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[Veteran_Michael Vu]
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Posted - 2012.06.03 15:46:00 -
[1] - Quote
I downloaded Dust last night, and have only got about 2-3 hours in. My observations: -Character models at long range glitch out and jump around while moving, making it difficult to snipe. This may be due to lag, but it was apparent in every match I got into. -Assault Rifles, SMGs, and (especially) Shotguns are WAAYY underpowered. it shouldn't take 2-3 mags to kill someone. -The first person camera feels a little too far forward, especially when sprinting. This makes it difficult to see enemies who are very close to you. -Hit markers don't make enough of an impression, or don't show up -Knife attacks feel too rigid, and are very hard to kill with, or even hit with. -You can only sprint in a rigid straight line, making it frustrating while trying to strafe -You can't sprint from a crouching position -The damage indicators don't give enough information, also it is hard to tell which direction you get killed from. A nice addition would be to point the camera in the direction of your killer when you get killed. -When you 'drop' into battle, there should be a nice zoom animation where the camera accelerates towards the ground, and then it switches to the first person camera. -The turning in the Jeep vehicles is a bit too sensitive. I find myself swerving down the road trying to drive in a straight line -Lack of iron sights for the swarm launcher -Like someone said before, the map models look like a game from 2002. -The aiming feels a little too rigid. -For 32 players, the maps feel excessively large.
That is all I have for now. So far, I enjoy the concept of the game, more detail was put into the story, environment, and loadout customization than most other games, however the engine, gameplay, and damage balancing could use a large overhaul. |
[Veteran_Zat Earthshatter]
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Posted - 2012.06.03 16:47:00 -
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Very good feedback, i'll put my 2 ISK in on some points
ARs SMGs shotgun: correction- it shouldnt take as many shots to kill an UNSHIELDED person. if everyone died in 3 AR shots then what's the point of armor+shield, or even competing with the *other* game that does this? ARs and SMGs simply have a wonky hipspread at this time, causing it to take reloads to kill. Shotguns are definitely underpowered though. They are, after all, shotguns. no OHK, just not having to reload before a kill. Swarm launcher irons: this is where we should borrow from COD, and force you to aim down irons before shooting. if that is the only change put on them, there WILL be less spam and more kills vs. swarmers. Gigantic maps: CCP is planning ahead. at launch we're looking at 64-player match limit, with plans to expand to MAG levels or even exceed them. Ppl still think 514 stands for CCP's goal of playercount in a single match, and with their ambition, it very well could happen in the future. |
[Veteran_Vesta Ren]
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Posted - 2012.06.03 18:09:00 -
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The maps aren't even that large yet. When you open up your map zoom out and you'll see how big things are going to be eventually. I'm looking forward to having to worry about transportation (drop ships and LAVs will be more useful) and having to pick where you defend, since it will be too big to just mill around and kill ppl. |
[Veteran_Danny Cerberus]
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Posted - 2012.06.03 18:33:00 -
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Have to agree the shotgun is very weak, when I am in someones face it really should mash them up. Also the damage appeared to be the same at med/close range shot gun damage within 1 meter should kick ass in comparison to 2-3 meters. Not really sure on the falloff. |
[Veteran_J'Jor Da'Wg]
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Posted - 2012.06.03 19:36:00 -
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Zat Earthshatter wrote:Very good feedback, i'll put my 2 ISK in on some points
ARs SMGs shotgun: correction- it shouldnt take as many shots to kill an UNSHIELDED person. if everyone died in 3 AR shots then what's the point of armor+shield, or even competing with the *other* game that does this? ARs and SMGs simply have a wonky hipspread at this time, causing it to take reloads to kill. Shotguns are definitely underpowered though. They are, after all, shotguns. no OHK, just not having to reload before a kill. Swarm launcher irons: this is where we should borrow from COD, and force you to aim down irons before shooting. if that is the only change put on them, there WILL be less spam and more kills vs. swarmers. Gigantic maps: CCP is planning ahead. at launch we're looking at 64-player match limit, with plans to expand to MAG levels or even exceed them. Ppl still think 514 stands for CCP's goal of playercount in a single match, and with their ambition, it very well could happen in the future.
I have to agree with Earthshatter on this.
Swarm launcher just needs to have friendly damage to yourself when aiming at the feet, or ADS only firing mode.
Shotguns? Underpowered, make it so they kill in a single clip. NOT A SINGLE ROUND, a single CLIP.
Assault rifles, I feel the damage is OK, especially when going against people who have better armor/shields than you. Remember, you start out on the low end of the scale.
Tbh, I think a lot of the problems stem from a.) the lag, b.) the low res textures, and c.) the framerate, all fixable.
If they improve those things even marginally, a lot of my problems will go away.
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[Veteran_lordjanus]
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Posted - 2012.06.03 19:47:00 -
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god points OP.. |
[Veteran_Dezick Ariv]
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Posted - 2012.06.03 20:36:00 -
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Something that you probaly couldn't do in 3 hours is get a bunch of damage skills or skills for better guns. If Dust skills work like EVE, then quite a few of these weapons will be much more effective with damage boost skills and such, which may solve the problems with multi clip kills. I also persoanally noticed a large improvement in how assault rifle works with single upgrade to next model, so I'm not sure that the weapon type is underpowered, just the militia version, which I hope it would be, since it is a free gun. |
[Veteran_Ascythian]
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Posted - 2012.06.03 20:42:00 -
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Large maps are a bonus when it comes to strategic and tactical planning. Plus when an fps has vehicles it is generally needed.
Look at the battlefield series for example. |
[Veteran_Barry Gib]
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Posted - 2012.06.04 04:29:00 -
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What Dezick said.
This is NOT COD. This is a game where you will sink 100s of hours in.
In the first couple of hours you don't have the cash of the skills to actually make anything work. One or two shotgun skill upgrades (by default your skill level is like "Oh, I have seen a shotgun before, lets try to use one). and you can kill with one clip. Up close it gets messy even ;-)
I thought initially the shotgun was a waste - but its becoming my goto weapon, as long as I have a high ROF sidearm. |
[Veteran_CCP Wolfman]
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Posted - 2012.06.04 06:14:00 -
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Hi, in the next update the shotgun will have greater range and a very important bug fix. In the current build we found a bug that causes the shotgun to sometimes do zero damage! This is now fixed so once the update is out you should have greatly improved shotguns. You will also have much tighter firing on the assault rifle/SMG from the hip. |
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[Veteran_DvstVi]
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Posted - 2012.06.04 08:02:00 -
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Maps too large? Really ? I guess PC games have spoiled me for good because the maps don't feel large at all. I want Tribes sized maps. |
[Veteran_Xocoyol Zaraoul]
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Posted - 2012.06.04 08:07:00 -
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A militia rifle will do 375 points of damage per second. 3 reloads to put someone down means lackluster aim. Good feedback though. |
[Veteran_Kahn Unn]
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Posted - 2012.06.04 09:07:00 -
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I would have to disagree on the maps being HUGE, they are big.. but I think the design behind them is lackluster.. There is a lot of vertical gameplay(cliffs,buildings) that is interesting but I feel a lot of them are just giant chokepoints.
I'll just add my 2 ISK here as well, about some things I've noticed;
Inability to walk backwards in my Merc Quarters, and the pre-match lobby. Lack of in-game information about how to "improve" your armor i.e. dropsuits, sheilds, armor.. I think that should be part of an "advanced" tutorial. The grenades(if you can see them) don't have any effect to them so I can't see exactly where I threw them, and with the wackiness I tried to throw a grenade off the inside of the door into the other room, and it bounced back into the room. When trying to "issue" an order the object needs to have a red marker to give an "Attack/Capture" order, and sometimes the "CRU(clone reserve unit) is far away and I'm unable to get a order besides rally. Not to mention switching from overview is a pain, and takes too long to issue orders on the fly. Not to mention if your target(like a tank for example) is highlighted red, then suddenly is un-highlighted and I'm about to issue an "attack" order, it will exit out and subsequently my cursor will move in the direction I was moving my R3 analog in. No real defined bonus or incentive to give orders "Vehicle spawns" when you're attacking are all in one spot, i.e. if you spawn in the "MAIN" base, and call a vehicle it will spawn at the other two bases. This leads to frustration and 50 spawns of vehicles because you couldn't find yours :-P The animations in the pre-game lobby for characters that haven't moved in a while are weird, and out of place for immortal space soldiers, but that's just me xD
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[Veteran_Danfen Stark]
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Posted - 2012.06.04 11:05:00 -
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CCP Wolfman wrote:You will also have much tighter firing on the assault rifle/SMG from the hip.
Aww really ? The amount of run & gun/strafe jockeys shooting from the hip is already quite annoying. Meh, mayby I'm just old fashioned with liking more tactical, slow, ADS gameplay ? |
[Veteran_Mavado V Noriega]
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Posted - 2012.06.04 11:26:00 -
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Danfen Stark wrote:CCP Wolfman wrote:You will also have much tighter firing on the assault rifle/SMG from the hip. Aww really ? The amount of run & gun/strafe jockeys shooting from the hip is already quite annoying. Meh, mayby I'm just old fashioned with liking more tactical, slow, ADS gameplay ?
its only annoying because of the poor hit detection ADS will still provide better accuracy
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[Veteran_Cong Zilla]
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Posted - 2012.06.04 14:39:00 -
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The large maps and changing objectives is one of my favorite parts of the game. I just wish stuff didn't disappear when the objective changed so you could potentially rally as defenders and push the attackers further back even after they have taken the first two objectives. |
[Veteran_Jardin Gooche]
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Posted - 2012.06.22 17:01:00 -
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I agree - what about if I want to spawn as a sniper behind enemy lines?
The only con about putting the "cleanup" task on the attackers is that there is already such a tight timeline on keeping the MCC safe - cleaning up clone regenerators AND moving forward is a lot to do. Maybe when we get to 64 players...:-) |
[Veteran_Sintel Jenner]
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Posted - 2012.06.22 17:22:00 -
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I once played baseball for 2 hours. All the people who'd been playing longer than me could hit the ball further and more often. Obviously this needs to be balanced...
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[Veteran_Iron Wolf]
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Posted - 2012.06.22 17:47:00 -
[19] - Quote
Michael Vu wrote:I downloaded Dust last night, and have only got about 2-3 hours in. My observations: -Character models at long range glitch out and jump around while moving, making it difficult to snipe. This may be due to lag, but it was apparent in every match I got into. -Assault Rifles, SMGs, and (especially) Shotguns are WAAYY underpowered. it shouldn't take 2-3 mags to kill someone. -The first person camera feels a little too far forward, especially when sprinting. This makes it difficult to see enemies who are very close to you. -Hit markers don't make enough of an impression, or don't show up -Knife attacks feel too rigid, and are very hard to kill with, or even hit with. -You can only sprint in a rigid straight line, making it frustrating while trying to strafe -You can't sprint from a crouching position -The damage indicators don't give enough information, also it is hard to tell which direction you get killed from. A nice addition would be to point the camera in the direction of your killer when you get killed. -When you 'drop' into battle, there should be a nice zoom animation where the camera accelerates towards the ground, and then it switches to the first person camera. -The turning in the Jeep vehicles is a bit too sensitive. I find myself swerving down the road trying to drive in a straight line -Lack of iron sights for the swarm launcher -Like someone said before, the map models look like a game from 2002. -The aiming feels a little too rigid. -For 32 players, the maps feel excessively large.
That is all I have for now. So far, I enjoy the concept of the game, more detail was put into the story, environment, and loadout customization than most other games, however the engine, gameplay, and damage balancing could use a large overhaul.
Lets see. -I think its just you/connection with point one, I know when I have horrible aim but I know when I miss. It also seems that bullet travel is accounted for depite the rediculous speeds the bullts travel at. Much more realistic setting than a few other games I've played with bullet travel. Now I didnt have time to skill up sniper skills but they may help mitigate this issue - I can kill two people with an AR, I can kill one heavy armor person with an smg at point blank and sitting still. Shotguns if find oddly very powerful I managed to hold off a bridge with a shotgun but I do find it hard to aim with and get a good damage patterns with it, most of this was alieviated when I upgraded to miltiary grade gear. -Agreed with hit markers I would like to know better if I accidentally hit an allied instead of getting red recitile for it. -Knife attacks I do not mind being 'weak' because smone did the math and you can cut somone in half if you skill for it. But atm they're difficult to use like you cant knife someone when trying to reload something your character does when hes out. -You try sprinting sideways and while crouched, wait, dont do it without medical staff standing by or safety equipment.
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[Veteran_Fat Axel]
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Posted - 2012.06.22 17:52:00 -
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i think ARs are fine, i actually think the breach AR needs its hip fire accuracy nerfed, and SMGs still need the buff, im mena cmon right now ARs are beter than SMGs at all ranges, even close quarters |
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[Veteran_Forlorn]
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Posted - 2012.06.22 22:02:00 -
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Kahn Unn wrote: No real defined bonus or incentive to give orders
When you are defending/attacking a location with an order issued, the kill value for kills in proximity to the goal goes up from +50 to +75, increasing the SP earned.
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[Veteran_Forlorn]
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Posted - 2012.06.22 22:03:00 -
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Cong Zilla wrote:The large maps and changing objectives is one of my favorite parts of the game. I just wish stuff didn't disappear when the objective changed so you could potentially rally as defenders and push the attackers further back even after they have taken the first two objectives.
This. |
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