Dragonmeballs
Better Hide R Die
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Posted - 2015.03.06 17:54:00 -
[1] - Quote
Maken Tosch wrote:Please give a detailed and constructive reason as to why.
I'm neither disagreeing with you or agreeing with you. I just hate it when people post ideas for changes to mechanics without ever explaining why.
Crimson pretty much nailed it Maken
Having played since the beginning of open beta, I have been watching what happens when a game/community gets a series of crutches/mechanics that slowly remove the requirements of skill, strategy and cooperation from a game.
As you recall AA and hit detection changed/improved suddenly in sometime in the beta. (Correction welcome if you remember exactly when hit detection got fixed--those of you still with us remember that banner day when projectile weapons all of sudden started to work as intended)
Back then the 1 v 1 gun game was truly different than it is now. You could hip fire but the real damage got done when ADS. Whoever had the courage/skill to ADS would win the 1 v 1 handily if you could pull it off while strafing (circle, figure 8 or back and forth). ADS strafing then was the true example of FPS skill.
Move forward to the "improved AA" in Uprising: You could hip fire and do as much or more damage to the enemy when you were ADS before. This new damage profile altered the way the game was played. Introduce the combat and rail rifle you now have two very powerful tools to use and never really have to ADS to slay. Then came round after round of "balancing" to calm the masses. I'll wager the balancing was based on hip fire instead of ADS damage.
The magnetic nature of AA during hip fire trains a person to believe they are much better at aiming than they actually are...in fact how many times in you last 100 deaths was the person hip firing? Pay attention and you'll find it much more than 50%. Put together a pack and run around the map hip fire/strafe in a wall of damage and you have the latest version of pubstompers.
So you ask....what is wrong with that? Is it good or bad for the game? I honestly don't know. I do know that a spray and pray mechanic works fine for PVE but for PVP it doesn't reward true skill with a controller player to player.
Regarding controllers and AA: I do know you than you can break your opponents AA by yanking the left DS3 stick all around. I also know you don't lose AA on your opponent when you do the same and they don't.
This mechanic allows a person (think M/1 with a B-42) to run/strafe at you doing damage while you are trying to aim (ADS)and can't seem to track. If you do track you break even. Fail to track you die. My problem is the person trying to aim, (sometimes hitting but mostly missing) loses this fight and the person randomly waging their sticks around (also missing but getting all kinds of assistance from AA) ends up believing (erroneously) they are a slayer.
This is becoming the new norm and in my opinion it has turned a portion of the player base into glitch happy, FOTM, proto-reliant , low skilled, KDR padding weenies.
Nice rant, but what is the problem and what is the solution? In my opinion the hip fire AA is to strong. Back it off a little and see what happens. ADS should be the most powerful mode of aiming. Hip fire is spray and pray and the results should reflect it.
So a critic points out that the Destiny both modes of AA were much much stronger. Absolutely true. The Destiny AA was stronger. That game has come and gone. It was easy mode and played to the people who want to pick and put down a game over a short span of time. Dust was not intended to have a lifespan of 6 months.
TL:DR
Nerf hip fire AA because it turned a portion of the player base into glitch happy, FOTM, proto-reliant , low skilled, KDR padding weenies.
Blueberry!....Make yourself useful and shoot the blurry thing running this way!
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