Bradric Banewolf
D3ATH CARD RUST415
763
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Posted - 2015.03.03 06:33:00 -
[1] - Quote
Ghost Kaisar wrote:Atiim wrote:You know the playerbase is terrible when someone finds it nessecary to write a guide on how to do things which are basic knowledge / common sense to anyone who's IQ exceeds 10. I wouldn't tie it to IQ, but yeah, most of this is common FPS sense. Sadly, I still see blueberries standing still, hipfiring a Rail Rifle at 50m. And then I feel a pang of guilt as I mow them down.
I feel no guilt. Contrary to popular belief a lot of things aren't common FPS sense.
Example: Taking cover, Moving out of the way, timing, teamwork, situational awareness, avenues of approach, tag teaming, omg I could go on forever.
Atim is right about the playerbase. Bunch of low IQ's, butthurt, and grudge holding. Add in bad mechanics and lag, and there's no wonder why the playerbase is small.
The post makes sense, but you're preaching to the choir unfortunately. You'd have to write a book to reach truly new to FPS players on this. Posting about teamwork and tactics would serve your purpose better. A lesson in cover fire would go a lot further. Gun game is far to advanced for the true noob.
1. To achieve that good strafe speed they'd need the right mods on which they may not even be specced into yet.
2. Every role does not require gun game. However, every role does require teamwork and communication.
3. Some players simply won't be good at strafing, or anything we may suggest to make them better killers. That doesn't mean they shouldn't play just because they don't strafe.
I remember a time in this games history when no one strafed, and it wasn't so long ago. To say that it's common FPS sense is a bit much. Strafing, and complaints about strafers, is fairly recent because players figured out that speed tanking their suits made them move fast enough to take advantage of any and all hit detection issues. (Min assault comes to mind)
Used differently each method of fighting is useful. There are many types of gun game, and one can define his/her own style. With the right amount of setup time spent outside of battle a player can build a sufficient "stand and deliver" fitting. High shield, distance weapons, and regen can work wonders at range. While high speed, CQC weapons, and great movement mechanics work well also depending on the situation. For example, the Amarr assault fitting w/scrambler, dmg mods, and armor is an effective fitting for the stand and deliver technique, but it's success or failure is strongly hinged on team work.
Whether a player can strafe or not shouldn't cripple his individual style of play if his squad or team is solid in tactics, comms, and strategy. Good post though, truly! o7
"Anybody order chaos?"
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Bradric Banewolf
D3ATH CARD RUST415
763
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Posted - 2015.03.03 21:28:00 -
[2] - Quote
Reign Omega wrote:Tesfa Alem wrote:Ghost Kaisar wrote:Tesfa Alem wrote:In summary.
sprint in circles
let auto aim and hipfire do the work for you
rinse repeat.
every "gun game" player does this. I am not as spastic, so i prefer out flanking, using cover, utilizing position and tactics. Sadly aiming down sights should be the most accurate, in dust 514 its not. If i had my way, all hipfire would be near unmanagable. Sure you could circle strafe, but you wouldn't be able to hit the broadside of the MCC.
I'm gonna throw you a couple likes, because, i do like what motivated you to write a guide, its not a from a bad place and i applaud you for it.
but man oh man do i hate the term 'gun game.' My Missile Incubus hates "gun game" too ;)
If you read in the guide, flanking, cover, position and tactics are included in my version of "Gun Game". To me, its a combination of knowing how to fire your gun, avoiding being hit, and using map knowledge to its fullest advantage. If you hate hipfire, go play battlefield. It's all about what you just talked about. I had to learn how to strafe coming here. Well if you want this thread to degenerate, two can play at that game If you love hipfire so much go play destiny Or go play Call of Duty! Oh snap! No he diddn'tHipfire is about letting aim assist shoot for you. Leting the Aim Assist do the work for you is a part of this game, but certainly not a part of skill. But please tell me more about your advanced tactics. Headglitching, reload glitching and the like. There's a weird elitest distinction in any competitive game that leans toward "hard mode" play, or using the weakest tactics and trying to win with them. I can see the appeal, but most of us are going to use what works. Shoto in sf, Sentinel in mvc2, etc etc. That's why in most high level competitive play it's not called "glitching" it's called using the system. I have noticed you have to abandon logical physics in dust and play around the wonks. Shooting people through goofy shxt, taking advantage of that guy who didnt know you have to jump up that last step..because why should you?, and things of the like are all par for the course, or for better phrasing Anything goes. It would be nice to always fight with the Marquis of Queensbury rules, but chances are if somebody can use a technical hiccup to their advantage, they will.
I'm just afraid that this was stickied because ghost inadvertently gave CCP the excuse they needed to avoid admitting the hit detection issues in the game. The ones they have yet to comment on..... yeah those.
Ghost' heart is in the right place, but we don't want to make this "gun game" strafing/bad hit detection nonsense the new standard, and it goes unfixed because we inadvertently excepted it as a standard part of the game. What he has wrote IS correct, but can be considered the first chapter in the book of gun game. Not the entire book. There are far more important parts to effective tactics in a team based FPS.
When and if the hit detection issues are addressed and fixed. Players who abuse the mechanic won't seem so great at strafing as they once were. We want to make sure they still know that taking cover, as opposed to standing in the open dodging rounds like the matrix, is still the best method for not being hit as you stated.
We will see a lot of resident strafers coming to this post going "see I'm gun game incarnate". This is a fallacy, and I am hoping you are quick to set them straight. I don't care how effective it is currently we all know hit detection is shotty at best. I better not catch any of my guys strafing in the open, not 10 meters from actual cover, and not taking it in haste!
Also, for the vets ready to teach the strafe tactic solely to new players. Please start with the basic fundamentals first. I can't even count the amount of new players we've picked up in our training corp that have some really sh*tty habits?! They get in squad with great intentions, and we quickly see why they've been in 20 corps in 3 months?! They run head long into 4 guys, and begins to strafe frantically as the enemy squad obliterates him with teamwork. While my other squad mates begin to all hit him with "man wtf was that?"! I drop my controller laughing uncontrollably, and die in-game in the process lol!
After I recover, I go into detail with him as to why what he did doesn't truly work. He explains why he does it, and it's usually because they either saw someone else do it or was instructed to do it previously.
This is not any one persons fault because the flaw in mechanics has made this bs almost more effective than taking cover or covering fire. What we don't want to do is make this a standard. This isn't the best way to approach a gun fight, and is instead a "trick up my sleeve" tactic to surviving in close call situations.
I feel before teaching them to attempt to abuse broken mechanics we should point out how this game lacks effective horizontal cover, and vertical cover is what they will have to adapt to using more often than not. They will also need to know that 2 and 3 man fire teams are the best for them when first starting to play the game. Strafing is for vets with the SP to spec into speed mods and complex shield, armor, and regeneration mods. New players don't benefit from any such strafing in militia fits.
Flanking, cover and concealment, avenues of approach, mobile cover (tanks), fire team tactics, high ground/low ground, time on target, priority of fire, primary objectives, and so much more. These are things they can do and learn at any level. Strafing may only be super effective right now because of hit detection issues. The other examples work regardless of what changes in the game.
"Anybody order chaos?"
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