testguy242
44
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Posted - 2012.08.07 08:00:00 -
[3] - Quote
Regis Mark V wrote:There is no difference in being tactical from twitch to non twitch shooters. If you think BF3, COD, or hell even MAG required twitch skills to win over teamwork and playing tactical then you are wrong. Go play one of those games and take part in clan matches and you will see you are absolutely wrong.
I remember a clan in MAG who had a lot of great killers but couldn't win worth a damn in a scrimmages. Going against 17 of them while only having 7 or 8 Valor Flock on which was also a group of killers. We dominated them with half the numbers. Why you ask? We had killers who were equal to the task but lower numbers but we had something called teamwork.
You can't base your experiences on FPS if you've never taken place in clan battles which is completely different then pub stomping. So while you try to make the game more "thoughtful and "tactical" you are hurting the game. That type of play will take place in losec and nullsec anyway making the game to difficult will scare people away from hisec. hisec=pub, lo and null=clan/corp battles.
A team full of unorganized killers will lose in lo and null while a team of organized killers will do great. This game is all one big pub stomp right now let them give us the option to group and watch how different people play then! Grouping is something that should already be in the beta IMO!
You're talking about teamwork, and yes, that is invaluable in any team-based game.
I'm talking about gameplay that encourages or requires specific military tactics like flanking, suppression, things like that. You don't see that in most FPSes because they're arcadey run 'n' gun games. They're so far removed from the way real infantry combat works, that real infantry tactics are made meaningless.
This is distinct from "ok, everybody cap A" "they're rushing B, go defend it", which I'm guessing you're talking about. I'm assuming that level of teamwork is present also, although in most pub games it's not.
For example, if you can dodge most incoming fire, then cover is less important. If cover isn't used much, then flanking and suppressing become mostly meaningless.
Look at games like Red Orchestra, the old Rainbow Sixes, and things like that. They play very differently from a mainstream FPS. Maybe you've never played these, since hardcore military realism FPSes are usually on PC.
Now DUST should probably not be at that level of realism, since those are very niche games, but I want DUST to lean in that direction instead of the mainstream run 'n' gun style FPS that certain people on these forums want. |