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ReGnUm DEl
Doomheim
622
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Posted - 2012.08.02 03:22:00 -
[1] - Quote
Copy HALO MLG strafe movement speed problem solved
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ReGnUm DEl
Doomheim
622
|
Posted - 2012.08.02 04:26:00 -
[2] - Quote
Crimson MoonV wrote:Vrain Matari wrote:Corban Lahnder wrote:I hate to say this but the OP is trying to turn dust into something its not.
I adjusted my play style to the current as you put it "Bulky strafe mechanics" and you know what I noticed. I was fighting the way real troops do. Moving forward cautiously. Moving from cover to cover. Trying to check the map for intel. Moving with allies.
No one is running around the map pwning people with luck based spray and pray dodging. And personally I prefer it that way. Slower paced gives people a chance to strategize instead of: "OH I dodged more you loose!"
I wish I had a more constructive way of defending the current movement controls but that about sums up my feelings.
The OP continues to say the same thing over and over again: I dont prefer the current movement mechanics I want them to be faster paced."
Thats a request and an opinion not an argument.
Corban's post captures the crux of it. I'm certain that the vocal minority's cry for a strafier, more mainstream fpsier dust are primarily motivated by a KDR farming playstyle. It allows for more lone wolfing, and demands less integrated, thoughtful, teamwork. After months of trying to take their arguments seriously, for my money that's the beginning and the end of it. Faster strafe speeds has nothing to do with lone wolfing. Are you serious? The health makes it so you have to rely on your team. You can't just take on 7 people by yourself. Strafe speeds have nothing to do with it. I have a feeling you didn't even read the entire thread. Run along children.
WATCH 4V4 Halo 3 MLG footage and then tell me if high strafe speed creates lone wolfing
ITS CALLED TEAM SHOTS |
ReGnUm DEl
Doomheim
622
|
Posted - 2012.08.02 05:11:00 -
[3] - Quote
xprotoman23 wrote:ReGnUm DEl wrote:Crimson MoonV wrote:Vrain Matari wrote:Corban Lahnder wrote:I hate to say this but the OP is trying to turn dust into something its not.
I adjusted my play style to the current as you put it "Bulky strafe mechanics" and you know what I noticed. I was fighting the way real troops do. Moving forward cautiously. Moving from cover to cover. Trying to check the map for intel. Moving with allies.
No one is running around the map pwning people with luck based spray and pray dodging. And personally I prefer it that way. Slower paced gives people a chance to strategize instead of: "OH I dodged more you loose!"
I wish I had a more constructive way of defending the current movement controls but that about sums up my feelings.
The OP continues to say the same thing over and over again: I dont prefer the current movement mechanics I want them to be faster paced."
Thats a request and an opinion not an argument.
Corban's post captures the crux of it. I'm certain that the vocal minority's cry for a strafier, more mainstream fpsier dust are primarily motivated by a KDR farming playstyle. It allows for more lone wolfing, and demands less integrated, thoughtful, teamwork. After months of trying to take their arguments seriously, for my money that's the beginning and the end of it. Faster strafe speeds has nothing to do with lone wolfing. Are you serious? The health makes it so you have to rely on your team. You can't just take on 7 people by yourself. Strafe speeds have nothing to do with it. I have a feeling you didn't even read the entire thread. Run along children. WATCH 4V4 Halo 3 MLG footage and then tell me if high strafe speed creates lone wolfing ITS CALLED TEAM SHOTS Define team fire before it ends up like "ADS"
TEAM FIRE DEFINITION... better get a like for this proto! : When two more people place coordinated fire on single enemy
TEAM FIRE EFFIENCEY (HALO EXAMPLE)
HALO 3 team fire was the main use for effectively winning TS, due to high shields and strong strafes. The BR was your primary weapon, and any skilled player could kill an opponent with four shots... ie the CLASSIC FOUR SHOT phase. In theory, a team using TEAM SHOT could kill entire team and not lose one a teammate. This was commonly seen in HALO 3, where pro teams would search in the MLG playlist, and play against weak teams( please note I did not say weak player, because anyone with 50 in MLG was considered top tier). The result would be as follow 50-0... not 50-15 or 50-7.
HOW TO ACHIEVE TEAM FIRE
1. POSITIONING A. Be able to see all your teammates at any given time B. Be able to see shoot any target or teammate can shoot
2.Call outs A. Name/phase your teammates all recognize B. The name is quick and catchy
COUNTERING TEAM FIRE
For anther night TBH |
ReGnUm DEl
Doomheim
622
|
Posted - 2012.08.02 11:27:00 -
[4] - Quote
Noc Tempre wrote:Crimson MoonV wrote: 2). Reward camping-There are two kinds of skill. You want to reward the one that takes less. Yeah I gotcha. Reward people that camp in corners and head glitch because they don't have the gun game to take on the person that is better then them at shooting/strafing.
Really so you want defensive campy game play to trump actual skill.
I want you to go play CoD for 8 hours and you will see exactly whats wrong with that statement.
Have you ever played CoD? Lots of tactical gameplay and camping/positioning. You would love it.
It is a problem in CoD because no matter how good you play, there is no way to control the map. There are no lines of battle, only random chaos from any direction at any time, which is why that game would benefit from skill allowing dodging of bullets. I HATE COD. Nothing but campers and random deaths galore. DUST plays nothing like that at the moments, with the exception of the broken defense spawn on plateau, which is easily avoided, albeit very hard to break. The fact that you are saying one kind of "true skill" is making it very clear you have no idea what you're on about. Balance is moot, you just want to buff scissors since that's the only thing you bring to the table.
Wrong, any good cod players will always control maps through spawn camps and positioning |
ReGnUm DEl
Doomheim
622
|
Posted - 2012.08.02 21:05:00 -
[5] - Quote
Templar Two wrote:FPS with low TTK, near OHK, are the most difficult FPS. Being able to survive more bullets essential grants you 1 thing in FPS: more time to think. The more time to think you have while being shot the easier the game because you can escape that situation Bunny Hopping is only possible in FPS that have very high TTK: if I try to bunny hop in KZ I die, no way I can make silly COD 360 or Halo jumping!
I am all for FPS with a very low TTK but still Dust 514 isn't' this FPS and I accept it, but do not advertise it as a very demanding FPS with emphasis of tactics because it has little. Want tactics: give me a command wheel as in Rainbow Six or Ghost Recon (not Future Soldier) or even BF3. I requested that for non mic players, which are the majority in FPS, and I was ignored.
WRONG AGAIN, its just not your day Noc
Furthermore, HALO JUMPING in gun battles is wide miss conception among many FPSers
Many halo pros, I mean real pros ie paid to play, never bunny hopped. Simple reason, when you do hop your ability to strafe becomes impossible. Therefore, any enemy can easily predict or movement and finish you. Bunny hopping was only used in three key areas
A. Finish shot, when you where on or fourth shot, or the enemy was no shields B. Jumping into cover. IE, losing a gun fight, so you decide to jump into a wall C. HALO Quick Scopes, classic jump zoom and Headshot... not easy to do,
Noc I know you mean well and stuff. From my experience with competitive BF3, I find Tank drivers have a type of Tunnel vision when it comes to shooting stuff |
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