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xprotoman23
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Posted - 2012.07.30 23:06:00 -
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Crimson MoonV wrote:? I am skilled up? I have like 12 million SP. The problem is not me. The problem is what this game will look like to people thinking about playing the game. There is nothing that I can spec into to fix the bluky strafe speed mechanics. If the game is bulky with boring shooting mechanics people won't play it. So far I have never gotten into one gun fight that got my adrenaline going or afterwards I was think "that was epic". Please people don't try and make this about me. This about the future of dust.
last build was for strafers but people cried |
xprotoman23
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Posted - 2012.07.30 23:33:00 -
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In replication redlining was virtually nonexistent. (there were a few isolated occasions where it did happen, but that was one side might have been stacked with good players. Replication was fast and very in your face in terms of action. Tears started flowing on the forums that people were moving too fast and nobody would stay still so a care bear could get a kill. Generally speaking eveybody liked the strafing speeds because it gave the game identity and was different from every other game on the market that caters to ADS play.
CareBears claimed DUST was supposed to be this "tactical" team based shooter almost akin to something you would find in a SOCOM trailer.
E3 build comes gameplay is slowed down people can't strafe as well as they could last build. So what happens? Redlining happens. People quit out of games or resort to sniping behind the redline. Matches are one sided and this game becomes boring. |
xprotoman23
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Posted - 2012.07.30 23:43:00 -
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Noc Tempre wrote:xprotoman23 wrote:In replication redlining was virtually nonexistent. (there were a few isolated occasions where it did happen, but that was one side might have been stacked with good players. Replication was fast and very in your face in terms of action. Tears started flowing on the forums that people were moving too fast and nobody would stay still so a care bear could get a kill. Generally speaking eveybody liked the strafing speeds because it gave the game identity and was different from every other game on the market that caters to ADS play.
CareBears claimed DUST was supposed to be this "tactical" team based shooter almost akin to something you would find in a SOCOM trailer.
E3 build comes gameplay is slowed down people can't strafe as well as they could last build. So what happens? Redlining happens. People quit out of games or resort to sniping behind the redline. Matches are one sided and this game becomes boring. Redlining happens because Plateau snowballs to hell in the first 60 seconds and despite militia drop uplinks, somehow they get left with one spawn, and it is a very crappy spawn. It isn't the new speed, which is virtually identical except for heavies.
Plateau's is a flawed map, but redlining is what happens when gameplay is slowed down.
MAG 2.0 beta vs. 2.0 retail is a prime example of this.
MAG 2.0 beta gameplay was incredibly fast and most games really felt like a true struggle. People begin to QQ and cry about gameplay being too fast for them although it catered to both players that can't do anything but ADS and also those that like to both hipfire and ADS.
MAG 2.0 retail rolls around and redlining is alive and well.
When gameplay is slowed down players play much more defensively and allows for people to camp much easier. |
xprotoman23
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Posted - 2012.07.30 23:56:00 -
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Lurchasaurus wrote:xprotoman23 wrote:Noc Tempre wrote:xprotoman23 wrote:In replication redlining was virtually nonexistent. (there were a few isolated occasions where it did happen, but that was one side might have been stacked with good players. Replication was fast and very in your face in terms of action. Tears started flowing on the forums that people were moving too fast and nobody would stay still so a care bear could get a kill. Generally speaking eveybody liked the strafing speeds because it gave the game identity and was different from every other game on the market that caters to ADS play.
CareBears claimed DUST was supposed to be this "tactical" team based shooter almost akin to something you would find in a SOCOM trailer.
E3 build comes gameplay is slowed down people can't strafe as well as they could last build. So what happens? Redlining happens. People quit out of games or resort to sniping behind the redline. Matches are one sided and this game becomes boring. Redlining happens because Plateau snowballs to hell in the first 60 seconds and despite militia drop uplinks, somehow they get left with one spawn, and it is a very crappy spawn. It isn't the new speed, which is virtually identical except for heavies. Plateau's is a flawed map, but redlining is what happens when gameplay is slowed down. MAG 2.0 beta vs. 2.0 retail is a prime example of this. MAG 2.0 beta gameplay was incredibly fast and most games really felt like a true struggle. People begin to QQ and cry about gameplay being too fast for them although it catered to both players that can't do anything but ADS and also those that like to both hipfire and ADS. MAG 2.0 retail rolls around and redlining is alive and well. When gameplay is slowed down players play much more defensively and allows for people to camp much easier. as much as dumbing down the game would kill Dust, so would turning it into tribes.....there is definitely a sweet spot. for those lurkers out there....it was to get my point across....not trying to speed up the game to ridiculous amounts.
Replication was the sweet spot. If gameplay isn't sped up in the next build DS3 users aren't going to have much of a chance against KB+M players and the game will fail because people wanted it to play like a SOCOM trailer. (used for advertisement purposes only) |
xprotoman23
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Posted - 2012.07.31 00:26:00 -
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Crimson MoonV wrote:Berserker007 wrote:Personally, i find the strafe speed to be good at this point, as last build you were able to strafe ads to fast, as idk if anyone here actually has done that, but u cant run and stafe while ads fast like you could build. This build allowes good strafe speed for hipfire and reduced for ads firing which it should. Either skill into a scout suit to get upclose and hipfire or make each shot count while adsNot saying dont have skill, as have seen u play, but i think movement speed is actually one of the things i find that work really well
Well then just nerf strafe speed. (it already is) Then buff actual strafe speed. Problem solved. It doesn't need to be "quake speeds". But is shouldn't be CoD strafe speeds either imho.
What we have right now is COD in space in terms of strafe speeds |
xprotoman23
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Posted - 2012.07.31 00:41:00 -
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Lurchasaurus wrote:Noc Tempre wrote:If you can create "virtual cover" just by wagging back and forth on the left thumbstick, then 90% of the map design is just backdrop for your "elite'" gunfights. We have mixed arms and cover, and sprint mods. You are SIGNIFICANTLY more stable from a nearly immobile stance, but no prone. This means they want good mobility between fights, but you shouldn't be dodging bullets unless you are scout vs heavy. And even then one mistake and the scout is spaghetti. You don't have to like it, but crossing open terrain is supposed to be very dangerous. That is why the defender spawn in Plateau is SO bad - completely open without cover. nice post, its hard to understand why people complain about strafing speed when any good soldier would laugh at you trying to strafe back and forth in a gunfight instead of using cover....Realize that maybe the way you play is not the most efficient and that the realism CCP is striving for might bite you in the ass a lil bit
Realism arguments are negated since we are playing a scifi shooter with regenerating shield, lasers, and armor. When it comes to videogames gameplay trumps realism unless you are looking for authenticity. If CCP was looking for realism when I shoot at the treads on a tank after a certain damage threshold it should become immobile and even inoperable. Or when I drop gets shot in one of the thrusters it loses handling.
Shielding is cover in this game.
Slower game speeds has promoted the pile of crap that has been the E3 build of this game. |
xprotoman23
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Posted - 2012.07.31 01:05:00 -
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Noc Tempre wrote:xprotoman23 wrote:Lurchasaurus wrote:Noc Tempre wrote:If you can create "virtual cover" just by wagging back and forth on the left thumbstick, then 90% of the map design is just backdrop for your "elite'" gunfights. We have mixed arms and cover, and sprint mods. You are SIGNIFICANTLY more stable from a nearly immobile stance, but no prone. This means they want good mobility between fights, but you shouldn't be dodging bullets unless you are scout vs heavy. And even then one mistake and the scout is spaghetti. You don't have to like it, but crossing open terrain is supposed to be very dangerous. That is why the defender spawn in Plateau is SO bad - completely open without cover. nice post, its hard to understand why people complain about strafing speed when any good soldier would laugh at you trying to strafe back and forth in a gunfight instead of using cover....Realize that maybe the way you play is not the most efficient and that the realism CCP is striving for might bite you in the ass a lil bit Realism arguments are negated since we are playing a scifi shooter with regenerating shield, lasers, and armor. When it comes to videogames gameplay trumps realism unless you are looking for authenticity. If CCP was looking for realism when I shoot at the treads on a tank after a certain damage threshold it should become immobile and even inoperable. Or when I drop gets shot in one of the thrusters it loses handling. Shielding is cover in this game. Slower game speeds has promoted the pile of crap that has been the E3 build of this game. You fundamentally don't understand* FPS games that aren't about circle strafing it seems. *understand as in comprehend the playstyle and those who enjoy it Shields are for people who don't take damage often or a warning layer for beefier guys to turn and engage a threat. Cover is for cover.
MAG COD and BF aren't circle strafers buddy. They are primarily ADS shooters.
Shields are cover in this game. If it wasn't for shields i guarantee people wouldn't run across the map without worrying about getting blown up. |
xprotoman23
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Posted - 2012.07.31 01:38:00 -
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Crimson MoonV wrote:>>>>ADS shooter and circle strafing might as well be the same thing. I'm sorry but I am going to have trouble taking anything else you say after that seriously.
I'm done here Noc Tempre lost |
xprotoman23
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Posted - 2012.07.31 03:20:00 -
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This thread is a classic |
xprotoman23
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Posted - 2012.07.31 16:46:00 -
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Iceyburnz wrote:Crimson MoonV wrote: Make this into a real strafe and shoot fps. What we are playing now just feels to slow and bulky.
The replication build was exactly this. But people complained because its wasn't "fast" enough. The result is what we have today. Ironically many of the people who complained left anyway. IMHO the sights and hip fire in Replication for assault rifles was about right. E3 build totally sucks.
In addition to what's been said above. The E3 build and it's slower gameplay has lead to a defensive style of play which favors camping and promotes redlining. Last build redlining could happen and it was much worse than what we have now considering you could basically sit right on top of people as they spawn into the game. However though it wasn't prevalent because the gameplay was fast enough that matches could end up in a real struggle. |
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xprotoman23
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Posted - 2012.07.31 16:50:00 -
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PEEEEEEETREEEEEEEEEEEEEE wrote:who needs ADS?
skill up sharpshooter and hipfire all the way across the map.
seems legit.
somebody said ADS and circle stafing were the same thing. I declared that "X" person lost and left the thread. |
xprotoman23
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Posted - 2012.07.31 16:52:00 -
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Noc Tempre wrote:xprotoman23 wrote:Iceyburnz wrote:Crimson MoonV wrote: Make this into a real strafe and shoot fps. What we are playing now just feels to slow and bulky.
The replication build was exactly this. But people complained because its wasn't "fast" enough. The result is what we have today. Ironically many of the people who complained left anyway. IMHO the sights and hip fire in Replication for assault rifles was about right. E3 build totally sucks. In addition to what's been said above. The E3 build and it's slower gameplay has lead to a defensive style of play which favors camping and promotes redlining. Last build redlining could happen and it was much worse than what we have now considering you could basically sit right on top of people as they spawn into the game. However though it wasn't prevalent because the gameplay was fast enough that matches could end up in a real struggle. So you are complaining basically that because it is easier to kill what you are actually aiming at with the improved (still not fixed) hit detection is a bad thing? Is that what I'm really reading? You seem to attribute no credit to the insanely open map. In case you forgot, it was trivially easy to box attackers into the craterlake spawn and butcher them mercilessly there, and that was back when dropships couldn't dodge swarms and no militia uplinks. I think you have a bad memory of last build, but saying the game is worse off due to improved hit detection simply blows my mind.
You're posts aren't taken seriously after you said ADS and circle strafing were the same thing. Please leave this thread kind sir cause you lost. |
xprotoman23
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Posted - 2012.07.31 18:47:00 -
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Debacle Nano wrote:ADS = Advanced Dodging Skills?
Aiming down the sights. |
xprotoman23
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Posted - 2012.07.31 19:47:00 -
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Lurchasaurus wrote:proto......
i dont even.......
no.
if you think circle strafing in open ground is good gun game you need to read tactics 101
if you think you should be able to ADS while running/strafing, read reality 101
if neither of these things is what you were implying in the above threads, sorry i just woke up
go back to sleep |
xprotoman23
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Posted - 2012.07.31 19:50:00 -
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Mavado V Noriega wrote:BattleCry1791 wrote:I'm still trying to figure this out.
Strafing gameplay: Find fastest armor available Find bullet hose gun with high DPS that's only good in CQC to medium range. Dance around target while jumping like a sugar plumb fairy Beg for increased hip firing accuracy
equals "better" gameplay? More "pro" gameplay? "superior" gamplay?
However, taking time to aim down sight, land 7 to 10 shots at center mass and register a kill from distance = "bad", "inferior", "camper", gameplay?
Sounds to me like the aforementioned "pro" FPS strafing style is for twitch ridden ADD 12 year olds and the latter would be for the adults in the room.
I really didn't want to come back to this beta until they did another build as I really don't like this map all that much. But if I have to keep coming back here to keep you circle strafing jag offs from turning this game into a run and gun POS like you want...if you want to turn this into MAG 2 + extra speed, then I'll make sure I stick around to offer a counterpoint.
Mojoe, Piggy, and the rest of the kills over wins, grims over hours, and KDR whores are what helped to kill off any kind of meta for that game and turned into a stale piece of garbage like every other FPS I've seen come down the pike.
I'd prefer not to see you idiots do it with this one too.
what part of being able to hold L1 and land 7 to 10 shots on a slow moving target takes skill? holdin L1 and landing it on a fast moving target sure but slow? lol @ u some of u ppl with little to no competitive fps knowledge and background talk like u know what represents skill in a shooter KZ2 had the BEST use of ADS of ANY game yet while alot of u think its "realistic" to be runnin with ur gun to ur face looking down the sights and being super accurate kz2 did it RIGHT....ADS was ONLY really useful when u stood STILL and for long range shots and u couldnt even spray u had to single shot or burst at mid range also even tho we call it "hip fire" if u actually look at someones character who is not holding ADS the gun is actually NOT at their HIP but at their shoulder, so its more shoulder fire only lmgs and heavy weapons are actually by the hip and KZ2 was like this as well the gun was actually shoulder height
This post seriously might be the gospel |
xprotoman23
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Posted - 2012.07.31 21:18:00 -
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Mavado V Noriega wrote:not reading this entire argument but agree with proto on the 1st few pages of points he laid down
strafe speed last build was good, ppl sucked and cried cuz they couldnt hit **** and the strafe speed was the only thing that was gonna help even the odds on the whole ds3 vs kb/m but since its nerfed keyboard warriors will have the upper hand and yes slower strafe speed and movement speed generally makes ppl play more cautiously and camp more
This game is going to fail if the gunplay isn't like replication once KB+M support is introduced. |
xprotoman23
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Posted - 2012.07.31 21:36:00 -
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Berserker007 wrote:Omnipotent lilmamaj wrote:You gotta understand where I'm coming from. I'm an fps shooter that wants skill over everything else in the game. Most experienced shooters will agree that it is harder to hit someone when they are moving faster, therefore it takes more skill to hit someone while they are moving fast. We also need low bullet damage(which is pretty good in this game) so we can turn on the people with less skill then us.
Just because I'm strafing doesn't mean I'm not behind cover.
I'm still on the defense about tanks. I mean I can't really go anywhere because I will get destroyed by tanks. With dropships I'm 100% screwed because now i REALLY have nowhere to hide.
The go and destroy it yourself mentality has always been crap. If I was a completely awful fps I would gladly destroy all tanks and noobships. Since I try to specialize in killing people and going for and defending objectives, I can't really take out tanks or dropships. The tanks are more do-able with my remote explosives, but dropships are just insane. They were OP in Dark Night Rises, they are OP here. In playing with you, and some of the others top guys in the beta and prior experience, you simply CANT have a game based on pure skill. It sounds good to those who have it, but for everyone else, you essen5ially alienate probably 90% of the possible community, as those who arent to your skill level will probably lose 99/100 times. Im not saying dumb it down, but it needs to be able to cater to a bigger community. This game already may take hits based on final graphis (as cod fanboys will compare it), the indepth game play and time required (as this generatiom is run bby12yr olds who want to run and gun and get all the OP gear ina day or two). By allowing to have at least the mechanics suit everyones needs, it will help the game in numbers. As ive said in all my posts, i find the strafing to work fine now, as it gives u enough ability to dodge a few bullets and hit others. As need to remember, everyone should have a chance to wina gun fight, as you have guns/gear/skill to also affect outcomes. if not, you'll turn new people off to the game right away as what new person will say in a game where they have no chance to get a kill based on skills/game mechanics,/weaponary/gear?
This build doesn't reward FPS skill. It's really no different than playing COD in terms of gunplay.
Slow gameplay is going to lead to KB+M dominating DS3 users. |
xprotoman23
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Posted - 2012.07.31 23:37:00 -
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Berserker007 wrote:Crimson MoonV wrote:Berserker007 wrote:Omnipotent lilmamaj wrote:You gotta understand where I'm coming from. I'm an fps shooter that wants skill over everything else in the game. Most experienced shooters will agree that it is harder to hit someone when they are moving faster, therefore it takes more skill to hit someone while they are moving fast. We also need low bullet damage(which is pretty good in this game) so we can turn on the people with less skill then us.
Just because I'm strafing doesn't mean I'm not behind cover.
I'm still on the defense about tanks. I mean I can't really go anywhere because I will get destroyed by tanks. With dropships I'm 100% screwed because now i REALLY have nowhere to hide.
The go and destroy it yourself mentality has always been crap. If I was a completely awful fps I would gladly destroy all tanks and noobships. Since I try to specialize in killing people and going for and defending objectives, I can't really take out tanks or dropships. The tanks are more do-able with my remote explosives, but dropships are just insane. They were OP in Dark Night Rises, they are OP here. In playing with you, and some of the others top guys in the beta and prior experience, you simply CANT have a game based on pure skill. It sounds good to those who have it, but for everyone else, you essen5ially alienate probably 90% of the possible community, as those who arent to your skill level will probably lose 99/100 times. Im not saying dumb it down, but it needs to be able to cater to a bigger community. This game already may take hits based on final graphis (as cod fanboys will compare it), the indepth game play and time required (as this generatiom is run bby12yr olds who want to run and gun and get all the OP gear ina day or two). By allowing to have at least the mechanics suit everyones needs, it will help the game in numbers. As ive said in all my posts, i find the strafing to work fine now, as it gives u enough ability to dodge a few bullets and hit others. As need to remember, everyone should have a chance to wina gun fight, as you have guns/gear/skill to also affect outcomes. if not, you'll turn new people off to the game right away as what new person will say in a game where they have no chance to get a kill based on skills/game mechanics,/weaponary/gear? The 90% will only get outplayed 10% of the time. That seems fine to me. 99/100 times is just fail math on your part. Actually it isnt failed math, i was saying by altering to cater to the needs of the elite u will alienate 90% of the community, which in no means equates to being out played 10% of the times. And my 99/100 means the elite 10% would beat the other 90% of the community 99% of the time if cater to the needs of the elite. In ANY game, you need to cater to the iddle, as it allows for more to play. And is just good business
Yet CCP wants listened to the cries of the minority and decides to add M+KB support. |
xprotoman23
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Posted - 2012.08.01 18:43:00 -
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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.
Without faster strafing speeds KB+M players are going to dominate DS3 users. |
xprotoman23
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Posted - 2012.08.01 22:17:00 -
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"Tactical gameplay" walking around ADS with your scope shoved so far up your ass you get off on how "tactical" the game is. |
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xprotoman23
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Posted - 2012.08.01 22:22:00 -
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There's a thread in the "feedback" forums where people are asking CCP to nerf hipfire so people can walk around with their guns shoved far up their ass. |
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Posted - 2012.08.01 23:42:00 -
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Crimson MoonV wrote:Lurchasaurus wrote:Crimson MoonV wrote:Noc Tempre wrote:This thread is full of laughs. We get more frames and better hit detection and that somehow ruined the game. I think you are just mad that you can't riverdance through bullets anymore and thus are promoting it as skill. As much as you chose to ignore it, the positioning at the start of the fight should be more important that your ability to weave through bullets.
Way to miss the point and you couldn't be more wrong. No one is against hit detection. You are dumb if that's what you got from this thread. Says the guy that thought ADS and hip fire games were the same thing. No one is taking your unsupported posts seriously anymore. Sorry. while i also acknowlege Crimson's point, i want to note that Noc had a good point as far as Dust demanding a different style of play. No more different then CoD. loltactics. People just want to head glitch behind cover. OH NOES GUN GAME CAN"T OUTPLAY TACTICS AND CAMPING BEHIND COVER. NERF IT.
That's all most people do this build is head glitch cause they freakout when somebody has the balls to use their shields soak up some damage and charge at people. |
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Posted - 2012.08.01 23:50:00 -
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Lurchasaurus wrote:look, if you go at a Corp battle like COD, you probably are gonna be poor very fast.
CCP knows tho that not everyone is into the whole complex battlefield thing, so they have something just for you.
Its called the Gladiator Arena and you can fight and win completely based on your skills. People will bet on you and you will be well known if you are good. I for one know a bunch of guys ima bet on and ill make a killing. Those who feel like they are gods among men in the FPS realm can have a chance to be just that.
Don't compare COD pub matches to COD clan matches. They are completely separate experiences. You have to be stupid if you expect to win with a pubby loadout. |
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Posted - 2012.08.02 02:52:00 -
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Mike Gunnzito wrote:Lurchasaurus wrote:Noc Tempre wrote:This thread is full of laughs. We get more frames and better hit detection and that somehow ruined the game. I think you are just mad that you can't riverdance through bullets anymore and thus are promoting it as skill. As much as you chose to ignore it, the positioning at the start of the fight should be more important that your ability to weave through bullets.
Breaking down your argument, cover is merely something pretty between fights, since "good" games will let you dodge and strafe to equal terms before the disadvantageous position you've put yourself in asserts a penalty to you. EVE is famous for the butterfly effect. If you win handily a great gunfight but that leaves you in the middle of a street, a tank/sniper/"noobs" behind cover will level your ass and no game that awards real skill would prevent that. OH MY GOD YES. they know about FPS's, ill give them that, but they refuse to accept that Dust will have a unique playstyle that might force them to play a little differently. Here's the disconnect. Crimson and crew want you to understand that their talking about FPS mechanics at the most fundamental level. Increase movement speed, so that there is more involvement on the 1v1 level... They want to be able to recover from incoming fire and retaliate. Not, "oh I see you first, I'll shoot 3 bullets into you, without you being able to move much, and win" IMO, the "different type of game" argument that Lurch and Noc are mentioning doesn't need to mean slow movement speed/tactical gameplay/etc. The "tactical" gameplay shouldn't be on the 1v1 level, but more on the macro level. Tactical gameplay mean the entire team playing with strategy and/or tactics. This can still be done, giving Dust it's "different" gameplay, while maintaining the type of FPS that Crimson (and others of us) want.
somebody that can understand english finally.
Thanks for dropping some knowledge mike |
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Posted - 2012.08.02 04:29:00 -
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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" |
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Posted - 2012.08.02 06:15:00 -
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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.
You must not be playing COD right if you don't know how to Spawn Trap/Choke. COD is a game of positioning and forcing your opponents spawn. It honestly has little to do with twitch reactions. It's more about setting up and controlling the map. The best COD players aren't going to run around looking for kills seeing as they'll choke you into a kill funnel and proceed to drop killstreaks.
It doesn't take much skill to spawn trap and force spawns in COD or any other game that has similar randomized spawning. |
xprotoman23
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Posted - 2012.08.02 06:22:00 -
[27] - Quote
Crimson MoonV wrote:xprotoman23 wrote: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. You must not be playing COD right if you don't know how to Spawn Trap/Choke. COD is a game of positioning and forcing your opponents spawn. It honestly has little to do with twitch reactions. It's more about setting up and controlling the map. The best COD players aren't going to run around looking for kills seeing as they'll choke you into a kill funnel and proceed to drop killstreaks. It doesn't take much skill to spawn trap and force spawns in COD or any other game that has similar randomized spawning. It was one of those "advanced dodging skill" moments. I almost couldn't believe he said there is no such thing as map control in CoD. Losing swag and credibility post after post noc.
It's ok he's learning. |
xprotoman23
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Posted - 2012.08.02 06:27:00 -
[28] - Quote
testguy242 wrote:In actual battles, money and numbers will be the most important issue. I don't think how you want 1v1 to play out really matters.
Plus I think tactics should be emphasized over twitch reflexes. There are plenty of other FPSes that emphasize individual skill and epeen. If you want duels that pit your twitch reflex "skill" directly against someone else's, maybe you should play one of them.
I think slower movement speed is better because it makes tactics, cover use, and combined arms (ie: vehicles, orbital strikes, etc) more important. If you are moving around out of cover in front of the enemy, you should die. If you want to attack an defending enemy, you should be forced to use flanking, vehicle support, artillery, orbital strikes or whatever instead of just being able to strafe faster than they can aim.
I do think that fast "speed-tanking" fittings should be possible, but they should require lots of specialization and be otherwise balanced.
https://forums.dust514.com/default.aspx?g=posts&t=29286&find=unread
Tactical dude |
xprotoman23
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Posted - 2012.08.02 06:35:00 -
[29] - Quote
Noc Tempre wrote:Crimson MoonV wrote:testguy242 wrote:In actual battles, money and numbers will be the most important issue. I don't think how you want 1v1 to play out really matters.
Plus I think tactics should be emphasized over twitch reflexes. There are plenty of other FPSes that emphasize individual skill and epeen. If you want duels that pit your twitch reflex "skill" directly against someone else's, maybe you should play one of them.
I think slower movement speed is better because it makes tactics, cover use, and combined arms (ie: vehicles, orbital strikes, etc) more important. If you are moving around out of cover in front of the enemy, you should die. If you want to attack an defending enemy, you should be forced to use flanking, vehicle support, artillery, orbital strikes or whatever instead of just being able to strafe faster than they can aim.
I do think that fast "speed-tanking" fittings should be possible, but they should require lots of specialization and be otherwise balanced. Tactics are emphasized more then skill. Way more atm. There needs to be a good meduim. Not just camping and heaglitching gets me kill HERP A DERP. Headglitching is a pretty fancy word for "using cover". I've yet to see any instance of shooting through walls at while only exposing the head. Heavies have an issue with shooting at the same height as an AR, but that's merely disorienting as a bug, not game-breaking.
I'll let somebody else respond to this one..... |
xprotoman23
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Posted - 2012.08.02 06:46:00 -
[30] - Quote
Crimson MoonV wrote:Noc Tempre wrote:Crimson MoonV wrote:testguy242 wrote:In actual battles, money and numbers will be the most important issue. I don't think how you want 1v1 to play out really matters.
Plus I think tactics should be emphasized over twitch reflexes. There are plenty of other FPSes that emphasize individual skill and epeen. If you want duels that pit your twitch reflex "skill" directly against someone else's, maybe you should play one of them.
I think slower movement speed is better because it makes tactics, cover use, and combined arms (ie: vehicles, orbital strikes, etc) more important. If you are moving around out of cover in front of the enemy, you should die. If you want to attack an defending enemy, you should be forced to use flanking, vehicle support, artillery, orbital strikes or whatever instead of just being able to strafe faster than they can aim.
I do think that fast "speed-tanking" fittings should be possible, but they should require lots of specialization and be otherwise balanced. Tactics are emphasized more then skill. Way more atm. There needs to be a good meduim. Not just camping and heaglitching gets me kill HERP A DERP. Headglitching is a pretty fancy word for "using cover". I've yet to see any instance of shooting through walls at while only exposing the head. Heavies have an issue with shooting at the same height as an AR, but that's merely disorienting as a bug, not game-breaking. Head glitching is not shooting through walls. Its hiding behind a crate or cover with only your head exposed and killing people. I have seen plenty of people "using cover" and just popping their head out. Especially on communication. Please tell me more about how there is no map control in CoD.
http://www.youtube.com/watch?v=cEIigJUlw-0&feature=related |
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xprotoman23
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Posted - 2012.08.02 14:50:00 -
[31] - Quote
Tony Calif wrote:I cba with this. I've talked about it all in too many threads.
If a tactic is good, why does movement speed make your tactic suddenly not work? Oh because you didn't adapt what your doing to how te enemy countered you? Oh ok... Were you just camping and got out done? Ok then. If you say slow game = tactics your wrong. Unforgiving games = tactics. See any 1 hit kill game played at a competative level. And if you aren't using your shield to eat bullets, your doung it wrong. (wtf else is a shield for derp derp).
The bottom line is high health & regen do not go hand in hand with tactical shooters (you cover that objective, an watch as I just eat your sniper fire with my shields. LoL snipers and LoL tactics in Dust currently.)
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xprotoman23
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Posted - 2012.08.02 15:13:00 -
[32] - 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.
I've been reading around the feedback forums and this community doesn't know what it wants. The majority of players haven't played shooters and believe this game should play like a SOCOM trailer. They believe there's no map control in COD, ADS=Circle strafing, and hipfire needs to be nerfed. |
xprotoman23
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Posted - 2012.08.02 15:26:00 -
[33] - Quote
Laheon wrote:Templar... Something I think you, and Tony, have failed to grasp is that tactics doesn't apply solely to gun game and fights. It will apply to battlefield placement, sneaking stealthily behind enemy lines to cap CRU's and objective points, luring enemy to one place so your team can occupy another, area denial, etc.
That is what makes DUST tactical, not all that bunny hopping, surviving for longer, whatever. It's a team game, not solo.
have you ever played a clan match in a shooter? |
xprotoman23
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Posted - 2012.08.02 16:20:00 -
[34] - Quote
Laheon wrote:xprotoman23 wrote:have you ever played a clan match in a shooter? I have. Have you ever played a game where killing wasn't the sole objective?
Gran turismo madden NBA 2k fight night. |
xprotoman23
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Posted - 2012.08.03 00:59:00 -
[35] - Quote
played with a group of PUGS on defense today. needless to say none of them could get over 5 kills.
They were spawn camped to death by a sagaris and a kid hiding up on a tower in a dropship. I told them to alternate between A+B but they couldn't do that. I still went 33/1 though. This game is either unbalanced or people are just dumb. |
xprotoman23
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Posted - 2012.08.03 01:59:00 -
[36] - Quote
Lurchasaurus wrote:Templar Two wrote:Just to throw in a quick fact. Guild Wars2 is a RPG and it has PVP that doesn't rely on stats & gear.
Why Dust 514, that is a PVP FPS, wants to rely so much on stats & gear while Guild Wars is going the other way around? Why Guild Wars 2 understand the stupidity of stats & gear in a PVP game and Dust doesn't? because Dust is based on the EVE universe with EVE mechanics
EVE doesn't have any FPS mechanics
Shooting mechanics in EVE are complex spread sheet algorithms and setting your phazors to kill, while folding your laundry. |
xprotoman23
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Posted - 2012.08.03 06:32:00 -
[37] - Quote
Mike Gunnzito wrote:xprotoman23 wrote:Lurchasaurus wrote:Templar Two wrote:Just to throw in a quick fact. Guild Wars2 is a RPG and it has PVP that doesn't rely on stats & gear.
Why Dust 514, that is a PVP FPS, wants to rely so much on stats & gear while Guild Wars is going the other way around? Why Guild Wars 2 understand the stupidity of stats & gear in a PVP game and Dust doesn't? because Dust is based on the EVE universe with EVE mechanics EVE doesn't have any FPS mechanics Shooting mechanics in EVE are complex spread sheet algorithms and setting your phazors to kill, while folding your laundry. I almost spit out my iced tea while reading this.
Not letting this thread go. |
xprotoman23
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Posted - 2012.08.03 19:50:00 -
[38] - Quote
Mavado V Noriega wrote:EnglishSnake wrote:Mike Gunnzito wrote:EnglishSnake wrote:Templar Two wrote:Dust 514, on the FPS side, doesn't offer anything that PlanetSide din't do already in 9 years ago or BF 2142. What Dust 514 is offering is access to the EVE universe.
Now BF 3 is a military FPS so going down easy it's essentially intended. Also BF is not easy on vehicles, objectively not as much as Dust 514; in Dust 514 vehicles don't have weak spots, can self repair, have shields shields + you get SP that improve vehicles...it's really, really giving you a lot of help. Maybe BF for you it's frustrating, or simply you don't like that kind of FPS but it's supposed to be easier to die there because it's a military FPS.
COD despite the low TTK is also cheapened by: lack of recoil, killstreaks, killcam, autoaim, minimap, etc... Dust actually takes lot from COD: mini map, perma spotting, killstreaks (war points), perks (SP)
Now, I never said I don't accept Dust 514 TTK. I favor low TTK FPS but I enjoy perfectly high TTK shooters...simply I don't think it' right to call Dust a very skill demanding FPS, not wit so many arcade FPS mechanics. BF3 maybe military intended but tbh its far from it gameplay wise and only looks like one BF3 vehicles can self repair but tbh once it gets hit its now useless and 1 engy can take out 3 tanks easily or disable them at least, DUST on the otherhand have made them damn useful atm and strong but because its beta we havnt got full access to the AV weapons and lack of grouping makes the problem worse Alot of FPS have mini maps in general so you cant say DUST takes that from COD it takes it from the genre, perma spotting also in BF3 spam select and with war points we dont know what effect that will have yet Perks wise its not a perk but more of a bonus for learning a skill,its not like BF3 where you can basically equip it and change it and plus its with you forever and each match, its how EVE is so they have carried it into DUST DUST may become more skill demanding as more is added, right now its bare bones kinda stuff I like what they did with most of the vehicles after the patching. The vehicles became what they SHOULD be in a FPS... SUPPORT! Prior to patch, one good tank driver could DOMINATE a match, even if there were several decent engis trying to take him out. After patch, they were still relatively strong, but could not just bull their way through a match if the opposing team had a couple good engis. Making them a good support piece in a match, but not the OP game piece they were at BF's launch. They were far from OP to begin with but the jav didnt work at all so it was RPG or nothing really but then the jav got a buff and tanks got a nerf All it needed was for the jav to work and it would have been fine tbh, the tanks had a weak spot to begin with but now they are useless lol clearly doesnt play competitive if he thinks tanks are useless in BF GOOD tankers not PUB tankers still dominate with a proper gunner 1 engy will NEVER take out a GOOD tanker if he does then said tanker in lolBF is NOT good and infact rather terrible maybe DUST tanks should have a weak spot tbh
All vehicles in this game should function similar to battlefield in the sense that once it reaches a certain damage threshold it becomes disable/immobile. It would add some skill to vehicle based gameplay rather than tanking damage and throwing on remote reps when things get tough.
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xprotoman23
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Posted - 2012.08.04 04:09:00 -
[39] - Quote
Mike Gunnzito wrote:Gilliam Stargleam wrote:You REALLY want to go down this road with me Mike Gunnzito? Hmmm? Let us pretend your not just arguing debate club tactics to simply do so.
IT DOESN'T MATTER HOW FAST THE GUY WAS/IS! But you already knew that, right? It may have been lag + no hit detection, But that really isn't the point either, and you already knew that to huh. And yes even though it's in the future blah blah blah etc cliche, i DO expect the GAME MECHASNICS to have a semblance of reality.
But like i said, i'll just wait until the new build drops before i start digging in at the game.
wow, you don't get. You want it gone not because its not realistic, (no part of this game is realistic, lol @ you using the "realistic argument) but because you don't like it. Like others have said, HTFU. This game mechanic is CRUCIAL as a balancing mechanism for the increased HP/dmg output/etc that vets have. It'll be the only thing giving newbies a fighting chance in this game. (although they'll still be at a disadvantage) +1 Crimson. Truth is, slower movement speed will break this game, because it'll crush the newer players, once Dust is 3-6months in.
People want this to play like a SOCOM trailer which is the furthest thing from the way socom is really played. |
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