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Regis Mark V
249
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Posted - 2012.08.04 19:56:00 -
[31] - Quote
EnglishSnake wrote:Mike Gunnzito wrote:Actually, it is slow. THere are as many that think its slow as there are fast. Even many of the anti-speeding up coalition don't think its fast. They just don't want it to get faster.
Not even talking Tribes fast, just make it MAG fast. Heck, I'd even take halfway between where we are now, and last build. Its faster than BF3 and equal to MAG in terms of speed for me
It's no where near faster than BF3 or equal to MAG! |
Regis Mark V
249
|
Posted - 2012.08.04 20:06:00 -
[32] - Quote
Vrain Matari wrote:Regis Mark V wrote:Bump!
Come on seriously all you people ho want slow movements so the game can be more tactical are ignoring this?!
Why?
Had I said something like lol EVEtards think slow movements means tacticool they are stupid Dust sucks you suck your mom sucks! You ass hats would be all up in here the thread would be on page 20 by now. This is the problem CCP has created they target the FPS console crowd but take what EVE players have to say more to heart. Not even a GM or Dev response up in here.
Fact is I see EVE/Dust GM's and Devs all up in a thread that belongs to a EVE person but rarely do they respond to the console gamers. If that's the case why continue to put this game on console if you wont even listen to or acknowledge us?! Regis, you're confusing the issue when you say 'slow movements' - what exactly do you think should be done to run/walk speed What do you think should be done specifically to strafe speed? And just so we cover all the movement bases, what about bunny hopping?
No I'm not this thread was meant for people who confuse slow movement speed with being tactical!
Bunny hopping is fine the way it is IMO. Besides good players don't bunny hop unless it's to get behind a wall for cover not to jump sideways in front of some one shooting you with no purpose. Do you know how easy it is to shoot a bunny hopper? Just aim where they are gonna land. Sprint speed, strafe speed needs to go back to the way it was in previous build. This would also help people get from cover to cover quicker when trying to avoid a tank or any other vehicle for that matter.
Scout suits have great sprint speed about what I would expect a Assault guy to be at but there strafe speed is way to slow if you have problems killing scouts then there is something wrong on your end (not directed to the person in the quote). If I could put up videos of Dust, BF3, and MAG all at once I would. MAG had good speeds all around movement, BF3 has good sprint, ok strafe, Dust is just snail slow! |
Mike Gunnzito
111
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Posted - 2012.08.04 20:08:00 -
[33] - Quote
Its only equal to MAG if you put zero skill points into the movement and sprint speed. If you had points into those, (which almost everybody did) then Dust is def NOT as fast.
tbh, Dust could learn something and implement the same movement speed skilling that MAG had. (it already has it with the sprint boosters, just needs to add modules for normal movement speed aswell) |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.04 20:28:00 -
[34] - Quote
Fastest Redline record agaisnt defenders 1.5 minutes. Fastest record of redlining offensive 1 minute. |
Regis Mark V
249
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Posted - 2012.08.04 20:31:00 -
[35] - Quote
Iron Wolf Saber wrote:Fastest Redline record agaisnt defenders 1.5 minutes. Fastest record of redlining offensive 1 minute.
Redlining in this game is not hard at all lol! Especially if the other team is bad. So whats your point? |
Baal Roo
Subdreddit Test Alliance Please Ignore
811
|
Posted - 2012.08.04 20:31:00 -
[36] - Quote
Well let me try to express the basic premise behind "slow movement = tactical".
If I'm trying to communicate with my team, the moment speed needs to be slow enough that the information given will correlate with the actual in-game situation long enough to be relevant to the people communicating. If movement speeds get too fast, you end up in a situation where by the time the information gets communicated, it's already wrong. If the enemy can run from A to B faster than a person can say "they are headed from A to B" then the game becomes a Halo style arena shooter. If I can't say "there's a tank headed out of their back spawn location on it's way to C" before a tank can make that trek, then what's the point in relating the info in the first place?
The people, such as myself, who WANT a slower pace are hoping for a series of set pieces where there is enough time to report positions and react to them in unison, rather than a game where DOING is quicker than SAYING. We want a pace where moving from position to position has consequence in terms of committed resources. As it stands currently, if the enemy team hacks all three consoles at once, I can already run from A, to B, to C and stop ALL THREE virus uploads before they finish. There's no tactical element there because the speed of movement vs. The size of the engagement area are mismatched for tactical play. |
Regis Mark V
249
|
Posted - 2012.08.04 20:53:00 -
[37] - Quote
Baal Roo wrote:Well let me try to express the basic premise behind "slow movement = tactical".
If I'm trying to communicate with my team, the moment speed needs to be slow enough that the information given will correlate with the actual in-game situation long enough to be relevant to the people communicating. If movement speeds get too fast, you end up in a situation where by the time the information gets communicated, it's already wrong. If the enemy can run from A to B faster than a person can say "they are headed from A to B" then the game becomes a Halo style arena shooter. If I can't say "there's a tank headed out of their back spawn location on it's way to C" before a tank can make that trek, then what's the point in relating the info in the first place?
The people, such as myself, who WANT a slower pace are hoping for a series of set pieces where there is enough time to report positions and react to them in unison, rather than a game where DOING is quicker than SAYING. We want a pace where moving from position to position has consequence in terms of committed resources. As it stands currently, if the enemy team hacks all three consoles at once, I can already run from A, to B, to C and stop ALL THREE virus uploads before they finish. There's no tactical element there because the speed of movement vs. The size of the engagement area are mismatched for tactical play.
In the last build if you couldn't report enemy movement and your team react in unison then obviously you need to work on your communications. If I tell someone enemies 1 through 5 are heading to B then 9 times out of 10 they should be going to B not trying to meet them in between A and B.
Also in Halo you could communicate and react before the enemy reached an objective. Also on Defense shouldn't the defensive team set up defensive positions around the objectives not running around like chickens with there heads cut off like people do in the beta?!!! Slow movement does not mean tactical, movement should not be penalized because YOU have a hard time communicating the enemy movement.
It's as simple as this... 4 guys heading to B from the west or to B from A. What do you need a paragraph to tell people where they are going? A few words can get it done. Also seeing as how you can respawn right on objectives before they are even taken makes me question your logic. Next tanks don't even move that fast from the start of a match to get to C without taking on some type of flak and once again defensive floaters should be set people with RE's should be on the objectives also!
Play some other FPS that are faster than Dust join a clan play in some clan matches and see how easy it is before you say to fast of movement makes it hard to communicate.
You want gameplay to be less about DOING and more about SAYING in an FPS is kind of bonkers. Sounds like you want EVE IMO because watching some of the vids there is always a lot of saying and not so much doing. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.04 20:59:00 -
[38] - Quote
Regis Mark V wrote:Iron Wolf Saber wrote:Fastest Redline record agaisnt defenders 1.5 minutes. Fastest record of redlining offensive 1 minute. Redlining in this game is not hard at all lol! Especially if the other team is bad. So whats your point?
Making movements tactical can yeild very surprising results quickly. Also I cut 50% of the infomration loop out when possible reduces comm lag, for example I dont scream incomming at bravo, I just fly there and tell gunenrs to blow stuff up and report any other movments along the way. |
Bones1182
Circle of Huskarl Minmatar Republic
86
|
Posted - 2012.08.04 21:06:00 -
[39] - Quote
Baal Roo wrote:Well let me try to express the basic premise behind "slow movement = tactical".
If I'm trying to communicate with my team, the moment speed needs to be slow enough that the information given will correlate with the actual in-game situation long enough to be relevant to the people communicating. If movement speeds get too fast, you end up in a situation where by the time the information gets communicated, it's already wrong. If the enemy can run from A to B faster than a person can say "they are headed from A to B" then the game becomes a Halo style arena shooter. If I can't say "there's a tank headed out of their back spawn location on it's way to C" before a tank can make that trek, then what's the point in relating the info in the first place?
The people, such as myself, who WANT a slower pace are hoping for a series of set pieces where there is enough time to report positions and react to them in unison, rather than a game where DOING is quicker than SAYING. We want a pace where moving from position to position has consequence in terms of committed resources. As it stands currently, if the enemy team hacks all three consoles at once, I can already run from A, to B, to C and stop ALL THREE virus uploads before they finish. There's no tactical element there because the speed of movement vs. The size of the engagement area are mismatched for tactical play. I would suggest you wait until the maps are five square kilometers. If I estimates are right the plateau map is a little more than 1500 meters maybe at most I would say 2000 meters. I personally think speed is okay but it could get a bit faster and be better. In the end this game will be what CCP wants it to be, I think they may have slowed down the movement in order to.try to nail down the hit detection issues but that is just my rather uneducated guess. |
Regis Mark V
249
|
Posted - 2012.08.04 21:19:00 -
[40] - Quote
Iron Wolf Saber wrote:Regis Mark V wrote:Iron Wolf Saber wrote:Fastest Redline record agaisnt defenders 1.5 minutes. Fastest record of redlining offensive 1 minute. Redlining in this game is not hard at all lol! Especially if the other team is bad. So whats your point? Making movements tactical can yeild very surprising results quickly. Also I cut 50% of the infomration loop out when possible reduces comm lag, for example I dont scream incomming at bravo, I just fly there and tell gunenrs to blow stuff up and report any other movments along the way.
Did you pay attention to the OP at all? It's not about the game being tactical or not being tactical it's about people confusing slow movement speeds makes the game more tactical. Dust or any shooter for that matter can be tactical with any movement speeds but slow speeds doesn't make a game MORE tactical! |
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Regis Mark V
249
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Posted - 2012.08.04 21:23:00 -
[41] - Quote
Bones1182 wrote:Baal Roo wrote:Well let me try to express the basic premise behind "slow movement = tactical".
If I'm trying to communicate with my team, the moment speed needs to be slow enough that the information given will correlate with the actual in-game situation long enough to be relevant to the people communicating. If movement speeds get too fast, you end up in a situation where by the time the information gets communicated, it's already wrong. If the enemy can run from A to B faster than a person can say "they are headed from A to B" then the game becomes a Halo style arena shooter. If I can't say "there's a tank headed out of their back spawn location on it's way to C" before a tank can make that trek, then what's the point in relating the info in the first place?
The people, such as myself, who WANT a slower pace are hoping for a series of set pieces where there is enough time to report positions and react to them in unison, rather than a game where DOING is quicker than SAYING. We want a pace where moving from position to position has consequence in terms of committed resources. As it stands currently, if the enemy team hacks all three consoles at once, I can already run from A, to B, to C and stop ALL THREE virus uploads before they finish. There's no tactical element there because the speed of movement vs. The size of the engagement area are mismatched for tactical play. I would suggest you wait until the maps are five square kilometers. If I estimates are right the plateau map is a little more than 1500 meters maybe at most I would say 2000 meters. I personally think speed is okay but it could get a bit faster and be better. In the end this game will be what CCP wants it to be, I think they may have slowed down the movement in order to.try to nail down the hit detection issues but that is just my rather uneducated guess.
Wanting to slow the movement speed down so that you can communicate better is a joke IMO. If you're on defense the map already does half the work for you because you already know where the enemy is coming from. Once you take the objectives on offense you are now playing defense because you don't want the enemy to take back the objectives like I said you shouldn't need a full paragraph to say the enemy is head to B from north, south, east, or west! |
testguy242
44
|
Posted - 2012.08.04 21:48:00 -
[42] - Quote
Slow movement makes tactics more important. If everyone can run and strafe and bunnyhop like hyperactive jackrabbits, certain tactics become less important and less viable.
You make a reference to real military training. How many times did you learn how to circle-strafe while shooting in basic? That would probably get you killed in real life--that's why people take cover and use tactics to make up their lack of superhuman speed and bullet-soaking capability.
Obviously using speed to your advantage is fine, but the point is that run'n'gun games don't typically emphasize tactics much whereas more realistic games with reasonable movement speed do.
Let me further clarify: I have no problem with scouts moving fast, since they're doing what in EVE would be called "speed-tanking", and their speed is necessary to keep them alive since they don't have much armor or shield. I also have no problem with sprint speed being fairly fast. It lets you get around quickly or have a chance of getting to cover while under fire. What I do have a problem with is circle strafing being a remotely effective technique as it's completely unrealistic and makes me feel like I'm back in the 90s playing Quake 3.
Cover should be necessary to keep you alive, not the ability to strafe faster than someone can aim. Maybe once they add mouse support this won't be an issue as any moderately skilled person will be able to aim faster than all but scouts can strafe. |
Bones1182
Circle of Huskarl Minmatar Republic
86
|
Posted - 2012.08.04 22:06:00 -
[43] - Quote
Regis Mark V wrote:Bones1182 wrote:Baal Roo wrote:Well let me try to express the basic premise behind "slow movement = tactical".
If I'm trying to communicate with my team, the moment speed needs to be slow enough that the information given will correlate with the actual in-game situation long enough to be relevant to the people communicating. If movement speeds get too fast, you end up in a situation where by the time the information gets communicated, it's already wrong. If the enemy can run from A to B faster than a person can say "they are headed from A to B" then the game becomes a Halo style arena shooter. If I can't say "there's a tank headed out of their back spawn location on it's way to C" before a tank can make that trek, then what's the point in relating the info in the first place?
The people, such as myself, who WANT a slower pace are hoping for a series of set pieces where there is enough time to report positions and react to them in unison, rather than a game where DOING is quicker than SAYING. We want a pace where moving from position to position has consequence in terms of committed resources. As it stands currently, if the enemy team hacks all three consoles at once, I can already run from A, to B, to C and stop ALL THREE virus uploads before they finish. There's no tactical element there because the speed of movement vs. The size of the engagement area are mismatched for tactical play. I would suggest you wait until the maps are five square kilometers. If I estimates are right the plateau map is a little more than 1500 meters maybe at most I would say 2000 meters. I personally think speed is okay but it could get a bit faster and be better. In the end this game will be what CCP wants it to be, I think they may have slowed down the movement in order to.try to nail down the hit detection issues but that is just my rather uneducated guess. Wanting to slow the movement speed down so that you can communicate better is a joke IMO. If you're on defense the map already does half the work for you because you already know where the enemy is coming from. Once you take the objectives on offense you are now playing defense because you don't want the enemy to take back the objectives like I said you shouldn't need a full paragraph to say the enemy is head to B from north, south, east, or west!
My point was actually directed at baal roo. Your response doesn't address anything I said.
I am not for or against an increase in speed. Yes I know that is not really the purpose of this thread.
Tactics can and should be executed at any speed.
BTW tactical communications should take no longer than 3-5 seconds per burst of info.
As a veteran of the U.S. Army and two tours in Iraq I am very well aware of proper combat coms.
Larger maps which is confirmed(sorry my phone doesn't like to post links) will allow for more time to spot, report and engage the enemies regardless of movement speed.
As I said it wouldn't bother me in the least if they increased the speed a little bit I just don't think it should be some huge increase. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.04 22:44:00 -
[44] - Quote
I recently got voice. Some commands I share with my two gunners.
Gunners, Foot mobiles Gunners, Dropship Gunners, Forge Gun Get em. Missile Launch! Gunners, Tank Gunners, LAV Gunners, Obective (A, B, C) Gunners, Sniper Gunners, Drop Link Gunners, Nanohive Good Kill Good Effect Bail Bail Bail Evading Cover Fire Open Up, Let them have it. Capture (A,B,C,Structure) Hostile(s) Location / Number / Type Gunners, Eyes up Drop off Pickup? |
Bones1182
Circle of Huskarl Minmatar Republic
86
|
Posted - 2012.08.05 00:00:00 -
[45] - Quote
Iron Wolf Saber wrote:I recently got voice. Some commands I share with my two gunners.
Gunners, Foot mobiles Gunners, Dropship Gunners, Forge Gun Get em. Missile Launch! Gunners, Tank Gunners, LAV Gunners, Obective (A, B, C) Gunners, Sniper Gunners, Drop Link Gunners, Nanohive Good Kill Good Effect Bail Bail Bail Evading Cover Fire Open Up, Let them have it. Capture (A,B,C,Structure) Hostile(s) Location / Number / Type Gunners, Eyes up Drop off Pickup?
Those are pretty good just remember when calling out targets using clock direction and a rough estimate on distance can be extremely helpful.
Of course right now that probably won't help too much right given that random likely wont know or care about clock directions if they even have coms. |
Regis Mark V
249
|
Posted - 2012.08.05 00:11:00 -
[46] - Quote
Bones1182 wrote:Regis Mark V wrote:Bones1182 wrote:Baal Roo wrote:Well let me try to express the basic premise behind "slow movement = tactical".
If I'm trying to communicate with my team, the moment speed needs to be slow enough that the information given will correlate with the actual in-game situation long enough to be relevant to the people communicating. If movement speeds get too fast, you end up in a situation where by the time the information gets communicated, it's already wrong. If the enemy can run from A to B faster than a person can say "they are headed from A to B" then the game becomes a Halo style arena shooter. If I can't say "there's a tank headed out of their back spawn location on it's way to C" before a tank can make that trek, then what's the point in relating the info in the first place?
The people, such as myself, who WANT a slower pace are hoping for a series of set pieces where there is enough time to report positions and react to them in unison, rather than a game where DOING is quicker than SAYING. We want a pace where moving from position to position has consequence in terms of committed resources. As it stands currently, if the enemy team hacks all three consoles at once, I can already run from A, to B, to C and stop ALL THREE virus uploads before they finish. There's no tactical element there because the speed of movement vs. The size of the engagement area are mismatched for tactical play. I would suggest you wait until the maps are five square kilometers. If I estimates are right the plateau map is a little more than 1500 meters maybe at most I would say 2000 meters. I personally think speed is okay but it could get a bit faster and be better. In the end this game will be what CCP wants it to be, I think they may have slowed down the movement in order to.try to nail down the hit detection issues but that is just my rather uneducated guess. Wanting to slow the movement speed down so that you can communicate better is a joke IMO. If you're on defense the map already does half the work for you because you already know where the enemy is coming from. Once you take the objectives on offense you are now playing defense because you don't want the enemy to take back the objectives like I said you shouldn't need a full paragraph to say the enemy is head to B from north, south, east, or west! My point was actually directed at baal roo. Your response doesn't address anything I said. I am not for or against an increase in speed. Yes I know that is not really the purpose of this thread. Tactics can and should be executed at any speed. BTW tactical communications should take no longer than 3-5 seconds per burst of info. As a veteran of the U.S. Army and two tours in Iraq I am very well aware of proper combat coms. Larger maps which is confirmed(sorry my phone doesn't like to post links) will allow for more time to spot, report and engage the enemies regardless of movement speed. As I said it wouldn't bother me in the least if they increased the speed a little bit I just don't think it should be some huge increase. Sorry should have worded it better because I was actually agreeing with you!
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Bones1182
Circle of Huskarl Minmatar Republic
86
|
Posted - 2012.08.05 00:29:00 -
[47] - Quote
@Regis I thought you might be but your response just kinda threw me off a bit. I just realised that it have to do with your use of !. It can change the tone when reading.
To others while I too feel that circle strafing looks silly and makes you an easy target for a tank or other splash damage weapons, I believe the devs have stated in an interview somewhere ( my phone sucks at posting links) that a scout suit is supposed to run circles around a heavy in order to kill him. Two assaults spinning around in the open probably shouldn't happen quite so often.
I will reiterate for others the slow down in movement speeds may have been for them to isolate and fix hit detection issues and therefore only temporary, so don't get used to it. Of course I could completely off base as I have not heard or seen anything from.the devs on this. |
Regis Mark V
249
|
Posted - 2012.08.05 00:31:00 -
[48] - Quote
testguy242 wrote:Slow movement makes tactics more important. If everyone can run and strafe and bunnyhop like hyperactive jackrabbits, certain tactics become less important and less viable.
You make a reference to real military training. How many times did you learn how to circle-strafe while shooting in basic? That would probably get you killed in real life--that's why people take cover and use tactics to make up their lack of superhuman speed and bullet-soaking capability.
Obviously using speed to your advantage is fine, but the point is that run'n'gun games don't typically emphasize tactics much whereas more realistic games with reasonable movement speed do.
Let me further clarify: I have no problem with scouts moving fast, since they're doing what in EVE would be called "speed-tanking", and their speed is necessary to keep them alive since they don't have much armor or shield. I also have no problem with sprint speed being fairly fast. It lets you get around quickly or have a chance of getting to cover while under fire. What I do have a problem with is circle strafing being a remotely effective technique as it's completely unrealistic and makes me feel like I'm back in the 90s playing Quake 3.
Cover should be necessary to keep you alive, not the ability to strafe faster than someone can aim. Maybe once they add mouse support this won't be an issue as any moderately skilled person will be able to aim faster than all but scouts can strafe. LOL Okay I'll bite...
When in my post did I say we need circle strafing or that circle strafing is tactical? I never said it. Of course they don't teach us to circle strafe in the army as it would get you killed but that's real this is a "VIDEO GAME" if I wanted a military sim I would play ARMA2 or Operation Flashpoint or any of the other military sims out there. Lack of speed doesn't make a game anymore or any less tactical than a fast paced sh ooter. It's up to the people in the game to come up with and evolve tactics not base tactics off of speed. This "beta" isn't any less tactical than it was in the last build when speeds were faster! |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.08.05 00:40:00 -
[49] - Quote
Regis Mark V wrote:testguy242 wrote:Slow movement makes tactics more important. If everyone can run and strafe and bunnyhop like hyperactive jackrabbits, certain tactics become less important and less viable.
You make a reference to real military training. How many times did you learn how to circle-strafe while shooting in basic? That would probably get you killed in real life--that's why people take cover and use tactics to make up their lack of superhuman speed and bullet-soaking capability.
Obviously using speed to your advantage is fine, but the point is that run'n'gun games don't typically emphasize tactics much whereas more realistic games with reasonable movement speed do.
Let me further clarify: I have no problem with scouts moving fast, since they're doing what in EVE would be called "speed-tanking", and their speed is necessary to keep them alive since they don't have much armor or shield. I also have no problem with sprint speed being fairly fast. It lets you get around quickly or have a chance of getting to cover while under fire. What I do have a problem with is circle strafing being a remotely effective technique as it's completely unrealistic and makes me feel like I'm back in the 90s playing Quake 3.
Cover should be necessary to keep you alive, not the ability to strafe faster than someone can aim. Maybe once they add mouse support this won't be an issue as any moderately skilled person will be able to aim faster than all but scouts can strafe. LOL Okay I'll bite... When in my post did I say we need circle strafing or that circle strafing is tactical? I never said it. Of course they don't teach us to circle strafe in the army as it would get you killed but that's real this is a "VIDEO GAME" if I wanted a military sim I would play ARMA2 or Operation Flashpoint or any of the other military sims out there. Lack of speed doesn't make a game anymore or any less tactical than a fast paced sh ooter. It's up to the people in the game to come up with and evolve tactics not base tactics off of speed. This "beta" isn't any less tactical than it was in the last build when speeds were faster! I'll be honest that you sometimes get on my nerves, but you have a point. While quite a few people have issues with fast strafing speeds, it can't really be argued that the difference between the last two builds has really changed anything from a tactical standpoint. It basically just comes down to the feel of the gameplay.
For instance, I happen to enjoy a few matches of Halo every now and then. However, my enjoyment of such is somewhat curtailed by the circle-strafing and bunny-hopping mentioned in some posts of this thread. I mean, the fact that there is a Bumper-Jumper control scheme specifically to allow you to aim while bunny-hopping just grates on my nerves. That's part of why I like how jumping in Dust is tied to your stamina, and that you can't jump without sufficient stamina.
Most shooters out there have different elements that make them unique, and I play quite a few of them and enjoy those elements in each one. Its just that...when it comes to Dust, I think about the kind of tactics that are commonly used in Halo, and when I think about them in connection with this game, I find it hard to take that picture seriously. I think this game has a different tone, and the current state of gameplay fits that tone better. That is, of course, my opinion. |
Regis Mark V
249
|
Posted - 2012.08.05 00:50:00 -
[50] - Quote
Mobius Wyvern wrote:Regis Mark V wrote:testguy242 wrote:Slow movement makes tactics more important. If everyone can run and strafe and bunnyhop like hyperactive jackrabbits, certain tactics become less important and less viable.
You make a reference to real military training. How many times did you learn how to circle-strafe while shooting in basic? That would probably get you killed in real life--that's why people take cover and use tactics to make up their lack of superhuman speed and bullet-soaking capability.
Obviously using speed to your advantage is fine, but the point is that run'n'gun games don't typically emphasize tactics much whereas more realistic games with reasonable movement speed do.
Let me further clarify: I have no problem with scouts moving fast, since they're doing what in EVE would be called "speed-tanking", and their speed is necessary to keep them alive since they don't have much armor or shield. I also have no problem with sprint speed being fairly fast. It lets you get around quickly or have a chance of getting to cover while under fire. What I do have a problem with is circle strafing being a remotely effective technique as it's completely unrealistic and makes me feel like I'm back in the 90s playing Quake 3.
Cover should be necessary to keep you alive, not the ability to strafe faster than someone can aim. Maybe once they add mouse support this won't be an issue as any moderately skilled person will be able to aim faster than all but scouts can strafe. LOL Okay I'll bite... When in my post did I say we need circle strafing or that circle strafing is tactical? I never said it. Of course they don't teach us to circle strafe in the army as it would get you killed but that's real this is a "VIDEO GAME" if I wanted a military sim I would play ARMA2 or Operation Flashpoint or any of the other military sims out there. Lack of speed doesn't make a game anymore or any less tactical than a fast paced sh ooter. It's up to the people in the game to come up with and evolve tactics not base tactics off of speed. This "beta" isn't any less tactical than it was in the last build when speeds were faster! I'll be honest that you sometimes get on my nerves, but you have a point. While quite a few people have issues with fast strafing speeds, it can't really be argued that the difference between the last two builds has really changed anything from a tactical standpoint. It basically just comes down to the feel of the gameplay. For instance, I happen to enjoy a few matches of Halo every now and then. However, my enjoyment of such is somewhat curtailed by the circle-strafing and bunny-hopping mentioned in some posts of this thread. I mean, the fact that there is a Bumper-Jumper control scheme specifically to allow you to aim while bunny-hopping just grates on my nerves. That's part of why I like how jumping in Dust is tied to your stamina, and that you can't jump without sufficient stamina. Most shooters out there have different elements that make them unique, and I play quite a few of them and enjoy those elements in each one. Its just that...when it comes to Dust, I think about the kind of tactics that are commonly used in Halo, and when I think about them in connection with this game, I find it hard to take that picture seriously. I think this game has a different tone, and the current state of gameplay fits that tone better. That is, of course, my opinion.
Meh I could care less about your nerves. On a serious note I'm not asking for Halo what I am asking for is fun fluid gameplay. Anything slower than BF3 is just not fun at all and it doesn't make me feel like the reckless super clone they say we are! |
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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.08.05 00:56:00 -
[51] - Quote
Regis Mark V wrote:Mobius Wyvern wrote:Regis Mark V wrote:testguy242 wrote:Slow movement makes tactics more important. If everyone can run and strafe and bunnyhop like hyperactive jackrabbits, certain tactics become less important and less viable.
You make a reference to real military training. How many times did you learn how to circle-strafe while shooting in basic? That would probably get you killed in real life--that's why people take cover and use tactics to make up their lack of superhuman speed and bullet-soaking capability.
Obviously using speed to your advantage is fine, but the point is that run'n'gun games don't typically emphasize tactics much whereas more realistic games with reasonable movement speed do.
Let me further clarify: I have no problem with scouts moving fast, since they're doing what in EVE would be called "speed-tanking", and their speed is necessary to keep them alive since they don't have much armor or shield. I also have no problem with sprint speed being fairly fast. It lets you get around quickly or have a chance of getting to cover while under fire. What I do have a problem with is circle strafing being a remotely effective technique as it's completely unrealistic and makes me feel like I'm back in the 90s playing Quake 3.
Cover should be necessary to keep you alive, not the ability to strafe faster than someone can aim. Maybe once they add mouse support this won't be an issue as any moderately skilled person will be able to aim faster than all but scouts can strafe. LOL Okay I'll bite... When in my post did I say we need circle strafing or that circle strafing is tactical? I never said it. Of course they don't teach us to circle strafe in the army as it would get you killed but that's real this is a "VIDEO GAME" if I wanted a military sim I would play ARMA2 or Operation Flashpoint or any of the other military sims out there. Lack of speed doesn't make a game anymore or any less tactical than a fast paced sh ooter. It's up to the people in the game to come up with and evolve tactics not base tactics off of speed. This "beta" isn't any less tactical than it was in the last build when speeds were faster! I'll be honest that you sometimes get on my nerves, but you have a point. While quite a few people have issues with fast strafing speeds, it can't really be argued that the difference between the last two builds has really changed anything from a tactical standpoint. It basically just comes down to the feel of the gameplay. For instance, I happen to enjoy a few matches of Halo every now and then. However, my enjoyment of such is somewhat curtailed by the circle-strafing and bunny-hopping mentioned in some posts of this thread. I mean, the fact that there is a Bumper-Jumper control scheme specifically to allow you to aim while bunny-hopping just grates on my nerves. That's part of why I like how jumping in Dust is tied to your stamina, and that you can't jump without sufficient stamina. Most shooters out there have different elements that make them unique, and I play quite a few of them and enjoy those elements in each one. Its just that...when it comes to Dust, I think about the kind of tactics that are commonly used in Halo, and when I think about them in connection with this game, I find it hard to take that picture seriously. I think this game has a different tone, and the current state of gameplay fits that tone better. That is, of course, my opinion. Meh I could care less about your nerves. On a serious note I'm not asking for Halo what I am asking for is fun fluid gameplay. Anything slower than BF3 is just not fun at all and it doesn't make me feel like the reckless super clone they say we are! I do recall stating that such was my opinion, and not something you should have to agree with. |
Regis Mark V
249
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Posted - 2012.08.05 02:04:00 -
[52] - Quote
Mobius Wyvern wrote:Regis Mark V wrote:Mobius Wyvern wrote:Regis Mark V wrote:testguy242 wrote:Slow movement makes tactics more important. If everyone can run and strafe and bunnyhop like hyperactive jackrabbits, certain tactics become less important and less viable.
You make a reference to real military training. How many times did you learn how to circle-strafe while shooting in basic? That would probably get you killed in real life--that's why people take cover and use tactics to make up their lack of superhuman speed and bullet-soaking capability.
Obviously using speed to your advantage is fine, but the point is that run'n'gun games don't typically emphasize tactics much whereas more realistic games with reasonable movement speed do.
Let me further clarify: I have no problem with scouts moving fast, since they're doing what in EVE would be called "speed-tanking", and their speed is necessary to keep them alive since they don't have much armor or shield. I also have no problem with sprint speed being fairly fast. It lets you get around quickly or have a chance of getting to cover while under fire. What I do have a problem with is circle strafing being a remotely effective technique as it's completely unrealistic and makes me feel like I'm back in the 90s playing Quake 3.
Cover should be necessary to keep you alive, not the ability to strafe faster than someone can aim. Maybe once they add mouse support this won't be an issue as any moderately skilled person will be able to aim faster than all but scouts can strafe. LOL Okay I'll bite... When in my post did I say we need circle strafing or that circle strafing is tactical? I never said it. Of course they don't teach us to circle strafe in the army as it would get you killed but that's real this is a "VIDEO GAME" if I wanted a military sim I would play ARMA2 or Operation Flashpoint or any of the other military sims out there. Lack of speed doesn't make a game anymore or any less tactical than a fast paced sh ooter. It's up to the people in the game to come up with and evolve tactics not base tactics off of speed. This "beta" isn't any less tactical than it was in the last build when speeds were faster! I'll be honest that you sometimes get on my nerves, but you have a point. While quite a few people have issues with fast strafing speeds, it can't really be argued that the difference between the last two builds has really changed anything from a tactical standpoint. It basically just comes down to the feel of the gameplay. For instance, I happen to enjoy a few matches of Halo every now and then. However, my enjoyment of such is somewhat curtailed by the circle-strafing and bunny-hopping mentioned in some posts of this thread. I mean, the fact that there is a Bumper-Jumper control scheme specifically to allow you to aim while bunny-hopping just grates on my nerves. That's part of why I like how jumping in Dust is tied to your stamina, and that you can't jump without sufficient stamina. Most shooters out there have different elements that make them unique, and I play quite a few of them and enjoy those elements in each one. Its just that...when it comes to Dust, I think about the kind of tactics that are commonly used in Halo, and when I think about them in connection with this game, I find it hard to take that picture seriously. I think this game has a different tone, and the current state of gameplay fits that tone better. That is, of course, my opinion. Meh I could care less about your nerves. On a serious note I'm not asking for Halo what I am asking for is fun fluid gameplay. Anything slower than BF3 is just not fun at all and it doesn't make me feel like the reckless super clone they say we are! I do recall stating that such was my opinion, and not something you should have to agree with.
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xprotoman23
Internal Error. Negative-Feedback
1452
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Posted - 2012.08.05 04:55:00 -
[53] - Quote
cool thread
Those that want slow movement speed probably don't know what to do when a player outplays them by strafing. Hold down R1 isn't going to get you a kill against a moving opponent who is firing back at you. |
vermacht Doe
93
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Posted - 2012.08.05 05:00:00 -
[54] - Quote
xprotoman23 wrote:cool thread Those that want slow movement speed probably don't know what to do when a player outplays them by strafing. Hold down R1 isn't going to get you a kill against a moving opponent who is firing back at you.
It does when you use hmg smg or shotgun |
vermacht Doe
93
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Posted - 2012.08.05 05:04:00 -
[55] - Quote
xprotoman23 wrote:cool thread Those that want slow movement speed probably don't know what to do when a player outplays them by strafing. Hold down R1 isn't going to get you a kill against a moving opponent who is firing back at you.
It does when you use hmg smg or shotgun |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.08.05 05:16:00 -
[56] - Quote
xprotoman23 wrote:cool thread Those that want slow movement speed probably don't know what to do when a player outplays them by strafing. Hold down R1 isn't going to get you a kill against a moving opponent who is firing back at you. Honestly, I've had far too much experience with games like Tribes to be deterred by strafing. You should be able to hit your target no matter what they're doing. My only quarrel with circle-strafing is that it just throws off the feeling of immersion in most other games I play. |
Lurchasaurus
SVER True Blood Unclaimed.
808
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Posted - 2012.08.05 06:58:00 -
[57] - Quote
yes, if an enemy can strafe better than you then he will kill you(probably) and that is a core aspect of skill in shooters. However, if battles are reduced to circle strafing matches, then strafing is too high. |
testguy242
44
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Posted - 2012.08.05 08:24:00 -
[58] - Quote
Mobius Wyvern wrote:xprotoman23 wrote:cool thread Those that want slow movement speed probably don't know what to do when a player outplays them by strafing. Hold down R1 isn't going to get you a kill against a moving opponent who is firing back at you. Honestly, I've had far too much experience with games like Tribes to be deterred by strafing. You should be able to hit your target no matter what they're doing. My only quarrel with circle-strafing is that it just throws off the feeling of immersion in most other games I play.
Yeah, immersion is a big part of it. I want to DUST battles to feel like real futuristic military battles might feel. Circle-strafing and bunny-hopping and all that nonsense kill that feel. |
Regis Mark V
249
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Posted - 2012.08.05 09:33:00 -
[59] - Quote
testguy242 wrote:Mobius Wyvern wrote:xprotoman23 wrote:cool thread Those that want slow movement speed probably don't know what to do when a player outplays them by strafing. Hold down R1 isn't going to get you a kill against a moving opponent who is firing back at you. Honestly, I've had far too much experience with games like Tribes to be deterred by strafing. You should be able to hit your target no matter what they're doing. My only quarrel with circle-strafing is that it just throws off the feeling of immersion in most other games I play. Yeah, immersion is a big part of it. I want to DUST battles to feel like real futuristic military battles might feel. Circle-strafing and bunny-hopping and all that nonsense kill that feel.
Well if you don't want strafing in Dust then bullet damage needs to go up and health drop for the type of battles you want. Right now bullet damage is way to low and health is way to high for battles of attrition in Dust 514. Once someones shields drop they will take cover just to pop out and start shooting again which will make Dust battles long stagnant and boring! The reason CCP had the weapons and health set up the way they did I believe is because they wanted a strafing game. Now it's turning into ARMA2 or Operation Flashpoint with high health low damage which doesn't make sense if you are going for realism.
Also I finally get to say this... This game might not be for you because you want realism in a game where clones can pass memories to other clones in a scifi game. Scifi, futuristic and realism don't go very well together because then you might as well take all these fancy toys and drop suits and make a regular modern day shooter. |
testguy242
44
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Posted - 2012.08.05 09:48:00 -
[60] - Quote
Regis Mark V wrote:Also I finally get to say this... This game might not be for you because you want realism in a game where clones can pass memories to other clones in a scifi game. Scifi, futuristic and realism don't go very well together because then you might as well take all these fancy toys and drop suits and make a regular modern day shooter.
Yeah, screw realism! It's sci-fi--that means anything goes!
Let's have space-unicorns and have fire-breathing powers and dragon mounts! I want my gun to shoot big pink flaming marshmallows! Let's have talking animals too! Oh, and dinosaurs with lasers! Dinosaurs are neat!
Just because it's in the future and has more advanced technology means all rules for anything making sense go straight out the window, amirite? |
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