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Maken Tosch
DUST University
13760
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Posted - 2017.05.18 16:12:00 -
[1] - Quote
Since bring it up on Discord chat, I just remembered that I wanted to talk with you all about it here on the forums.
We all know Dust lacked a proper test range which made it very difficult for newbros to fully understand what's going on with their suits and weapons. But that's in the past now and I am hoping to one day see a test range being introduced in the initial release of Project Nova.
To me, a proper test range should cover all of the following.
1. Have a fitting simulator much like how Eve Online has one where you can try out every possible fitting combination without having to spend a single ISK just to try out a theoretical fit that may or may not work out well for you.
2. Provide of a set of measurements where damage output, damage resistance, damage falloff, armor and shield repair rate, scan range & effectiveness, etc. can be gauged visually so that every player can get an idea on how effective a specific fitting really is on the battlefield.
3. Allow them a way to improve themselves. A gauntlet-style testing range would be a good starting point where a player can see how fast they can move through the course while maintaining accuracy with their given fittings or with whatever stock fittings are provided by the course.
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For the first point, this seems like a no-brainer because we now have definitive proof on how effective a fitting simulator really is by looking at Eve Online since the Ascension update. You can see how much PG/CPU is remaining and how it changes with your current skillset and set of implants. It also allows you access to every single module and hull even if you didn't skill into it while also allowing you to save that fitting for future use when you do get the skills needed for it. You can also share it with other players via chat channels who want to try it out for themselves.
The second point is based on my experience playing Splatoon on the WiiU where Sheldon had a back-alley practice range which had a set of markings on the ground to gauge distance and a set of well-placed squid balloons. Each squid balloon had an visual marker on how much armor it had along with various sizes to indicate overall strength so you can gauge how effective your splat roller or splatling gun really is. I also played Overwatch which has it's own practice range where there are adorable little robots roaming around looking to get shot at. Some are in fixed locations, some move around, others don't shoot while others do shoot, etc. so you can try out various conditions such as how durable your hero is or how you have to aim your bow as Hanzo.
The third and final point is something that I experienced playing games like Ghost Recon or America's Army where you had a gauntlet-style course that you use to see how much you improved since the last attempt. You had to move through the course as fast as possible, trying out every single weapon along the way to progress, while still maintaining your accuracy.
But that's just my idea of how a proper test range should be. What are your ideas?
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One Eyed King
Nos Nothi
17156
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Posted - 2017.05.18 17:18:00 -
[2] - Quote
I like your ideas. I would add that if it is one single range, it should have a variety of environments to mimic what may be in game. This way you can practice moving in different locations, and seeing where your weak points may be in terms of a role. Like whether you should avoid open spaces like a heavy, move around the edges like a scout, or move forward between cover like an assault.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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LOL KILLZ
LulKlz
1450
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Posted - 2017.05.18 19:02:00 -
[3] - Quote
One Eyed King wrote:I like your ideas. I would add that if it is one single range, it should have a variety of environments to mimic what may be in game. This way you can practice moving in different locations, and seeing where your weak points may be in terms of a role. Like whether you should avoid open spaces like a heavy, move around the edges like a scout, or move forward between cover like an assault. What he said!!!+1
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Maken Tosch
DUST University
13762
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Posted - 2017.05.18 19:17:00 -
[4] - Quote
One Eyed King wrote:I like your ideas. I would add that if it is one single range, it should have a variety of environments to mimic what may be in game. This way you can practice moving in different locations, and seeing where your weak points may be in terms of a role. Like whether you should avoid open spaces like a heavy, move around the edges like a scout, or move forward between cover like an assault.
I forgot about that. Thanks for bringing it up. Having a set of environments to choose from would help as well.
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