... where there are only big tanks killing mice running around. Why scout? learn to hit me when I am moving around or die. I don't care but don't kill my strafing and maybe give me new ways to outmaneuver people. I don't mind doing flips over peoples heads while firing an SMG on full auto to take a turret thats raining death on my allies.
Disagree strongly
hope there was alot of sarcasm involved in your coment but if not
Scout is a recon suited suit used for intel, observation and flanking it is not a frontliner,
What you are saying is you want to be super man doing matix style crap on your target?? well why dont we have capes and fly around as well and kill each other with lasers coming out of our eyes?? same reason as people should not be able to strafe at light speed making fight last for ages until one fella dies after numerious reloads its stupid,
This game being prone to strafing will kill the game as most PS3 players will get bored of going aginst people who think that strafing like all hell is the only skill that is aceptable, i would strongly sugest waiting for next build to see if strafing is still issue when hit detection is fixed but if the strafe CQC combat is still there it will discourage play after all other games like unreal tournament implemented this game play and while it showed good on PC it was rubbish on PS3 and failed miserably. |
[Veteran_Alpha SnakeBlood]
0
|
Posted - 2012.06.06 22:21:00 -
[179] - Quote
Mud i do speak for the vast majority of FPS PS3 players becuase iam one of them i was a PS3 player playing the first resistance since then i have played damn near every main stream PS3 FPS that made it i even played unreal tourny and it failed and thats the closest thing to this PS3 has had games the most popular game on the market right now is COD and battlefield both of which did not have strafing like this.
PS we go back to eve iam sure there will be alot of bitter players at the disapoint ment who will use there Dust character to designate there team base and well TEAM kill quite literaly
I wont but ive played eve long enough to know there are people like that out there, plus who is going to trust eve resorcese to players who are strafing like rocket propelled trollies with a gun attached. |
[Veteran_Mavado V Noriega]
0
|
Posted - 2012.06.06 22:50:00 -
[180] - Quote
SILENTSAM 69 wrote:I notice strange talk of slow tactical shooters. Why not fast tactical shooters?
Is someone going to actually try and claim that moving fast means there are no tactics? Now that would be a facepalm moment.
YES! movin fast is not tactical, we need time to think, why should ppl that think fast be allowed to move and use fast tactics!
On a serious note.....L O L @ wanting strafing nerfed, dont know how many times I've said this but the main reason ppl end up in long dance fights are because
1. Hit Detection and dont know how to deal with the current issue 2. Cant aim
These 2 issues make ppl have gunfights that last 3 mags whereas i can engage 2-3 ppl and kill them with 1 mag of my breach Health is not that high and strafe speed isnt either when the new build drops ppl who cant aim/deal with the current problems will realise this stop QQing about a non-issue.
Ppl always talk about not wanting to be FORCED to play a certain style well this statement cant only apply when it benefits u ppl btw. If u want to play slow and tactical then by all means the game allows it, if i want to play fast and tactical then i should as well dont u think?
Alpha SnakeBlood wrote:Mud i do speak for the vast majority of FPS PS3 players becuase iam one of them i was a PS3 player playing the first resistance since then i have played damn near every main stream PS3 FPS that made it i even played unreal tourny and it failed and thats the closest thing to this PS3 has had games the most popular game on the market right now is COD and battlefield both of which did not have strafing like this.
PS we go back to eve iam sure there will be alot of bitter players at the disapoint ment who will use there Dust character to designate there team base and well TEAM kill quite literaly
I wont but ive played eve long enough to know there are people like that out there, plus who is going to trust eve resorcese to players who are strafing like rocket propelled trollies with a gun attached.
cod and bf both suck btw, just an fyi |
|
|
|
|
Pages: 1 2 3 4 5 [6] 7 :: one page |
First page | Previous page | Next page | Last page |