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Thade Reid
Horizons' Edge No Context
6
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Posted - 2015.08.11 21:25:00 -
[1] - Quote
Hello CCP,
Over the past couple days, many Dust players, including myself, have been reliving some M.A.G. nostalgia, and the many amazing moments and features that it had. In the course of our reminiscence, really started thinking on how many aspects of M.A.G., as well as other games, could be brought to and very much benefit DUST 514. So this is going to be a list of features that, I believe, could make DUST 514 the game that it always could have been.
*I'm not saying DUST is **** or anything, I very much enjoy playing it, but I always think about how truly great it could be. And M.A.G. was not perfect by any means.
Comms system: M.A.G. had a FANTASTIC comm setup, with the Squad>Platoon>Battalion system. Squad members could, obviously, communicate with other members of their squad, but the Squad Leaders could communicate with their Platoon Leader, and Platoon Leaders could communicate with the Battalion Commander. This actually allowed entire teams to communicate and coordinate Gas, Air, and Artillery strikes, troop spawns, where to flank, when to rush and when to hold fast. This made having great Squad, Platoon, and Battalion leaders essential for winning a battle, not necessarily individual skill.
Larger Scale: Without a Doubt, M.A.G. had the largest scale of any console FPS of it's time. In the largest game mode 256 players would square off on four sides of a single, massive map; 128 attacking and 128 defending. With that many people, you would think there would be some considerable lag, or the graphic would be God awful, but the game ran exceedingly well and the graphics, though not top notch, were still level with the PS3's capabilities. I have encountered more lag and glitches in my 2 months back to DUST 514 (been playing since Beta, but took a long break) than I ever did the entire time that I played M.A.G. That's not to say there wasn't lag, but it was nearly and prevalent as it is in DUST 514.
Now, am I saying that DUST 514 should have 250+ players duking it out? Not necessarily. I don't like the idea of a 100+ man Proto stomp, but I do think DUST could benefit from larger battles.
Encourage Nanite Injectors: We all spend money on our suits, and spawning in takes time and reinforcements away from a fight. I'm sure there are many reasons that people don't fit nanite injectors, and don't try to res their teammates, but coming from games like Battlefield, and even M.A.G., picking up your downed teammates benefits your team far more and just makes sense. You have more people in the fight, you keep that clone, and you get points for picking people up. Yes, picking up your teammates puts yourself at risk, which is why it should be worth more in terms of WP and SP.
Now, to save some time and character, I'll list some other ideas that, in my opinion, would greatly benefit DUST 514.
- Encourage AV and implement AA and "Fighter" aircraft - Reduce Core Locus Grenade blast radius (highest dam + largest radius = O.P.) - Limit jumping (a heavy that jumps 20 feet in the air is ridiculous, even for a game) - Add a movement penalty and proximity deactivation for cloaks, just like EVE Online - Add a movement penalty to Swarm Launchers and Plasma Canons (there's no reason for anyone to be able to jump 20 feet in the air with a weapon the size of an HMG or Forge Gun) - Reduce RoF/Reduce Clip size and/or increase rate of OH on Scrambler Rifles
I could go on and on, but I'll cut myself off here.
Obviously, not every feature in M.A.G., Battlefield, etc will fit into DUST 514 and benefit the game, so obviously there has to be some amount of adjustment to make them fit the game style. CCP can look at any even SEMI successful FPS and take some great ideas to modify and use to create a great, unique game. And, obviously, CCP isn't going to completely revamp DUST 514 on the PS3. So I suggest using DUST 514 as one BIG beta, and as a foundation to improve upon for a PS4/PC variant.
And in the future, keep Keyboard and Mouse players and controller players separate. They are two completely different playing styles that do not mix well.
I'm the guy getting angry in-game...
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Thade Reid
Horizons' Edge No Context
9
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Posted - 2015.08.12 16:38:00 -
[2] - Quote
Francisco Walker wrote:Thade Reid wrote: - Limit jumping (a heavy that jumps 20 feet in the air is ridiculous, even for a game)
- Add a movement penalty to Swarm Launchers and Plasma Canons (there's no reason for anyone to be able to jump 20 feet in
And in the future, keep Keyboard and Mouse players and controller players separate. They are two completely different playing styles that do not mix well.
I think there's no need to movement penalty if limit jumping will be applied. I don't know if we have enough players to separate them. Most of time we are player with/against the same people several matches in a row. But I agree with most of things!
I suppose the two are, more or less, one in the same.
I'm the guy getting angry in-game...
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Thade Reid
Horizons' Edge No Context
10
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Posted - 2015.08.14 03:35:00 -
[3] - Quote
Adipem Nothi wrote:Scout, cloak and AV nerfs? We must not be playing the same game.
From what we know of efficiency and usage, Scouts are far more likely UP than OP. Cloak isn't all it's cracked up to be; try it out and see for yourself. As for AV, we've all witnessed firsthand invincidrugars shrugging off AV from multiple sources; I seriously doubt it wise to buff these units indirectly when all indicators (including a few pilots) suggest we should be doing the opposite.
Don't get me wrong. There are plenty of improvement opportunities, and some of your ideas are solid. These three, however, I believe would serve to worsen balance rather than improve it.
I don't believe I said anything about NERFING AV, I actually suggested encouraging in, in other words buffing AV. Proto tanks can only be taken out by Proto tanks, that's not balanced.
I guess my experience with scouts has been them running right up next to me, decloaking, shotgunning my face off (or Nova Knives), along with 2 or 3 others, and then cloaking and running off at the speed of light. Oh, and don't forget about jumping 20 feet in the air, but that's a general problem, spanning all suit classes.
I added the two sidearm concept after I initially posted. I don't think 2 sidearms would be as much of a handicap as you think, especially with DPS machines like the Magsec and Sub, or the hammer of the Gods, aka the Bolt Pistol.
If there could be, at least, a cloak proximity deactivation of 3 to 5 meters, I'd be much more comfortable with where scouts are.
I don't know, personally, I loath scouts in every form, so perhaps I'm being too harsh on them.
I'm the guy getting angry in-game...
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Thade Reid
Horizons' Edge No Context
10
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Posted - 2015.08.18 02:14:00 -
[4] - Quote
Varoth Drac wrote:Larger battles would be great. I disagree with all of your other suggestions however, bar one.
Jumping is a little over the top. Three things I would do to sort it out:
1) Implement proper stacking penalties. As per stacking on all other modules, the third mod should only give you about 50% of the base benefit. Currently it gives 100%.
2) Fix stamina use. It appears to me that myofibs allow players to bypass the stamina penalty imposed on normal jumping. Normally, quick successive jumps use more and more stamina each time to prevent continued bunny hopping. It appears this doesn't come into effect with myos, as you spend so long in the air it tricks the game into thinking you aren't doing successive jumps, allowing you to jump much more often than normal. Perhaps a way to fix this would be to make jumping with myos cost more stamina.
3) Increase fitting costs. Currently myofibs cost very little PG. this makes them very easy to fit with a good armour tank. The fitting cost is much lower than kincats, for example. Fitting myos should come with more of a sacrifice.
Regarding your other suggestions:
If anything, scouts are underpowered, not overpowered, particularly cloaks. Short range decloak wouldn't make much difference to the game, since cloaks are easy to see up close anyway. It would just be an irritation if someone happens to walk near someone when they are cloaked. Personally I think sidearm only scouts would be interesting, but they would need lots of buffs to go with it.
I'm not convinced about scrambler rifles. If Rattati still says they need a nerf then ok, maybe just increase hipfire dispersion again.
I don't see much point in adding movement penalties to swarm launchers and plasma cannons. It would just add unnecessary complexity to the game. Ok, you could designate them heavy weapons, but I think it's an important game design decision to have light AV options.
I don't know about core locus grenades, perhaps a tweak?
I can agree with all three of your suggested tweaks to the Jumpers. I'm not sure if the devs intended for Myo's to be used the way they are, but I think even they can admit that they are a problem. If they implemented the ability to climb over an obstacle, like you can in Battlefield, that'd take away the issue of heavies getting stuck behind a 2.5ft ledge.
As I said, my view of scouts may be skewed, and perhaps they aren't as O.P. as I initially thought.
Swarm launchers aren't as much of an issue as Plasma Cannons, because Plasma cannons are used as much for anti infantry as they as for AV. VERY often they are coupled with the aforementioned jumpers, so you tweak the jumping, and this issue will fix itself.
Cores; here's your tweak: reduce their blast radius. At the moment they have the highest damage and largest blast radius. That is simply not balanced, whatsoever. Even for a prototype weapon.
I'm the guy getting angry in-game...
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