Pages: 1 2 3 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
[Veteran_Max Trichomes]
0
|
Posted - 2012.06.05 01:47:00 -
[1] - Quote
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. |
[Veteran_SILENTSAM 69]
0
|
Posted - 2012.06.05 06:14:00 -
[2] - Quote
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. |
[Veteran_SILENTSAM 69]
0
|
Posted - 2012.06.05 06:22:00 -
[3] - Quote
Strafing is the spirit of EVE. Its all about keeping your transversal velocity high. lol |
[Veteran_Zat Earthshatter]
0
|
Posted - 2012.06.05 06:30:00 -
[4] - Quote
strafing fire? i'll buy that, reduces accuracy. Dancing in your dropsuit more than those scantily-clad celebrities on TV? That's a problem! Major issue: making the hipfire spread wider, as in more random, will actully INCREASE the dancing. the true problem, and it's been said often, is terrible hit detection. Judging by E3, we should be getting the newer build with better hit detection next weekend. Let's find out then whether its the Tango or Tango Down. |
[Veteran_Meleth Hiril]
0
|
Posted - 2012.06.05 06:48:00 -
[5] - Quote
I actually totally agree with Max's ideas
These changes to the dropsuits give a good way to fitting options and would give more casual players a better chance to not simply get frustrated and stop playing.
I would suppose it'd hardly infect hardcore gamers as they should be able to easily cope wit the new dropsuit attributes and adjust theyr play to it. But what I did experience so far, it is frustrating if your enemy is simply hopping around and you don't even land a single shot. However only in close quarter combat so far.
The longer the distance, the better the chance to actually hit these players as they are, in the most cases not closely able to cope with tactical, long range, single shot weapons, such as the tactical assault rifle.
Strafing or not. Close quarter combat should be decided by high RPM, Melee or Burstfire weapons and not by "whois the better strafer - l2p noob" situations.
Afterall, Dust 514 is so far, a very nice tactical shooter, and it would be a waste if it were to become another 0815 fps shooter.
So long Greetings Mel
|
[Veteran_PUT-PROTOMAN-IN GAME]
0
|
Posted - 2012.06.05 06:55:00 -
[6] - Quote
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. |
[Veteran_Kaerill]
0
|
Posted - 2012.06.05 07:27:00 -
[7] - Quote
Silly wabbit! casual is fo kids!!
strafing is in every shooter since the genre was created. if you cant keep your crosshairs on someone then you lack skills or your sensitivity is keeping you behind.
for all the other "childish" tactics bunny hopping, drop shooting, etc etc you can blame cod and other crappy games for that they now make up the fabric of every FPS's MP now.
the best advice i can give you if your out gunned try a different tactic, mess with your settings in options, and practices new ways you fight in firefights.
currently the movement in the game runs at a decent pace any tweaking with that would result in the game feeling slow like halo and on maps that are 3x+ bigger than some of halo's maps the servers would shut down before i made it to the end side of the map |
[Veteran_John Surratt]
0
|
Posted - 2012.06.05 07:33:00 -
[8] - Quote
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. |
[Veteran_Mars El'Theran]
0
|
Posted - 2012.06.05 07:40:00 -
[9] - Quote
I'm not sure how it's appropriate to slow a heavy down by 90% then reduce their hip-fire accuracy by 75% when their hip-fire accuracy is their primary means of shooting. Heavy weapons tend to be fired that way and aiming is often impractical with them or even impossible unless they are mounted somehow, and even then not too easy.
Actually, Heavy weapons might be too accurate in general in Dust, but I'm not sure. Not with regard to the swarm launcher obviously, as it's hard to hit the broadside of a barn with that given they just sort of seem to fly out there and explode. Not sure about any others as I've only used that one, and am only now getting to the point where I can kill players with it; still haven't hit a vehicle.
That said, there is something to be desired here. I'm not sure your numbers are anywhere near necessary or even in the right order, but overall, the bunny hopping, spinning lead slingers are slightly tiresome and unrealistic. Not sure there is an easy fix though. |
[Veteran_Hunter Cazaderon]
0
|
Posted - 2012.06.05 07:44:00 -
[10] - 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.)
If i want to play in a straight line and feel like i'm moving a truck, i just go play BF3..... And decreasing hip fire accuracy while straffing ? Do you want a game where you just stand still shooting at people ? Oo |
|
[Veteran_Heinikikin]
0
|
Posted - 2012.06.05 07:50:00 -
[11] - Quote
if your **** at aiming like me due to slow, old synapses, an across the world latency and a low amount of practice with ps3 controllers then you'll have to gang up on the circle jerkers and flood their area with rounds. Also wait for the apparently improved build coming our way or when they fix hit detection if that indeed is an issue. |
[Veteran_SILENTSAM 69]
0
|
Posted - 2012.06.05 08:19:00 -
[12] - Quote
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. |
[Veteran_Zanzibar Kilminster]
0
|
Posted - 2012.06.05 08:41:00 -
[13] - Quote
What about changing jump to climb / go over, more like BF3 and Ghost recon? Or introduce a depletable stamina bar like in Day of Defeat? So people can still jump, sprint dodge etc but opnly for a limited time. Give a longer bar to lighter classess maybe?
|
[Veteran_SILENTSAM 69]
0
|
Posted - 2012.06.05 08:52:00 -
[14] - Quote
Zanzibar Kilminster wrote:What about changing jump to climb / go over, more like BF3 and Ghost recon? Or introduce a depletable stamina bar like in Day of Defeat? So people can still jump, sprint dodge etc but opnly for a limited time. Give a longer bar to lighter classess maybe?
No!
Why do you want to ruin the game?
The jumping is great how it is. The stupid jump/climb of CoD and BF3 and other fail games is annoying.
As for the stamina bar, they already have one. The stamina goes down when you sprint, jump, or knife. Jumping takes nearly a third of your stamina and you can not keep it up long. |
[Veteran_Meleth Hiril]
0
|
Posted - 2012.06.05 12:48:00 -
[15] - Quote
SILENTSAM 69 wrote:Zanzibar Kilminster wrote:What about changing jump to climb / go over, more like BF3 and Ghost recon? Or introduce a depletable stamina bar like in Day of Defeat? So people can still jump, sprint dodge etc but opnly for a limited time. Give a longer bar to lighter classess maybe?
No! Why do you want to ruin the game? The jumping is great how it is. The stupid jump/climb of CoD and BF3 and other fail games is annoying. As for the stamina bar, they already have one. The stamina goes down when you sprint, jump, or knife. Jumping takes nearly a third of your stamina and you can not keep it up long.
why would it ruin the game?
Have you ever tried to perma sprint and keep jumping with a 30 kilo backpack and a weapon which weighs around 7-9 kilo?
Guess not, you wouldn't be talking like this then.
It's a matter of reality to keep certain mechanics and drop or change others. And constantly jumping or bunny hopping as it might be called is by far off reality in any ways. Ofcourse we're talking about bits and bytes being calculated and controlled by nerds. But still, some physics should be kept even in modern games.
Even being hit should give you an animation of being struck, thus you loose your concentration, aim and endurance. Thust you'd loose the possibility to keep bunnyhopping.
Remember, every shooter is nothing but a simulation game where players simulate combat. So please stay on topic and try to forget silly FPS shooters and childish talking about others you might consider childish. It's all just a matter of your standpoint.
My standpoint is, that DUST 514 should not become a FPS shooter like CoD, CS, Doom, Quake whatsoever, but more of a real time combat with real environment and a feeling of reality. Thus it should not be able to exploit jumping to evade fire. If you want to evade bullets, grenades or whatsoever, try asking a soldier. You have to DUCK and COVER from enemy fire. You'd never see a GI running through the battlefield jumping around.
Afterall, you carry a 30 kilo backpack plus personal equipement plus your weapon plus helmet and armor. Resulting in about 50-60 kilos of extra weight. You simply couldn't jump like a bunny with that.
So long Mel |
[Veteran_Zanzibar Kilminster]
0
|
Posted - 2012.06.05 12:53:00 -
[16] - Quote
Good to know about the limited stamina - I'm not sure the rest of your argument is valid when you talk of 'fail games' - My opinion is not superior / inferior to yours, just different.
However if you consider the games where circle-strafing, bunny hopping and the like are prevalent vs those where it isn't, the more tactical shooters tend not to have a jump button.
|
[Veteran_iwillrock yourworld]
0
|
Posted - 2012.06.05 14:16:00 -
[17] - Quote
SILENTSAM 69 wrote:Zanzibar Kilminster wrote:What about changing jump to climb / go over, more like BF3 and Ghost recon? Or introduce a depletable stamina bar like in Day of Defeat? So people can still jump, sprint dodge etc but opnly for a limited time. Give a longer bar to lighter classess maybe?
No! Why do you want to ruin the game? The jumping is great how it is. The stupid jump/climb of CoD and BF3 and other fail games is annoying. As for the stamina bar, they already have one. The stamina goes down when you sprint, jump, or knife. Jumping takes nearly a third of your stamina and you can not keep it up long.
Your arguments are pointless.
I dont care about other games. Clearly whats "Fail" or "Win" is a matter of personall opinion.
Same as thinking bunny hopping is "pro".
The question is the pace of the game is not coupled with the style of play Dust must have to be able to accomplish its goals of long term, risk based gameplay, and use of all assets they want ot make available. The current pace dosent allow for logistics and orbital bombardments, per example.
Why use them if we can just storm every objective?
Fact is the current build is not sync'ed with what CCP want Dust to be able to do.
Plus, another matter of opinion, to me circling and jumping are the short term player way. We dont need those. |
[Veteran_Jin J'Rayle]
0
|
Posted - 2012.06.05 14:23:00 -
[18] - Quote
SILENTSAM 69 wrote:Strafing is the spirit of EVE. Its all about keeping your transversal velocity high. lol
I have to disagree with you Sam buddy.
I agree that strafing is the spirit of EVE. But I don't think that can necessarily apply in Dust. Here's why.
In EVE. You are orbiting your target while your turrets are aimed at your target and tracking. Your turrets are angled approximately 90 degree from your vector.
If we were to apply that same concept to Dust that means you are running in a circle around your target while your torso is twisted 90 degrees to aim at him. That there is already awkward. And ... you shouldn't be able to switch directions on the fly. You'd have to twist your legs in the other direction first.
The only way to be switching direction that quickly means you must be running sideways or side-stepping. You can't honestly tell me you can run sideways as fast as you can sprint forward. On that same note, you can't tell me that you can run backwards as fast as you can run forwards. Regardless of how futuristic the suit it.
I think movement forward and backwards need to be less than movement going forwards.
I have no problem with scout suits being faster than the other suits. But it's movement sideways and backwards should not be as fast. |
[Veteran_Mavado V Noriega]
0
|
Posted - 2012.06.05 14:28:00 -
[19] - Quote
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.
+1
@ OP *facebrick* another newcomer i assume that didnt realise the hit detection issue. once that is fixed fights wont last long. strafing will still be there but if u got good aim u will hit and wont have to lead |
[Veteran_Jack McReady]
0
|
Posted - 2012.06.05 14:38:00 -
[20] - Quote
Max Trichomes wrote:*TEARS* I can adapt! adapt or die, simple. oh and can I have your stuff?
this is not another generic shooter where "we ran at each other, then stand still and shot each other till someone dies" game.
this game is about super soldiers fighting in a never ending war for ressources. why would such a super soldier suddenly decide to stand still and get blown up when he can just ran around to avoid getting hit? |
|
[Veteran_Max Trichomes]
0
|
Posted - 2012.06.05 15:36:00 -
[21] - Quote
Have you guys ever heard what they said about assuming making an ass out of you? You all assume I can't strafe, I can it's easy but it's lame and childish. Only one person posting in this thread has a higher K/D ratio than me, but he's a try hard. My K/D is over 2 and quickly approaching 3.
PUT-PROTOMAN-IN GAME wrote:f 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 get plenty of kills, in fact I finish first on my team usually unless you are on my team Mr. Tryhard. I just want CCP to SMARTEN the game up, because it doesn't get much more dumb and childish than dancing around your enemy. If you want a run, gun, and dance game go play Halo 4, it's coming out soon (saw it at E3, actually thought it was Dust for the first 15secs). There is a reason the average age of a Halo player is under 18 years old, because the gameplay is juvenile.
How does stopping every dropsuit from running around dodging bullets like the matrix makes people fall quicker? People still aren't going to die to two bullets.
Over use of strafing limits tactics and encourages lone-wolfing, both go against the spirit of Dust/Eve. All you guys who think the strafing is fine just don't want to learn how to aim. You are happy with you no tactic, dance, spray and pray. I am an adult now (like most of the Eve customers) and that childish gameplay does not appeal to my demographic. |
[Veteran_Xocoyol Zaraoul]
0
|
Posted - 2012.06.05 15:50:00 -
[22] - Quote
Max Trichomes wrote:Heavy: 75% Decrease in hip-fire accuracy, 90% Decrease in strafing speed during ADS You are out of your mind if you want my massive reticule for the HMG to increase by 75%.
No.
These are all awful suggestions. |
[Veteran_JysN Quasai]
0
|
Posted - 2012.06.05 16:18:00 -
[23] - Quote
I also think strafing and jumping ist definitly not the sprit of EVE. I mage you have a epic meaning full Battle and everyone ist jumping arround, that is kinda hillarious. |
[Veteran_Venix]
0
|
Posted - 2012.06.05 17:02:00 -
[24] - Quote
SILENTSAM 69 wrote:Strafing is the spirit of EVE. Its all about keeping your transversal velocity high. lol
I agree with this guy. It is totally in the spirit of EvE. |
[Veteran_Venix]
0
|
Posted - 2012.06.05 17:04:00 -
[25] - Quote
Max Trichomes wrote: Only one person posting in this thread has a higher K/D ratio than me, but he's a try hard. My K/D is over 2 and quickly approaching 3.
[c.
My K:D is 3, is that higher then yours? |
[Veteran_Max Trichomes]
0
|
Posted - 2012.06.05 17:15:00 -
[26] - Quote
But you hadn't posted in the thread when I originally made that comment, so there. Plus you being on my side just goes to prove my point, it's not that we can't play this silly game we just want a smarter, more mature shooter.
Xocoyol Zaraoul wrote: You are out of your mind if you want my massive reticule for the HMG to increase by 75%.
No.
These are all awful suggestions.
It will only increase by 75% if you're firing from the hip, if you ADS no penalty to accuracy. Heavies are meant to be heavy, high damage, high HP, low mobility powerhouses that need support. Heavies aren't supposed to be able to dominate an open battlefield solo. They should be a tactical asset that requires support, much like a tank. I am sorry I propose a change to your easy mode. Heavies are currently OP'ed and are getting a nerf in the next patch. If they nerf the HP of the heavy they kind of destroy it's role as anti-vehicle. Heavies need the HP to take a tank hit, and heavies shouldn't be strafing and running all over the place firing their massive weapons. Heavies are massive mobile turrets, they need high HP and low mobility. If you want to play a child's dancing game Halo 4 is coming out soon. Dust should not model it's self after a Halo game, I don't want a bunch more 13yos in New Eden. |
[Veteran_Daalzebul Del'Armgo]
0
|
Posted - 2012.06.05 17:17:00 -
[27] - Quote
Afterall, you carry a 30 kilo backpack plus personal equipement plus your weapon plus helmet and armor. Resulting in about 50-60 kilos of extra weight. You simply couldn't jump like a bunny with that.
hurm oh yea futuristic power suit guess i can do that till i drain the power supply Woot! |
[Veteran_FatalFlaw V1]
0
|
Posted - 2012.06.05 17:34:00 -
[28] - 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. 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 -> |
[Veteran_FatalFlaw V1]
0
|
Posted - 2012.06.05 17:37:00 -
[29] - Quote
Max Trichomes wrote:But you hadn't posted in the thread when I originally made that comment, so there. Plus you being on my side just goes to prove my point, it's not that we can't play this silly game we just want a smarter, more mature shooter. 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?
If anything you are trying to limit the skill factor from the gameplay and make it all about who has the bigger gun and more armor. |
[Veteran_J'Jor Da'Wg]
0
|
Posted - 2012.06.05 17:43:00 -
[30] - Quote
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. |
|
[Veteran_Max Trichomes]
0
|
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]
0
|
Posted - 2012.06.05 18:04:00 -
[32] - Quote
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]
0
|
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]
0
|
Posted - 2012.06.05 18:26:00 -
[34] - Quote
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]
0
|
Posted - 2012.06.05 18:35:00 -
[35] - Quote
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]
0
|
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]
0
|
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]
0
|
Posted - 2012.06.05 19:10:00 -
[38] - Quote
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]
0
|
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]
0
|
Posted - 2012.06.07 17:39:00 -
[40] - Quote
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.
|
|
[Veteran_Mavado V Noriega]
0
|
Posted - 2012.06.07 18:34:00 -
[41] - Quote
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]
0
|
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]
0
|
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]
0
|
Posted - 2012.06.07 20:24:00 -
[44] - Quote
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]
0
|
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]
0
|
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]
0
|
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]
0
|
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]
0
|
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]
0
|
Posted - 2012.06.07 23:58:00 -
[50] - Quote
Must .. orbit .. turrets ...... |
|
[Veteran_J'Jor Da'Wg]
0
|
Posted - 2012.06.08 00:01:00 -
[51] - Quote
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]
0
|
Posted - 2012.06.08 00:52:00 -
[52] - Quote
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]
0
|
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
|
[Veteran_FatalFlaw V1]
0
|
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]
0
|
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]
0
|
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]
0
|
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
|
[Veteran_LT Whichimazit]
0
|
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]
0
|
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. :)
|
[Veteran_Jeht Dragon]
0
|
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. |
|
[Veteran_Traynor Youngs]
0
|
Posted - 2012.06.08 05:35:00 -
[61] - Quote
I can tell you right now why jump/strafe is stupid.
People in the military who have been shot at, NEVER DO IT.
So a game that is supposed to be a combat sim FPS kind of game should try to minimize it.
I know from experience that shooting while running orthogonal to your target (strafing) is very very hard to do.
IN real life you either A: go slower or B: hit a lot less often.
So I recommend that CCP implement some kind of hit to accuracy and speed while strafing. You should be able to recoup the accuracy by kneeling, and recoup the speed by sprinting. Firing from the hip while strafing should be barely effective, and aiming in should slow you down and get back some of the accuracy.
I like the OPs ideas. they make sense. |
[Veteran_Futura Nerevar]
0
|
Posted - 2012.06.08 06:32:00 -
[62] - Quote
Traynor Youngs wrote:People in the military who have been shot at, NEVER DO IT.
Dude, nobody cares. Companies usually make games in the interest of fun, not to emulate realism.
Just from skimming over the thread, people on OP's side would probably like KZ2. Not that I have a problem with it, but I really don't think that's the direction that CCP is going for. From the OP's suggestion just sounds like it'd devoid this game of any skill curve during firefights. I wasn't really looking for a first person RTS when I started getting hyped for this game. |
[Veteran_Spazzeh BHD]
0
|
Posted - 2012.06.08 07:24:00 -
[63] - Quote
well, fix the problem where the enemy just eats your bullets without taking damage or fix the strafing. |
[Veteran_Heinikikin]
0
|
Posted - 2012.06.08 08:16:00 -
[64] - Quote
People here are getting pigeonholed into nerf/dontnerf.
All we need is a comparable counter and a counter to the counter available to different playstyles in equal measure and in a likewise manner.
edit- the counter being a mechanic that takes some particular skill on behalf of its user to use. I.e, a thinking brain. |
[Veteran_Duster Boskonovitch]
0
|
Posted - 2012.06.08 08:54:00 -
[65] - Quote
EVE has lock on , you cant fire untill you lock on , you want lock on in Dust? |
[Veteran_Mars El'Theran]
0
|
Posted - 2012.06.08 09:05:00 -
[66] - Quote
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.
Why does everybody think that you can accelerate endlessly just because there is 0-Gravity and no resistance? Not true. Your speed is limited by the thrust provided by your engines and acceleration is limited by the mass of your ship. Once you've moved beyond acceleration against mass in space, you have achieved top speed.
That is, provided you aren't being affected by other forces such as the gravity of a Neutron star, Sun, planetary body, particles of matter, various other things, etc.. because Space isn't really empty. |
[Veteran_Mars El'Theran]
0
|
Posted - 2012.06.08 09:09:00 -
[67] - Quote
Traynor Youngs wrote:I can tell you right now why jump/strafe is stupid.
People in the military who have been shot at, NEVER DO IT.
So a game that is supposed to be a combat sim FPS kind of game should try to minimize it.
I know from experience that shooting while running orthogonal to your target (strafing) is very very hard to do.
IN real life you either A: go slower or B: hit a lot less often.
So I recommend that CCP implement some kind of hit to accuracy and speed while strafing. You should be able to recoup the accuracy by kneeling, and recoup the speed by sprinting. Firing from the hip while strafing should be barely effective, and aiming in should slow you down and get back some of the accuracy.
I like the OPs ideas. they make sense.
eh.. you're not running; you're just walking fast, and you can shoot just fine while doing that. I can shoot at a full sprint and dance my way over and around obstacles at the same time if I want, and I can do it with a bow rather than a gun too, and still hit my target.
I can't bunny hop while turning in a circle firing a gun bouncing sideways spinning dizzy spins of bunny madness however.
edit, I like your idea of recouping accuracy though. There is a loss to accuracy expected while you are doing any movement while shooting short of a slow, steady walk. Not 75% as suggested in the OP, but a fractional loss that increases with inexperience and increased movement.
Any movement on top of regular movement, (such as bunny hopping or jump-spinning), will increase this loss marginally to drastically, but a lot of that is also personal sense of equilibrium, such as when you are jump-spinning, which will knock out almost all of most anyone's sense of equilibrium.
The need to balance through, is also a key factor, and any movement requires balance. In many cases, the requirement to use arm position and counter rotation to stop spin through 'arm-waving,' (for lack of a better term), preclude the ability to use a gun or aim with it except maybe to fire a short burst of spray and pray at opportune moments when coordination of movements allows it.
FPS mechanics don't really allow for those real requirements of physical inertia dampening, balance, or anything really. You'll notice that while the characters are airborne, (spinning or otherwise), they are still in a standing or crouched firing position or even walking as if on a solid surface in some cases.
Key method to enjoying FPS games is not to notice any of this stuff most of the time or to simply suspend disbelief long enough to enjoy the game. |
[Veteran_Alpha SnakeBlood]
0
|
Posted - 2012.06.08 15:47:00 -
[68] - Quote
Mars El'Theran wrote:Traynor Youngs wrote:I can tell you right now why jump/strafe is stupid.
People in the military who have been shot at, NEVER DO IT.
So a game that is supposed to be a combat sim FPS kind of game should try to minimize it.
I know from experience that shooting while running orthogonal to your target (strafing) is very very hard to do.
IN real life you either A: go slower or B: hit a lot less often.
So I recommend that CCP implement some kind of hit to accuracy and speed while strafing. You should be able to recoup the accuracy by kneeling, and recoup the speed by sprinting. Firing from the hip while strafing should be barely effective, and aiming in should slow you down and get back some of the accuracy.
I like the OPs ideas. they make sense. eh.. you're not running; you're just walking fast, and you can shoot just fine while doing that. I can shoot at a full sprint and dance my way over and around obstacles at the same time if I want, and I can do it with a bow rather than a gun too, and still hit my target. I can't bunny hop while turning in a circle firing a gun bouncing sideways spinning dizzy spins of bunny madness however. edit, I like your idea of recouping accuracy though. There is a loss to accuracy expected while you are doing any movement while shooting short of a slow, steady walk. Not 75% as suggested in the OP, but a fractional loss that increases with inexperience and increased movement. Any movement on top of regular movement, (such as bunny hopping or jump-spinning), will increase this loss marginally to drastically, but a lot of that is also personal sense of equilibrium, such as when you are jump-spinning, which will knock out almost all of most anyone's sense of equilibrium. The need to balance through, is also a key factor, and any movement requires balance. In many cases, the requirement to use arm position and counter rotation to stop spin through 'arm-waving,' (for lack of a better term), preclude the ability to use a gun or aim with it except maybe to fire a short burst of spray and pray at opportune moments when coordination of movements allows it. FPS mechanics don't really allow for those real requirements of physical inertia dampening, balance, or anything really. You'll notice that while the characters are airborne, (spinning or otherwise), they are still in a standing or crouched firing position or even walking as if on a solid surface in some cases. Key method to enjoying FPS games is not to notice any of this stuff most of the time or to simply suspend disbelief long enough to enjoy the game.
Why suspend disbelief this is what we do in modern FPS and FPS of modern times all are not invoating anymore the FPS genra has realy stopped evolving in modern times like look at the jump from MW2 to MW3 not much, look at BC2 to BF3 it almost went backwards, to me this is a awful shame
Strafing speeds at moment are more ackinded to a person runing with torso at 90 degrees pointing in one direction, iam not going to say you cant hit a target if you hip fire when strafing at some speed if you are trained for it but the accuracy fall off would be horendous due to barrel wobble probale hitting half of the time at 10 metres or so, but as the game stands now i can easily hit a target and down him at 30 metres with out using sights while strafing at full tilt
When hip firing accuracy would be reduced drasticly due to barrel wander when firing full auto and a lack of support for the gun where as while in aiming stance the stock is against shoulder and most recoil is disapated through there now while hip fring all recoil is disapated throught a backward and oftern upward movement of the gun and the arms of the person holding the gun.
i agree with you on the balence issues that are there.
|
[Veteran_bjorn morkai]
0
|
Posted - 2012.06.08 22:01:00 -
[69] - Quote
Yeah, no.
Lots of games use strafing. Humans have the ability to move in all sorts of directions using these things called legs. They also use them to jump, run, walk, do these things backwards, etc etc. If there isn't a shooter that doesn't allow you to strafe, chances are no one plays it and its not very good. Every FPS I've played uses strafe. It's a function that is here to stay. |
[Veteran_Absolon Gainne]
0
|
Posted - 2012.06.08 22:36:00 -
[70] - Quote
I think the best thing to do is to fix the garbage hit detection first, and then decide what to do, if anything, on the topic of strafing. |
|
[Veteran_usrevenge]
0
|
Posted - 2012.06.08 22:44:00 -
[71] - Quote
Solution, auto tracking/aiming within a margin of a few pixels Fix lag. |
[Veteran_Alpha SnakeBlood]
0
|
Posted - 2012.06.08 22:57:00 -
[72] - Quote
bjorn morkai wrote:Yeah, no.
Lots of games use strafing. Humans have the ability to move in all sorts of directions using these things called legs. They also use them to jump, run, walk, do these things backwards, etc etc. If there isn't a shooter that doesn't allow you to strafe, chances are no one plays it and its not very good. Every FPS I've played uses strafe. It's a function that is here to stay.
Lad your missing the point
We are not saying cut strafe out of the maybe its the term nerf it basically mean to reduce effectiveness not take away entirely what we want is balance and the over all game play to be better, ultimately all games have strafe but in most games strafing is not the main way to avoid death there should be more emphasis on cover and actual aiming at target not just sort of pointing in general direction/spray and pray which 90% of CQC has deteriorated into
There are too many problems with the current build leading to the strafing issues right now:
1 :one is the hit detection which is a big one,
2: staffing speed being equal to forward movement is ridiculous,
3: damage fall off at range of the ARs is way over the top due to either problem stat side or lack of other alternative for ARs alos the over all range is quite short but agin that could be down to weapon type looks like a blaster,
4: hip fire is too accurate and should decrease according to how fast you move for example a player hip firing while standing still should be much more accurate than a player hip firing while strafing due to barrel wobble/wander,
5: accuracy should deteriate over continues fire moderatly when aiming down sights due to recoil being disapated through the shoulder and exremly during hip fire due to lack support for the weapon.
I think that if these features were implemented the gun play andover all gameplay would be improved greatly adding more tactical depth and conciqunce to how you fight after all this should be the thinking man FPS. |
[Veteran_Mars El'Theran]
0
|
Posted - 2012.06.09 00:31:00 -
[73] - Quote
Just a note, but my Aunt is an Auxiliary Police Officer and has had some experience with weapons training. Her experience indicated she was a better and more accurate shot while firing on instinct without aiming than she was when taking the time to stabilize her grip and aim, then fire. Apparently, many people are like this, but not such a high number as most people.
Not sure what her actual skill level is or was at that time though, so no idea how relevant it is to this conversation. I know myself I can presumably fire accurately 'from the hip' but always aim anyways because I'm interested in being as accurate as possible and getting better at it.
You can't just up and pop a shot off at 90 yards and hit a bulls-eye the size of a quarter or nickle when you're not aiming, 99.8% of the time. You might once, here and there maybe, but not generally speaking. If the target is less than 15 inches in diameter, you're most likely to miss it entirely anyway. |
[Veteran_FatalFlaw V1]
0
|
Posted - 2012.06.09 02:51:00 -
[74] - Quote
The thing is, some people are not able to use all of the tools in the game effectively. Rather than try and master the tools, and learn the proper counters, they want to just remove some of the tools from the game. Effectively reduce the skill cap and make it an easier game.
I can't wait until this game is finished and people are still getting demolished. The tears will be epic.
|
[Veteran_Sorry Accident]
0
|
Posted - 2012.06.09 07:35:00 -
[75] - Quote
Hunter Cazaderon wrote: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.)
If i want to play in a straight line and feel like i'm moving a truck, i just go play BF3..... And decreasing hip fire accuracy while straffing ? Do you want a game where you just stand still shooting at people ? Oo
I guess you don't know what ADS means. You can strafe while Aiming Down Sights. Who said anything about standing still. lol |
|
|
|
Pages: 1 2 3 :: [one page] |