|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
|
Posted - 2015.06.25 04:09:00 -
[1] - Quote
Leadfoot10 wrote:maybe deadcatz wrote:Grease Spillett wrote:Am I the only one who sees this going bad? It's going to make everything so bland. IMO mass driver spam from jump fits on the poor folk that cant strafe out of it means a nerf comes for something else. I suspect there's a lot of truth to this post. I agree. The 'feel' of Dust is about to go downhill. We're collectively paying for poorly written shooter code that CCP won't/can't fix.
Camping and explosive spam(as if there wasn't enough already) incoming.
PSN: RationalSpark
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
|
Posted - 2015.06.26 01:37:00 -
[2] - Quote
One way to look at strafing in shooters is as an amplifier of tactics.
People say 'tactical shooter' as if the movement capabilities/limitations of suits some how negates/allows 'tactical' gameplay. The truth is a strafing game has all the tactics of a non-strafe game, and more.
People here are talking as if the existence of strafing allows one to ignore positioning, timing, cover et cetera, when the reality is that a high-strafe game expands the envelope of what is possible in the game and grows the 'library' of what choices a players has available in a given situation.
In a strafing game an experienced player who has made the effort to improve their technique may make the call that the best course of action is to break cover and engage in a strafe competition with one or more opponents. It's a judgement call: what are the fps skills of the opponents?
If the opponents are noobs or haven't made the effort to improve their gungame then the correct call would be to force their positions and put them off-balance. Strafing is one of the tools used to accomplish this in that situation.
If, however, one is facing seasoned players with a strong fps skillset then that strafing tactic is the wrong call. One does not simply hop out of cover and 'dance, dance' against Reg or Protoman. Other tactical choices are called for - one will only survive such an encounter by making a string of sound tactical decisions, and one will absolutely not survive the encounter without having put some serious effort/practice into developing one's gungame.
We need to lower the strafe speed of the fastest suits because of the technical limitations of CCP's code.
But the calls for removing strafe as a game design decision? Personally i feel it is a lessening of the game, restricting and simplifying the gameplay.
PSN: RationalSpark
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
|
Posted - 2015.06.26 02:15:00 -
[3] - Quote
Georgia Xavier wrote:Vrain Matari wrote:One way to look at strafing in shooters is as an amplifier of tactics.
People say 'tactical shooter' as if the movement capabilities/limitations of suits some how negates/allows 'tactical' gameplay. The truth is a strafing game has all the tactics of a non-strafe game, and more.
People here are talking as if the existence of strafing allows one to ignore positioning, timing, cover et cetera, when the reality is that a high-strafe game expands the envelope of what is possible in the game and grows the 'library' of what choices a players has available in a given situation.
In a strafing game an experienced player who has made the effort to improve their technique may make the call that the best course of action is to break cover and engage in a strafe competition with one or more opponents. It's a judgement call: what are the fps skills of the opponents?
If the opponents are noobs or haven't made the effort to improve their gungame then the correct call would be to force their positions and put them off-balance. Strafing is one of the tools used to accomplish this in that situation.
If, however, one is facing seasoned players with a strong fps skillset then that strafing tactic is the wrong call. One does not simply hop out of cover and 'dance, dance' against Reg or Protoman. Other tactical choices are called for - one will only survive such an encounter by making a string of sound tactical decisions, and one will absolutely not survive the encounter without having put some serious effort/practice into developing one's gungame.
We need to lower the strafe speed of the fastest suits because of the technical limitations of CCP's code.
But the calls for removing strafe as a game design decision? Personally i feel it is a lessening of the game, restricting and simplifying the gameplay. There is a clear difference between strafing and what this game has, wiggle wiggle Agreed, of course. But when you look at the scale and volume of anti-strafe sentiment on these forums, it's worth some careful discussion.
Also, if hit detection was reliable, i'd be completely happy with the strafe we have in this game. I find it challenging to face the better strafers, and for my money it's all about the challenge.
PSN: RationalSpark
|
|
|
|