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[Veteran_Max Trichomes]
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Posted - 2012.06.05 17:48:00 -
[31] - Quote
FatalFlaw V1 wrote: Except you could not jump in the original Doom..
Using speed is a viable tactic that needs to remain in the game. If you remove it you completely negate any reason for the scout class as it becomes merely a dps/tank race which the heavy wins every time.
The game is set up like Eve in that a fast ship can out maneuver the tracking of a large slow one, just as a fast scout with lower tank and dps can kill a heavy when they get "under their guns." If this isn't working as intended I don't know what is. In fact, wasn't heavy turn speed nerfed in the last update? Why would that have been done if not to make them vulnerable to strafing tactics? It's their only vulnerability. Deal with it.
And if you play a light armor and still cant handle the strafing, try running backwards, they wont be able to strafe you if you're just as fast. Once again, the same as the Eve solution to trying to deal with a faster ship...
Quit with all the "realism" arguments. There is nothing in this game meant to be life-like. If you can't keep up with the pace of the gameplay, Eve is that way ->
You are right about Doom, but you can jump in Quake 2, Unreal Tournament and the rest of the late 90's early 00's shooters, it feels dated and childish.
Did you even read the OP? It doesn't take speed out of the game, and if anything it amplifies the reason to go scout. As a scout the penalties are tiny to begin with and with some dropsuit mods could be non-existent . It creates more differences between dropsuits. If you want a totally silly, childish game that you jump and hop all over the place, Tribes is that way ---->
FatalFlaw V1 wrote: Do you define more mature as requiring less hand-eye coordination, less emphasis on reaction time, and less emphasis on tactics such as close range strafing?
Are you trying to claim games like Battlefield 2 and Counter-Strike Source don't require hand-eye coordination and reaction time. Both games have massive followings still 7-9 years later, and both are mature feeling games. You seem to think that not flanking or caring about positioning, but just charging the enemy and strafing is tactics. It is not tactics when it is the only move in the game. I want more emphasis on tactics, teamwork, and less on running jumping and twitch reflexes. Dust should be the thinking man's shooter much like Eve is the thinking man's MMO. Having only one valid tactic cheapens the game play. |
[Veteran_J'Jor Da'Wg]
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Posted - 2012.06.05 18:04:00 -
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SILENTSAM 69 wrote:I really hope CCP is good at ignoring posts like this one. They say all the things that set off alarm bells. Talking about not scaring casual gamers and making things easier, and things being childish.
It is sad that people like this get in games and try to ruin them by trying to appeal to casual gamers. Casual gamers are ruining the quality of games. DUST is our hope for hardcore gamers.
Appealing to casual gamers is something you only do if you want the game to have a short life span. If you want the game to last you make it appeal to the far more loyal crowd, the hardcore gamers. Those that will stick with the game and see it grow a reputation as something greater than the rest.
Dumbing down the gameplay to make it appeal to CoD casuals is one thing. While I agree that the overall movement needs tweaking, making strafing itself as a tactic unviable is stupid. You do it in every FPS no matter what. The OP started off with a good intention then made some stupid suggestions to fix it. The spirit of this post is what I agree with, not the letter.
Making it a hyper spastic jump around dance dance revolution shooter does not actually make it better by default. It is striking the balance that makes the game fun but still grounded enough that is what makes or breaks a movement system.
As in my post above, I agree that aiming down the sights should slow your movement speed, much like it does in any other shooter. Possibly, the movement speed should get tuned for all the armor classes. But at the moment, it feels kind of arbitrary and randomly assigned values, that combined with hit detection make it a wild guess and spray gunfight instead of a thought out, but fast and tangled gunfight. Strafing is cool. Nobody wants to be a rock stuck in the ground. But being able to skip sideways jumping along, then change momentum in a split second and bounce the other way isn't fun, tactical, or "mature". It is simply an unpolished system.
If I come up behind another Assault, I should reasonably be able to assume I can take him down without him giving much of a fight back. By the time he turns around, his shield should probably down and I am chipping away his armor. Now thats not to say I can kill him in 1 second. It simply means that I should have a distinct advantage by flanking and coming around behind the guy.
At this point in the beta, I have no reasonable assumption that attacking that guy from behind will result in a kill for me. The guy can skip sideways and start running back and forth sideways in a 3 foot radius in a split second. Meanwhile, my bullets skip around him and what bullets do hit him, hit detection is messy and unreliable. Not to mention the not so irregular lag spurt and frame rate stutters I encounter, it makes it hard to finish the guy off.
Now, you come to the scout suit. "Well, JJ, he is fast and can skip around and such because that is his tradeoff for lack of armor!" True! All true! And he should be able to turn around faster than an assault, and dance a little more easily than the Assault. I am actually pretty fine with the Scout being able to do all of these things, maybe with a slight nerf to its movement speed also. But in the case of coming up behind the Scout, if I get the drop and start pumping shots at him, his armor/shields are gonna wear thin much faster, and now he has to dance much quicker and more carefully to avoid his death. That is skill in that case, no doubt about it.
The Heavy is the polar opposite. Slow to turn and slow to strafe, but a deadly force once facing me and spooling up his LMG. I have to worry more about my positioning with this system of slightly slower strafe and ADS. I might need to bring a girlfriend with me to take down this sucker. It makes me think more because I cannot dance around his bullets and aim for his head all while doing that.
So essentially, I reject both notions. Super fast gameplay does not make it a better game, it makes it more about twitch reactions. Making it drastically slower is just as bad, if not worse. Finding that happy middle balance is key.
As the old saying goes; "In a true compromise, neither side is happy."
EDIT: I would agree with the OP if he got rid of the hipfire accuracy reductions, and tuned down the penalties to movement in ADS. The hipfire is fine right now, at least by the best I can tell. We will have to wait for the better hit detection and overall performance improvements to really tell what tweaks need to be made.
WOAH WALL O TEXT |
[Veteran_SILENTSAM 69]
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Posted - 2012.06.05 18:23:00 -
[33] - Quote
The main factor is ignored by those complaining. YOU HAVE SHIELDS!
You are required to sustain damage on the person to put them down. They must have the ability to either tank all that damage or move around and avoid it.
Why would someone ask to have either tactic limited? More options the better. It allows different styles to emerge.
Another important thing most people forget is that these are not regular soldiers. Go read Templar One before you try and talk about realism and how a DUST soldier should be able to move. Yes they can move fast, and yes they can be agile. yes they can do this while carrying weight that would crush you or me.
Things can be tweaked for sure, but trying to limit any style of play would be foolish.
One thing that most of you should try when the other person jumps a bit or moves around is doing the same. You can also move around and jump. If the person puts you down its not because the game mechanic is not working, it is that they either have better equipment than you, or they are better at the game, or maybe they where just lucky this time. |
[Veteran_SILENTSAM 69]
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Posted - 2012.06.05 18:26:00 -
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J'Jor Da'Wg wrote:PUT-PROTOMAN-IN GAME wrote:SILENTSAM 69 wrote:You need to fix your silly lack of strafing. Any game where you have shields of some kind and require sustained fire to put down there will be strafing.
This is not a problem, this is a great thing. You need to not complain and learn how to play this style of shooter. This is not one of those fail games like CoD where a shot or two puts a person down and a fraction of second lag decides a whole battle. they just want CCP to dumb the gameplay down so they can get kills. I'm not really sure what side this should fall on... on one hand, I don't really like the whole running in a circle while facing me and shooting and jumping all at once deal... But on the other hand, I don't really want this to become a SOCOM paced shooter. I hate to bring MAG back into the discussion again but I felt they had a very good speed of movement for their game. Honestly, I would be totally fine with it if they emulated MAG's movement system and slightly sped it up/ decreased it depending on the suit. However, having ADS strafing speed be the same as movement in hipfire mode is rather silly. I agree with the OP on that matter with slowing down your speed when aiming down the sights, but hopefully once the next update possibly fixes hit detection issues and lag/framerate problems, the hipfire won't have to be tweaked.
Pay more attention in game. The ADS already limits your movement speed. Where do you get the idea it does not?
It is strange how some of the things you guys suggest are already in the game. They already limit the amount you can jump or sprint with a stamina bar, and they already limit your speed while ADS. |
[Veteran_J'Jor Da'Wg]
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Posted - 2012.06.05 18:35:00 -
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SILENTSAM 69 wrote:J'Jor Da'Wg wrote:PUT-PROTOMAN-IN GAME wrote:SILENTSAM 69 wrote:You need to fix your silly lack of strafing. Any game where you have shields of some kind and require sustained fire to put down there will be strafing.
This is not a problem, this is a great thing. You need to not complain and learn how to play this style of shooter. This is not one of those fail games like CoD where a shot or two puts a person down and a fraction of second lag decides a whole battle. they just want CCP to dumb the gameplay down so they can get kills. I'm not really sure what side this should fall on... on one hand, I don't really like the whole running in a circle while facing me and shooting and jumping all at once deal... But on the other hand, I don't really want this to become a SOCOM paced shooter. I hate to bring MAG back into the discussion again but I felt they had a very good speed of movement for their game. Honestly, I would be totally fine with it if they emulated MAG's movement system and slightly sped it up/ decreased it depending on the suit. However, having ADS strafing speed be the same as movement in hipfire mode is rather silly. I agree with the OP on that matter with slowing down your speed when aiming down the sights, but hopefully once the next update possibly fixes hit detection issues and lag/framerate problems, the hipfire won't have to be tweaked. Pay more attention in game. The ADS already limits your movement speed. Where do you get the idea it does not? It is strange how some of the things you guys suggest are already in the game. They already limit the amount you can jump or sprint with a stamina bar, and they already limit your speed while ADS.
Its there, but I don't feel like it limits me/them/us enough. I feel like its still too fast paced.
However, I could totally change my mind on this entire thing after playing it some more. These were just my first impressions dealing with the whole strafing thing.
And, as always, I would prefer to wait for the hit detection to be fixed before making ANY tweaks. We might find it is terrible, or that it is great depending on how it turns out. |
[Veteran_Alpha SnakeBlood]
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Posted - 2012.06.05 18:55:00 -
[36] - Quote
Again people are confussing super soiders for super man why dont we have capes and fly around aswell to avoid getting shot?,? How many people thought to them selfs because that would be stupid well same argument is true for why straffing should not be that fast because it would seem stupid to a soilder espesialy when you cinsider the speed is a damn site faster than most people if you not sprinting can actualy move not only that there is not way in hell at that speed if your arms are conected to torse and gun to arms youd be able to hit the broadside of a titan let along a barn due to barrel sway. |
[Veteran_SILENTSAM 69]
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Posted - 2012.06.05 19:02:00 -
[37] - Quote
People confuse being able to jump a few times before your stamina depletes with bunny hopping...
Yes it is a fast paced shooter. that is a good thing. Go play Gears of War if you want a slow paced boring game. This type of shooter is the best type of shooter.
Maybe if you are not a strafing player you can get in a vehicle or grab a sniper riffle. Leave CQC for those who fight CQC. |
[Veteran_J'Jor Da'Wg]
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Posted - 2012.06.05 19:10:00 -
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SILENTSAM 69 wrote:People confuse being able to jump a few times before your stamina depletes with bunny hopping...
Yes it is a fast paced shooter. that is a good thing. Go play Gears of War if you want a slow paced boring game. This type of shooter is the best type of shooter.
Maybe if you are not a strafing player you can get in a vehicle or grab a sniper riffle. Leave CQC for those who fight CQC.
Bunnyhopping? I am fine with that. Really, you can't even call it that. Stamina makes sure you can't be the Easter Bunny.
Just gonna say it again; I have no problem with a fast paced shooter, I just have a problem with the speed of strafing back and forth, especially when aiming.
Thats my TL;DR version of my massive wall of text post.
I don't want turn speed, run speed, jumping, ANYTHING touched, except strafe speed. That is my one and ONLY movement issue with this game so far, aside from some issues bug wise with jumping. But mechanic wise nothing.
And even then, is the problem going to be solved with hit detection? It remains to be seen. So wait and hold on nerfs, even the one I am suggesting until that issue is fixed. |
[Veteran_Enervating]
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Posted - 2012.06.07 12:51:00 -
[39] - Quote
hmmm, no strafing..... Just stand there and pound rounds at one another.. ..
Why not? I't worked great for 17th century soldiers. They didn't die in droves at all. And isn't the purpose of any great video game to encapsulate that great battle tactic?
or...
Learn to strafe. It's part of simulated combat. use tactics, find areas where strafing is actually more prohibitive. Ultimately, learn to play. Here's my advice. Go find "put-protoman-ingame" and watch him. Go up against him. Learn from your deaths (I know he usually gets me) and be a better player. |
[Veteran_Draedon Thordilaf]
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Posted - 2012.06.07 17:39:00 -
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John Surratt wrote:SILENTSAM 69 wrote:Strafing is the spirit of EVE. Its all about keeping your transversal velocity high. lol Also, EVE is a spaceship game where ships have a top speed in null grav (instead of real Newtonian physics), always re-orientate to level with "up" & "down", the planets/stations don't actually move, there are non existent metals that supposedly explode in atmosphere (tritanium, really?) except that ships that hold air are made out of them. . .and drugs are made from gas that is found in space instead of coca leaves from Colombia. I want to be able to sig tank in DUST. Also waiting for my DUST version of hotdropo'clock.
This is silly. First, it's been stated in the lore that the Camera drones that allow us to see outside our solid pod allow for orientation, if only because we are in fact humans still inside the pod and therefore couldn't deal with the lack of "up" and "down". That, and ships have a 'top' and 'bottom'. Second, there is no such thing as "null gravity" in the area pod pilots operate, we're still inside the gravity pull of the local star, no matter where we go...let alone planets. There is quite obviously a top speed, or our ships here on current day Earth would be able to reach Pluto very quickly right?
Finally, Columbia doesn't exist within the bounds of EVE.
As for the OP: Strafing is part of FPS's, but I could see validation for penalties.
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[Veteran_Mavado V Noriega]
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Posted - 2012.06.07 18:34:00 -
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J'Jor Da'Wg wrote: However, having ADS strafing speed be the same as movement in hipfire mode is rather silly. I agree with the OP on that matter with slowing down your speed when aiming down the sights, but hopefully once the next update possibly fixes hit detection issues and lag/framerate problems, the hipfire won't have to be tweaked.
u werent in the 1st wave. ADS movement speed is not the same as hipfire movement speed they NERFED that already BEFORE u guys got in.
U move slower side to side when ADSing |
[Veteran_Silas Krisolo]
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Posted - 2012.06.07 19:28:00 -
[42] - Quote
I'm of the opinion that the main problem is hit detection. It's very spotty as of right now. Fix that, and I think a lot of the problems everyone has with the shooting will fall into place.
EDIT: A better solution would be to increase inertia. If you suddenly change directions at high-speed, your movement speed should suffer for half a second or so; the closest thing I can think of is CounterStrike Source's movement. When you strafe left to right, you always slow down when changing direction; also, you always slow down after landing from a jump. |
[Veteran_Leither Yiltron]
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Posted - 2012.06.07 19:33:00 -
[43] - Quote
I think I can sum up all the correct responses to this thread in two sentences:
You can't kill people while strafing? Sounds like a you problem, not a me problem. |
[Veteran_Alpha SnakeBlood]
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Posted - 2012.06.07 20:24:00 -
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OK ive been trying to play as a scout in hope of getting some sort of apretiation of a strafer but iam afradi to say as it stands now its overpowered and very little skill is involved in it iam fairly new to the scout thing but i went up against a group of 6 people at once well what happens i kill a total of 2 of them and hold the rest of them of for about 45 second because they could not hit me untill i eventual followed one off on a vecrtor only to line up to only fella where my strafe was a straigh apraoach to him,
This is not a problem with the team that was playing one player going against 6 people should end in one way a very quick death for me but straf dancing kept me alive so it in current time is not only overpowered it is rediculus so if this sort of thing continues after hit detection is fixed it is strongly my opinion that straffing needs to be adressed as it IS the most serious flaw in DUST right now and has the potential of ruining the final game. |
[Veteran_Seprens]
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Posted - 2012.06.07 20:33:00 -
[45] - Quote
I agree with this. Strafing is akin to spamming cheap moves in fighting games like Street Fighter or Tekken. It's effective and it works, but it's a cheap, overpowered, overused tactic. I'd like to see strafing more balanced and DUST include some sort of cover mechanic. |
[Veteran_FatalFlaw V1]
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Posted - 2012.06.07 21:33:00 -
[46] - Quote
If strafing were nerfed the entire class structure would have to be rebalanced. Scout is only slightly faster than assault and comes with worse slot layout and less tank. Strafing is their tank.
If it were nerfed, heavy armor value would need a significant nerf. Assault would also probably need a slight buff in shield/armor. Scout would need a new role and stats or just outright be removed.
Or...they could just leave it alone so the game doesn't need to be homogenized to the point where there are no classes or specialization.
But hey, asking too much there because people can't aim. Bads will be bad. |
[Veteran_Hazma Dictace]
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Posted - 2012.06.07 22:23:00 -
[47] - Quote
At close range, weapon damage should go up exponentially and side arms should be more effective than they are at present. Why even bother changing from my sniper rifle to my SMG when the SMG takes a whole clip to get through a shield? I'll tell you why, because the stats seem to matter. A noob dropsuit will melt to the SMG and the well trained , well fit DS will stand up to the pressure a bit better. Although at close range my SMG should actually do a bit more damage than it does at present. Don't strafe some time and see what happens, I'm serious, I have given in to crouching-aiming and head-shotting the Halo Jumpers and it is a 50/50 deal. A fair fight isn't an option when two players with guns get in on each other. If someone gets the drop on you also try to RUN away! I've seen very good players do just that. the key isn't always to win a gun battle as much as it is to stay alive! How many times have you died and then realized a teammate finished off your enemy right after you died? Odds are that same teammate would do that even if you ran away to recover shield. Try it some time. Now from a snipers perspective, I say "everybody dance!" there is so much more satisfaction by clipping some fool from a distance as he runs around like a jackrabbit. The hitbox has not let me down near as much as it has made me proud. |
[Veteran_Commsnipes16]
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Posted - 2012.06.07 22:28:00 -
[48] - Quote
I think strafing is a good idea. You don't want 1v1s to turn into two guys just running straight at each other and holding down R1.
However, I do agree though that the mechanics in DUST make 1v1s very childish. I think one of the reason is also the scope though because when you're at the distance where you both see each other, they're too close to scope in effectively, yet too far away to hip fire accurately. The other problem is that the shields recharge in the amount of time it takes to reload lol. |
[Veteran_Alpha SnakeBlood]
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Posted - 2012.06.07 23:27:00 -
[49] - Quote
FatalFlaw V1 wrote:If strafing were nerfed the entire class structure would have to be rebalanced. Scout is only slightly faster than assault and comes with worse slot layout and less tank. Strafing is their tank.
If it were nerfed, heavy armor value would need a significant nerf. Assault would also probably need a slight buff in shield/armor. Scout would need a new role and stats or just outright be removed.
Or...they could just leave it alone so the game doesn't need to be homogenized to the point where there are no classes or specialization.
But hey, asking too much there because people can't aim. Bads will be bad.
But you have it in your head that scouts are meant to be a CQC role you will find that scouts in modern militaries rarely engage but provide over watch and a source of intel on a enemy to say a scout is designed to go toe to toe at close with either assault(modern equivalen t is a rifleman) or heavy(modern equivalent would be a support gunner) with out a serious advantage in approach as is stealth is ludicrous.
besides a scout can strafe fast its not to over powered due to damage but i think its still to fast for movement to make any kind of sense now assualt on the other hand they have to much strength to have strafing like that like seriously as a assault when shields are down just start strafing and jumping over/ past the enemy while shield rebuild works about 7 of 10 time for me, this being a valid "tactic" in this game is not fun not smart and seems rather childish to be honest. And to the scout i had one match where i ran out of ammo for shotgun mid fight and had no secondary weapon in fight against a player i jumped over him numerios times strafed like all hell up close just checking to see how it would go it took him 2 to 3 minutes to kill me for gods sake so yes it does need to be addressed, that cant be lack of skill on his behalf it was a exploit of a overpowered game mechanic that i was testing and will continue to test if that person is watching sorry about that by the way iam just testing to see if this needs to be adressed |
[Veteran_Ghural]
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Posted - 2012.06.07 23:58:00 -
[50] - Quote
Must .. orbit .. turrets ...... |
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[Veteran_J'Jor Da'Wg]
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Posted - 2012.06.08 00:01:00 -
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Mavado V Noriega wrote:J'Jor Da'Wg wrote: However, having ADS strafing speed be the same as movement in hipfire mode is rather silly. I agree with the OP on that matter with slowing down your speed when aiming down the sights, but hopefully once the next update possibly fixes hit detection issues and lag/framerate problems, the hipfire won't have to be tweaked.
u werent in the 1st wave. ADS movement speed is not the same as hipfire movement speed they NERFED that already BEFORE u guys got in. U move slower side to side when ADSing
I know that. -_-
I find I am actually changing my mind the more I play it. Maybe it was an initial kneejerk reaction, but I am finding the more I play it, the more I am okay with it.
So as of now, I change my opinion to neutral. I am waiting for hit detection to be fixed before making further comment on it. |
[Veteran_FatalFlaw V1]
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Posted - 2012.06.08 00:52:00 -
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Alpha SnakeBlood wrote: besides a scout can strafe fast its not to over powered due to damage but i think its still to fast for movement to make any kind of sense now assualt on the other hand they have to much strength to have strafing like that like seriously as a assault when shields are down just start strafing and jumping over/ past the enemy while shield rebuild works about 7 of 10 time for me, this being a valid "tactic" in this game is not fun not smart and seems rather childish to be honest. And to the scout i had one match where i ran out of ammo for shotgun mid fight and had no secondary weapon in fight against a player i jumped over him numerios times strafed like all hell up close just checking to see how it would go it took him 2 to 3 minutes to kill me for gods sake so yes it does need to be addressed, that cant be lack of skill on his behalf it was a exploit of a overpowered game mechanic that i was testing and will continue to test if that person is watching sorry about that by the way iam just testing to see if this needs to be adressed
It's only "overpowered" if the strafers ability to move and track exceeds your skill level. Childish? You must lose to it for it to make you so mad that you resort to name calling. |
[Veteran_Alpha SnakeBlood]
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Posted - 2012.06.08 01:21:00 -
[53] - Quote
FatalFlaw V1 wrote:Alpha SnakeBlood wrote: besides a scout can strafe fast its not to over powered due to damage but i think its still to fast for movement to make any kind of sense now assualt on the other hand they have to much strength to have strafing like that like seriously as a assault when shields are down just start strafing and jumping over/ past the enemy while shield rebuild works about 7 of 10 time for me, this being a valid "tactic" in this game is not fun not smart and seems rather childish to be honest. And to the scout i had one match where i ran out of ammo for shotgun mid fight and had no secondary weapon in fight against a player i jumped over him numerios times strafed like all hell up close just checking to see how it would go it took him 2 to 3 minutes to kill me for gods sake so yes it does need to be addressed, that cant be lack of skill on his behalf it was a exploit of a overpowered game mechanic that i was testing and will continue to test if that person is watching sorry about that by the way iam just testing to see if this needs to be adressed
It's only "overpowered" if the strafers ability to move and track exceeds your skill level. Childish? You must lose to it for it to make you so mad that you resort to name calling.
Where did i resort to name calling other than i said the play style is childish the method of how i came to the conclusions is i have played like a strafer for the day(basically exploited a overpowered meckanic to get a better veiw of it) and ecelled to what i now consider skill less tactic i use term loosely and yes this tactic is making me mad as i can tell from the off this is going to kill this game it wont live up to its potential and it player base will migrate to games that doesn't have a ridiculous overpower one trick pony move you can do to win 8 out of 10 times this one tactic so far for me has made all other tactics redundant and if that is not overpowered then what is, there is a reason why there is a lack of strafe shooters on PS and that is the strafe hardcore s are a MINORITY for DUST to succeed and be the next big thing it must appeal to all FPS players iam trying to see the game balenced for all play styles but particularly for the masses who will play it not just myself, do you want this game to only appeal to run and gun die hard because thats the impression iam getting off of you
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[Veteran_FatalFlaw V1]
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Posted - 2012.06.08 01:46:00 -
[54] - Quote
Alpha SnakeBlood wrote:...stuff I don't really care anymore. The hand full of people who are destroying everyone with scout suits right now could just as easily do it with heavy, or assault, or in a vehicle, or even with the damn knife vs the average player. Strafe speed is being singled out not because it is easy, or cheap, or childish, or unrealistic, but because not everyone is good at it and it makes people painfully aware of how bad they are at tracking or executing a reaction in a split second.
All I'm saying is, this month it's scouts and swarms, next month who knows, heavys and hmg's, or snipers head shotting you in your 35K dropsuit loadout from across the map.
Good players will still dominate mediocre/bad players, and there is little you can do to stop it in a fps game.
Mark my words, if the speed game is nerfed people WILL scramble to find another excuse to explain why they are always losing. |
[Veteran_Ely Enkouyami]
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Posted - 2012.06.08 01:52:00 -
[55] - Quote
I do not support this, and believe this to this to be a bad idea. |
[Veteran_Bad Furry]
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Posted - 2012.06.08 01:55:00 -
[56] - Quote
Max Trichomes wrote:The current way of fighting gun battles, running and jumping in circles, is juvenile and does not fit with the spirit of Eve. Having every gunfight devolve into strafing and jumping not only feels childish and fake, but very dated. It reminds me of 1990's multiplayer Doom. I don't think CCP's vision of Dust is for it to be an arcade shooter like Doom, Unreal Tournament 3, Tribes, etc. I was under the impression Dust was supposed to be a hardcore, serious, tactical game that mirrors it's sister game Eve Online in depth, seriousness, and difficulty. Having every gun fight devolve into circling and jumping goes against that seriousness that is Eve. Internet spaceships is serious business, as should be internet drop suits.
The fix is quite simple really, a reduction in hip-fire accuracy and reduction in strafing speed when ADS. The penalties would be related to drop suit type.
Scout: 30% Decrease in hip-fire accuracy, 30% Decrease in strafing speed during ADS
Assault: 50% Decrease in hip-fire accuracy, 65% Decrease in strafing speed during ADS
Heavy: 75% Decrease in hip-fire accuracy, 90% Decrease in strafing speed during ADS
Logi: TBD (Never played with a logi suit, need input.)
Two new groups of dropsuit mods would need to be added. One mod to increase hip-fire accuracy, one mod to increase strafing speed during ADS. How it will effect the dropsuits: Scout: Scouts will still be able to effectively strafe. At a distance they can use ADS and close up hip-fire. If they are going to specialize in strafing, by equipping mods they can be nearly unaffected. Snipers using scout suits won't need the hip-fire accuracy so they will equip different mods. It will create more variation and customization among the scout class. Strafing will still be a valid tactic. Assault: Strafing will no longer be the go to move for Assault classes. They may be able to equip enough mods where they can effectively strafe but it will be at the cost of other mods. They will have to make a decision how they want to play. Most assaults will not equip these mods and start playing more tactically. They will use cover more, run from cover to cover, and most of all flank enemies. Heavy: Heavy no longer becomes the ultimate solo suit, it becomes a massive mobile turret that needs support. Heavy were meant to be anti-vehicle, they will still be able to do this well. They will be come less effective at dealing with infantry without support, but with assault suits guarding a heavy's flanks the heavy will still be able to decimate enemy infantry. Heavys will be extremely vulnerable to strafing, but extremely deadly to enemies hiding behind cover. If they have support with them they won't be as susceptible to strafing. Heavys may need either an armor buff or a forward speed buff accordingly.
These changes would NOT get rid of strafing in Dust, but they would prevent 95% of battles from devolving into strafing and jumping. People that want to get up close and be real speedy and fire from the hip will be able to, they will just need to specialize.
Cool story bro. no rely everyone els with skills are LOLing at you ! |
[Veteran_Alpha SnakeBlood]
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Posted - 2012.06.08 02:15:00 -
[57] - Quote
FatalFlaw V1 wrote:Alpha SnakeBlood wrote:...stuff I don't really care anymore. The hand full of people who are destroying everyone with scout suits right now could just as easily do it with heavy, or assault, or in a vehicle, or even with the damn knife vs the average player. Strafe speed is being singled out not because it is easy, or cheap, or childish, or unrealistic, but because not everyone is good at it and it makes people painfully aware of how bad they are at tracking or executing a reaction in a split second. All I'm saying is, this month it's scouts and swarms, next month who knows, heavys and hmg's, or snipers head shotting you in your 35K dropsuit loadout from across the map. Good players will still dominate mediocre/bad players, and there is little you can do to stop it in a fps game. Mark my words, if the speed game is nerfed people WILL scramble to find another excuse to explain why they are always losing.
Why do you always assume we are losing at least 3 of the people that brought up these issues use the damn thing to great effect to test it,
Your probably right but what you will find is it is not good players it is players with certain skills will come out on top there is no player that is a master allrounder for example i am good with my aim at most ranges due to patience which has the knock on effect of having a lack of reaction time for example to do this experiment i did today i dosed up on caffeine and forced my self into a adrenalin rush to up reaction times and twitch, iam crashing now which is probably why iam in bad mood during discussions but my greatest skill happens to be iam a natural tactician so i know ever tactic in the book well the real life ones at least. To realy dominate in a game you need a squad a multiskilled squad to cover all bases and no player has all skills.
I learned the skill thing from playing many different styles of FPS and games in general ive playered with people who dominate COD and i got them to join me in a match of Battlefield and the couldn't play to save there lifes same goes for BF to COD or MAG to BF or even COD to Unreal turney no one is a all rounder player to mop up everywhere,
I dont know what the Dev vision of DUST is but my vision is its a game which could be played effectivly by any off the above and be won by not one type but thats whats happening now this is why i wan strafing nerfed
plus from what ive seen of E3 gamplay it looks quite a bit better but only time will tell more like the good ol days of BC2
i think our argument should end here due to the point neiter of us can be convinced in the others way of thinking both of us are fans of 2 different play styles
Good luck and fight well iam off for
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[Veteran_LT Whichimazit]
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Posted - 2012.06.08 02:39:00 -
[58] - Quote
LOL you say it feels like the 1990's name a fps today when you don't strafe and jump. |
[Veteran_Jubal Azizora]
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Posted - 2012.06.08 03:22:00 -
[59] - Quote
Meleth Hiril wrote:another 0815 fps shooter. Translation from German: 0815 = perfectly good, but undistinguished. That's what dropships are for. :)
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[Veteran_Jeht Dragon]
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Posted - 2012.06.08 03:44:00 -
[60] - Quote
For the gamers who insist on keeping strafing / jumping as a legitimate means of combat:
Complexity for complexity's sake is a terrible game design.
Not ever do I want to play a shooter where my best means of survival and kills and completed objectives is based on my ability to run in circles and tap jump.
Fittings.
Tactical sense.
Placement.
Aim.
Team.
All of those make up the best and brightest of today's shooters.
Their ability to strafe and jump just happens to be an added skill to compete in our generation's shooters.
That being said.
I suggest instead a flat, across the board for all characters, speed reduction by 30%, and a reduced ability to jump while strafing and 20% while running backward.
Yes, this will make traversing terrain difficult.
No, that isn't a legitimate reason to not have speed reduction.
Nobody should be able to travel over miles of rocks, debris, rails, walls, and holes by strafing and running backward the entire time.
This isn't dumbing it down or going casual. This is balance. Every game has it. Otherwise we'd just be playing 007 with Golden Guns all day.
And that isn't fun. |
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