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STB DEADPOOL5241 EV
Doomheim
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Posted - 2012.10.02 17:11:00 -
[1] - Quote
Morning Everyone,
Well time for a new thread to discuss some of the topics about the game since the Codex build came out.
Gun Game Types - A large portion of us have been playing PC and Console games for over 10 years (many longer). So let talk about the types of gun game and then how does that translate into Dust 514.
Arcade Shooter vs Tactical Shooter (Dancing in the box or Camping in the corner)
Arcade Shooter is like Halo, where you throw out any real world forces a good example of this is Gravity. Gravity changes games you play so much, that just a simple tweak in it makes a HUGE difference. Halo and games like it, don't take into consideration gravity as you can jump and dance in the box to move away from projectiles. This is a very unrealistic type of game playing but one that has been around for 10+ years now. Last build we were closer to this style of play. Many Veteran players or advanced players prefer this style of play as it requires quicker reflexes and a style of movement often called dancing in the box. This style requires more skill and less gear to win.
Tactical Shooter - Examples of this are Rainbow 6, Battlefield to get an idea of what I am talking about. Even to a certain extent CoD series is a tactical shooter. Tactical shooters are realistic, they suggest tactics and caution then quick reflexes. Many have called these types "Solider Sims" as they try to be as real life as possible. As of this build we are closer to this then to Arcade shooters. Because of the ultra realism of this style of play, you don't dance in the box, instead you find the best positions on the map and find targets to kill. The fear of most Bunny players is that this is less based on skill and more based on your weapon and gear, meaning if two players of equal skill are fighting the one with better gear and weapon always wins.
Now most of us have played both styles of game play. If you started on PC you kinda got the best of both worlds and learned how to adapt. But if you played on console the major type of game play was the CoD and Halo arcade style. This lead to many styles of players on both console and PC. All of these styles are present in the games we play, from CoD campers to bunny hopping Halo players. I'm not saying you are one or the other, in fact if you played all of these types I would assume you have a hybrid playing style.
Look we all joke about CoD players, the CoD campers etc. Really they took what was given to them and found ways for it to work. We laugh at them for doing it, we make fun of them but they laugh at the Bunnies for the same reason. Bunnies are what we have seen in Halo and Dust (last build) then move fast enough to avoid bullets in combat. Some call it dancing in the box, or bunny hopping around. Scouts in the last build that could move forward, backward and strafe side to side with the same speed. CoD players laugh at bunny players and say thats just a cheap tactic to avoid being hit, but again these are just players taking advantage of the games they previously played. Ok, so now we have the two main sides to this, we can sorta see how they as players got to the style they play.
Ok, lets bring this into Dust now. The first few builds were Bunny style of playing which many players liked, whiles others begged for a change in this. The players who asked for this change in theory wanted a more realistic gun game then just another Halo remake. But now that we have the more realistic gun game, the Bunny players are calling it a CoD clone.
So what do we do? How do we find a middle ground? is there a middle ground.
I've taken the time to read all of the posts by players today, prior to writing this to understand what you are all saying. From what I am reading players are in two camps, Bunny hoppers and Tactical Sim. But there is a third option, some where in the middle. (god I hope there is)
As I played yesterday, I noticed the difference in gun game. I noticed much less bunny and more tactical. But I could still dance in the box, but not really jump in the box. Dancing in the box is not IMO the same as bunny dancing. Dancing in the box, is the oldest form of bunny hopping. There is no jumping, but just movement of half inch or inch in one direction then another to avoid bullet contact is still there. Though considerable slower, possibly to slow at this moment but it is still possible to dance in the box.
CCP like most companies listens to its player base. CCP though falls into the mistake that all gaming companies make, they listen but then they overdue the change. So we basically go from one extreme to the other extreme. You can see this change in the forums, you can easily find the tactical players vs the bunny players in the forums now that you understand them.
CCP I hope you're reading this, because I think you have the chance to make both happy. But you need to find your happy place (Yes Happy Gilmore reference), find the middle ground on movement speed, to where Bunny players can still move enough to cater to their style of play but not so much that tactical players see it and wonder if the player they are fighting is a Kangaroo or a real human. You're not to far off, but you need to find this to make both sides ok with your game going to launch.
Ok, I'm done rambling on, but I wanted everyone on here to read what the main issue of this build is.
Don't take sides to this discussion, find ways to solve the problem not make it worse with bickering and QQ threads.
Devs don't cater to QQ threads, they cater to intelligent conversations about subjects, trust me been working forums for years now and good threads always get devs attention then " CCP sucks, CCP I hate you threads".
Ok, I've got to get back to work. So I let you guys at it.
KCCO DP
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STB DEADPOOL5241 EV
Doomheim
352
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Posted - 2012.10.02 17:25:00 -
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Fivetimes Infinity wrote:It's in a middle ground right now. It's not quite as tactical as stuff like CoD, it's not as arcade as Halo. It's in a good place. Realistic, but sci-fi realistic.
Yeah, Im right there with you as well. I kinda feel we are in the middle but closer to tactical then we were. It might take a few weeks for all of us to get used to it, but first day blues are rampant in the forums about this.
You see what I am talking about though, you can see the two sides on this issue fighting for the type of game they play.
I still think we need to increase movement speed but maybe 5 to 10% more, then play for a week.
Smaller test samples, will give better results then extreme changes like we have seen.
Strafing is a style of gun play, we don't need to cater to this style but we do need to make sure we don't alienate this style either.
Notice Snipers like the tactical, while Assault players prefer the dancing in the box, bunny style? |
STB DEADPOOL5241 EV
Doomheim
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Posted - 2012.10.02 17:36:00 -
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J'Jor Da'Wg wrote:Honestly from what I played I really liked it. I feel like most of the rage threads are just QQ over not being able to roll everyone with more SP and having to...
Well... Here goes...
"Adapt or die"
I don't see it as rolling someone, I see it as two very different styles of game play are being brought into Dust.
If you play CoD, that game caters to your style of gun game play, so players who play that style stick with CoD as its one of the better games out there for that style. But those same players HATE bunny hoppers, I know I have listened for years when friends who play CoD talk about halo players, but vice verse as well. Halo players laugh at CoD players for camping style and lack of movement.
Now in Dust we went from Halo Bunny style to CoD style over night and are seeing the players post in the forums that show they are not fans of this. Are they over doing it and doing to many QQ threads, probably but I see their point. |
STB DEADPOOL5241 EV
Doomheim
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Posted - 2012.10.02 17:41:00 -
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fenrir storm wrote:Tbh if I wanted a cod type game i'd buy and play cod same with a battle field game, I wanted a dust 514 game different and deep not a run of the mill fps as ccp described it.
Guess I'll go play battlefield because thats what we got at the moment only not as sharp
I agree to a point, I used to play CoD not gonna hide that, so I know what that type of gun game is like, but I also grew up on SWBF2, TF2 and games that you actually do dance in the box and fight a player. Dust is not really close to either one of those, its closer to the middle, but it still feels a little to slow.
Forward and back movements are fine, no issues there. But side to side (strafing) where most of the dancers play in, that movement is again IMO about 10% to slow. If we continue to play at this speed, SP's and guns/gear will be the major factor in the game, not actual game play. Again IMO on this.
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STB DEADPOOL5241 EV
Doomheim
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Posted - 2012.10.02 17:48:00 -
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SGT Garrisson wrote:well put
i dont think i could have said it better my self and just like the OP ive been playing FPs games for years 20 years give or take both on console and on PC dont have his forum skill tho
i am a hybrid player myself due to this
i cant compare this build to the last as due to color issues the game was unplayabe for me (excluding the bugs in game)
Thanks :)
I don't know many former PC players that do console that are not hybrids. We took the best of dancing in the box and the best of tactical fighting to become a middle fighter.
Do you play both types or do you prefer one over the other?
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STB DEADPOOL5241 EV
Doomheim
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Posted - 2012.10.02 18:03:00 -
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Skihids wrote:I appreciate this thread and the attempt to analyze the reason for the opposing viewpoints. It made me realize that my previous CoD experience has biased me toward the tactical play and explains why I find the bunny hoping to be silly. I never played Halo so I have never gained a preference for zero inertia arcade style play.
Thank you,
I just want players to understand the two sides of the issue better. It just took me some time to boil it down to the most basic level.
Many PC FPS players are like I mentioned before a sorta hybrid player, but we too QQ and whine when we see the extreme of both sides. I personally dislike CoD campers unless you are a sniper. In that case that is how you play a sniper. But if you are an infantry AR player and you just sit and wait the whole game for an opposing player to come by then I get a little frustrated by it. But at the same time, I can't stand Halo and over done bunny hoping players. Look I get there is no gravity on certain planets in Halo, but IMO if your whole game consists of jumping around and spamming grenades then you are the same as the camper and not able to adapt.
Dust has the chance to combine the best of those games, to get both styles of game play into this one game.
Maybe it comes down to suits, Scout to Assault to Traige to Heavy, each should have its own movement speeds that cater to that style of the player. But with obvious advantages and disadvantages to each of those suits, which we do have now, but not to the level I think we will be at. |
STB DEADPOOL5241 EV
Doomheim
352
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Posted - 2012.10.02 18:07:00 -
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Sha Kharn Clone wrote:@ STB DEADPOOL5241 EV
I have very very little experience with these games so I want to say thank you for explaining to me why I and so sad-face right now.
Nail on the head bud.
Well I guess I will go in search of this halo you talk of.
Not a troll for once I am actually an eve tard that only got a PS3 for dust....Man I'm so sad-face right now.
TY, not trying to push an STB agenda. I am just trying to help the community understand the issue we are all discussing.
If you don't mind I'm going to take a guess that a lot of EVE players are in your shoes, they prefer a more tactical game style. While the console community enjoys the dancing in the box style. This comes down to what you can do with a controller and a M/K, plus all the games the player has done in the past.
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STB DEADPOOL5241 EV
Doomheim
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Posted - 2012.10.02 18:41:00 -
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SGT Garrisson wrote:STB DEADPOOL5241 EV wrote:SGT Garrisson wrote:well put
i dont think i could have said it better my self and just like the OP ive been playing FPs games for years 20 years give or take both on console and on PC dont have his forum skill tho
i am a hybrid player myself due to this
i cant compare this build to the last as due to color issues the game was unplayabe for me (excluding the bugs in game) Thanks :) I don't know many former PC players that do console that are not hybrids. We took the best of dancing in the box and the best of tactical fighting to become a middle fighter. Do you play both types or do you prefer one over the other? i actually play both in dust using a tactical AR with range boost for the tactical side and a smg for the dancing the AR pays off more than the SMG like u mention due to strafing it is i little too slow 10% to 15% increase might fix that
Ah that makes a lot of sense, I have seen many players do this exact same thing. Basically from range you are a tactical player and you move from cover to cover to limit being hit. But as you get closer in range you switch up to a SMG and dance in the box with an appropriate weapon. ( I think a lot of players will read this and it will help them play better. TY for posting it)
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STB DEADPOOL5241 EV
Doomheim
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Posted - 2012.10.02 18:48:00 -
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Knarf Black wrote:I feel like "arcade" style shooters work much better on consoles, as controllers are more suited to run & gun instead of fine aiming.
The strafing nerf has completely wrecked my KDR. I'm officially abandoning scouts for now, as the speed and low profile now merely get me to my imminent death faster. (In combat they are now just as easy to hit as everyone else.)
How is mouse control in this build? Now that run & gun is dead and buried, accuracy is about to get much more important.
But look at Halo vs CoD, both have controllers but two very different styles came out of it. I think its more the movement speed (strafing) and Map size that determine what style you fall into.
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STB DEADPOOL5241 EV
Doomheim
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Posted - 2012.10.02 18:54:00 -
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SILENTSAM 69 wrote:I really like this thread and think you have thought it out really well.
I am one of the people complaining about the movement nerf, and I have to admit I started playing shooters by playing Halo. I love being able to move around better. I attribute it to a soldier being in a mech suit.
I think you are right and they just went too far and need to come back a bit. It feel way too stiff right now, as if my merc lost the ability to twist at the waist.
Thanks SilentSam,
This is what I used to do for DCUO and Sony, find a way to enlighten the community so we get less QQ threads, if you understand something better you are less likely to rage against it.
Ok, so your thought is you have a mech suit on so your movement is increased and that is why you can bunny hop or dance around.(sorta reminds me of the GI Joe Movie, where they put the suits on and destroyed Paris) But at the same time those suits have metal and other heavy items on it, any real solider would tell you they would slow your movement down not up. Again how realistic do we go?
Scout suits in the last build I think caused this change in movement speed, scout suits were so fast in dancing that you could avoid 90% of the bullets at you. But the current change has also reduced the other suits and they feel IMO about 10 to maybe 15% to slow. We can all still dance but instead of pop and lock speed we are waltzing. |
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STB DEADPOOL5241 EV
Doomheim
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Posted - 2012.10.02 19:03:00 -
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Ranger SnakeBlood wrote:Well ill get this out of the way straight off the bat, iam a tactical player and am from games like Battlefield, Arma, Operation flash point, Ghost recon, Rainbow 6, so my tread may be a tad biased but ill try to remain neutral for the sake of balence,
I agree that it would be good if we could find a middle ground but it is a very fine line, as it is now is tactical right up till you get in close then strafing becomes viable again, but is strafing is increased too much we have the problem that cover becomes redundent,
The common ground is a very fine line and even debatable if it is possible, after some conversations with some of the arcade camp fellas during some of the movement treads, i found them to think too highly of what their dancing skill is to them it is one of only 2 skills that matter dancing skill and tracking, but i ask what about positioning, stealth, playing to strenght of weapons (keeping target at range), using cover, flanking tactics the list can go on but i cant think of them right now they shoud be every bit as valid as those other skills no?
As it is now i think it is close enough to the fine line but if it makes the game better by all meens it should be done,
I like the suggestion of having the suits being certain playstyle assisted.
I think its a good thing you did here to try and show both sides of the coin
First good reply, thanks for pointing out where you background is in this, but also staying neutral.
Agree again, that the middle ground is a very, very fine line. But I think we both agree this build compared to last build there has been a shift. What % do you think the speed should be increased by? Do you think this is in all directions or just strafing? Do you think jumping/bunny hop moves should come back or just better strafe speed for better dancing in the box?
Agreed again with actual tactics, but that's a part of the bigger picture of game play. While I'm referring to 1vs1 combat.
While you think to highly of the players that dance, consider the fact they have spent years on their craft in many games, so to them that is the pinnacle of their style. So don't discount them for having the difference is choice of games and finding the best way to play those games.
Agreed, this discussion needs to include suits and movements in those suits.
Again Ty for your kind words. +1
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STB DEADPOOL5241 EV
Doomheim
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Posted - 2012.10.02 19:07:00 -
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SILENTSAM 69 wrote:My biggest gripe is that the Scout was made to be faster and move better. Then they stopped it from being able to move well. Without a big ehp boost the Scout has become almost useless. Maybe I am wrong though and it just has a whole newrole. That role is no longer CQC though.
When you think about a scout, in any other game or heck in real life do you think it should be like the Road Runner and Meep meep around the map, dancing like they should be on "So you think you can dance"
or
Do you see a scout as an long range sniper fighter, spotting the enemy and using tactical moves to counter and attack.
Me, I see the 2nd one. I see a scout as a fast runner who gets into position and then fires, then moves to new spot with the speed of the suit helping you get there, not dancing and thinking you should beat a Assault player in a 1vs1 fight.
Maybe this is the same thought CCP has had about scout suits. Thoughts Sam? |
STB DEADPOOL5241 EV
Doomheim
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Posted - 2012.10.02 19:07:00 -
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fenrir storm wrote:Waltzing is good with a woman but not with a gun :))
Agreed!! +1 bud |
STB DEADPOOL5241 EV
Doomheim
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Posted - 2012.10.02 19:12:00 -
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SILENTSAM 69 wrote:STB DEADPOOL5241 EV wrote:SILENTSAM 69 wrote:I really like this thread and think you have thought it out really well.
I am one of the people complaining about the movement nerf, and I have to admit I started playing shooters by playing Halo. I love being able to move around better. I attribute it to a soldier being in a mech suit.
I think you are right and they just went too far and need to come back a bit. It feel way too stiff right now, as if my merc lost the ability to twist at the waist. Thanks SilentSam, This is what I used to do for DCUO and Sony, find a way to enlighten the community so we get less QQ threads, if you understand something better you are less likely to rage against it. Ok, so your thought is you have a mech suit on so your movement is increased and that is why you can bunny hop or dance around.(sorta reminds me of the GI Joe Movie, where they put the suits on and destroyed Paris) But at the same time those suits have metal and other heavy items on it, any real solider would tell you they would slow your movement down not up. Again how realistic do we go? Scout suits in the last build I think caused this change in movement speed, scout suits were so fast in dancing that you could avoid 90% of the bullets at you. But the current change has also reduced the other suits and they feel IMO about 10 to maybe 15% to slow. We can all still dance but instead of pop and lock speed we are waltzing. I think the frame rate fix has also made the scouts easier to hit. I am not sure but I think the Scout has a larger hit box now as well. I could be wrong of course. I guess it just seems that a combination of things have happened. How do other suits feel when getting shot at? Are other suits easier to hit now as well?
Ah Sam you maybe right on these observations.
Assault suits with the new hit detection go down really fast, so that could be a reason. |
STB DEADPOOL5241 EV
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Posted - 2012.10.02 19:15:00 -
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SILENTSAM 69 wrote:It use to be that a Scout would be taken down at range, but that they could CQC fine because they could dance around a person. I considered that balanced because it was often the opponents fault for closing range with a CQC person.
Now it seems the Scout is not very good for CQC, and not good for range with its low ehp. So until we can turn invisible I am not sure if the Scout suit has a purpose.
The problem with this is that the game was supposed to offer versatility and options. You could make a suit be what you wanted it to be. It doesnt seem that way.
Maybe that versatillity you are looking for will come later on as you build up your scout, but based off low level scout reports from in game that is not an option right now. Add in cloaking, and better suits and that change.
But again I think we go back to strafing speed, needs a small tweak to all the suits to give players more options in play styles as well as suit styles.
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STB DEADPOOL5241 EV
Doomheim
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Posted - 2012.10.02 19:17:00 -
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SILENTSAM 69 wrote:STB DEADPOOL5241 EV wrote:Knarf Black wrote:I feel like "arcade" style shooters work much better on consoles, as controllers are more suited to run & gun instead of fine aiming.
The strafing nerf has completely wrecked my KDR. I'm officially abandoning scouts for now, as the speed and low profile now merely get me to my imminent death faster. (In combat they are now just as easy to hit as everyone else.)
How is mouse control in this build? Now that run & gun is dead and buried, accuracy is about to get much more important. But look at Halo vs CoD, both have controllers but two very different styles came out of it. I think its more the movement speed (strafing) and Map size that determine what style you fall into. I had always thought it was sci-fi vs realistic. I was hoping this game would stay more sc-fi and not so realistic. Its kind of getting me down.
Don't get down buddy, just adapt a little. Figure out what you need to change as a player to get around this issue.
Or do like I do, make threads talk about it and hope devs take a look at it. |
STB DEADPOOL5241 EV
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Posted - 2012.10.02 19:27:00 -
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Leither Yiltron wrote:The game feels great to me right now. Dancing is obsolete because there's actual hit detection now, so the dancing doesn't save you from bullets that it shouldn't. It's easy enough to beat people with better gear than you have. You just have to play it smart.
Incidentally, I'm loving the MLT/STD/ADV readout that's put right on the UI. It definitely helps when so many of the suits look the same even at different levels.
Ok, so you like the tactical side more. But I have to disagree with your thought on " It's easy enough to beat people with better gear than you have. You just have to play it smart", once you get better gear then it becomes less and less about skill and more about the gear you have earned. |
STB DEADPOOL5241 EV
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Posted - 2012.10.02 19:30:00 -
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Laurent Cazaderon wrote:i didnt even needed to read the entire stuff you wrote. Will do tomorrow. But from what i saw in the introduction, and the opposition between arcade and tactical, i think i'll agree with you fully.
This codex build is clearly giving me a mixed feeling. A huge work on every aspect of the game, well done. And some adjustments in gun play that i find clumsy and annoying, nearly a deal breaker for me now that i've played longer.
Suggestion to everyone, give this build time. Lets come back from a weekend of playing and see how we all feel about the movement speed, maybe it will get better as we play or become more obvious it needs work.
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STB DEADPOOL5241 EV
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Posted - 2012.10.02 19:49:00 -
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Sha Kharn Clone wrote:Actualy Deadpool I'm 100% arcade . I loved the fast paced action and not having to camp to get kills. I was 75% scout most of the time and loved trying to keep a bead on the hostiles while dancing all over the place. The play style realy suited me and tbh I wasnt half bad at it considering my lack of experiance. So I guess I'm not like most of the EVE crowd in that respect and I tend to get on well with the MAGTARDS which is odd also I guess. Just spent a game camping one spot to try it out and came top of the leaderboard My playstyle is dead this build I guess its time to set up camp or leave.
I wouldn't say your play style is dead, but now I suggest opening up your style to include more different aspects.
You don't need to camp unless you're a sniper, then I highly suggest it.
Possible with better suit levels we can have more to options and better EHP that will equate to better dancing then it is now.
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STB DEADPOOL5241 EV
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Posted - 2012.10.02 19:52:00 -
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Laurent Cazaderon wrote:STB DEADPOOL5241 EV wrote:Laurent Cazaderon wrote:i didnt even needed to read the entire stuff you wrote. Will do tomorrow. But from what i saw in the introduction, and the opposition between arcade and tactical, i think i'll agree with you fully.
This codex build is clearly giving me a mixed feeling. A huge work on every aspect of the game, well done. And some adjustments in gun play that i find clumsy and annoying, nearly a deal breaker for me now that i've played longer. Suggestion to everyone, give this build time. Lets come back from a weekend of playing and see how we all feel about the movement speed, maybe it will get better as we play or become more obvious it needs work. There's not much to discuss imo. I spend nearly a whole game testing movement speed by doing loooooooong straight line strafing and then doing the same loooong line moving forward. And the difference is huge. The only way to really notice is to do a long strafe while there's absolutely no action and it feels ridiculous. almost like the guy has a handicap of some sort. I wasnt fond of the straf\movement speed in the first build, even E3 one felt a bit too fast. Precursor was to me perfect considering hit detection was supposed to be enhanced. But Codex ? it feels like straf speed has been tone down by half. Thus killing the skill of players that have a good science in disturbing the ennemy with smart move while maintaining good tracking of the target. It gives me a sensation of pre-played gunfights i never had in precursor. Or, a sort of never ending cover fights due to shield and armor regen. Overall, it serves the guy with the best equipment where precursor seemed to give more possibilities during the gunfight. I never felt that bad regarding gunplay in any dust 514 build till now. I'll give it time. But if this is the way dust is going, i may not like it so much.
From what I have heard from other players, that side to side speed was lowered, while forward speed increased.
What I fear is that we almost go to a Gears of War style of play with cover and fire tactics are the norm. Ugh,..
I agree the previous movement speed was better, but at the same time scouts in that build were WAY TO FAST. But that could be coupled with the hit detection as well.
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STB DEADPOOL5241 EV
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Posted - 2012.10.02 19:53:00 -
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Please keep this conversation polite and civil. I just noticed the other thread that was closed be Devs for getting out of line. I prefer we talk and discuss this like adults with no name calling, no dumbing down replies.
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STB DEADPOOL5241 EV
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Posted - 2012.10.02 20:16:00 -
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Ranger SnakeBlood wrote:STB DEADPOOL5241 EV wrote:Ranger SnakeBlood wrote:Well ill get this out of the way straight off the bat, iam a tactical player and am from games like Battlefield, Arma, Operation flash point, Ghost recon, Rainbow 6, so my tread may be a tad biased but ill try to remain neutral for the sake of balence,
I agree that it would be good if we could find a middle ground but it is a very fine line, as it is now is tactical right up till you get in close then strafing becomes viable again, but is strafing is increased too much we have the problem that cover becomes redundent,
The common ground is a very fine line and even debatable if it is possible, after some conversations with some of the arcade camp fellas during some of the movement treads, i found them to think too highly of what their dancing skill is to them it is one of only 2 skills that matter dancing skill and tracking, but i ask what about positioning, stealth, playing to strenght of weapons (keeping target at range), using cover, flanking tactics the list can go on but i cant think of them right now they shoud be every bit as valid as those other skills no?
As it is now i think it is close enough to the fine line but if it makes the game better by all meens it should be done,
I like the suggestion of having the suits being certain playstyle assisted.
I think its a good thing you did here to try and show both sides of the coin First good reply, thanks for pointing out where you background is in this, but also staying neutral. Agree again, that the middle ground is a very, very fine line. But I think we both agree this build compared to last build there has been a shift. What % do you think the speed should be increased by? Do you think this is in all directions or just strafing? Do you think jumping/bunny hop moves should come back or just better strafe speed for better dancing in the box? Agreed again with actual tactics, but that's a part of the bigger picture of game play. While I'm referring to 1vs1 combat. While you think to highly of the players that dance, consider the fact they have spent years on their craft in many games, so to them that is the pinnacle of their style. So don't discount them for having the difference is choice of games and finding the best way to play those games. Agreed, this discussion needs to include suits and movements in those suits. Again Ty for your kind words. +1 As for the movement changes i would suggest the sprint needs a 5 to 10% boost (closer to 5 tho) main reason is most people say it feels to slow and to me that is the evade "head down and get the hell out of there/to cover" dont know about the base movement speed tho id like to hear from more people from my style as at this iam above average at tactical shooters, ecceling at strategic planing such why iam trying extra hard at squad leader this time just need squad on mics, for now i think a alround minor improvement is required to base movement but not much mabye 5% this would have the strafing not equal to forward I now realise that you are refering to 1 v 1 ultimatly the outcome would be decided from the start of the engagement due to a number of factors: Range weapon and its preference in range and target playstlye, (tactical guys will have advantage at range up till about 10m or so then advantage is arcade guy) positioning(high ground, cover, flank, ) engage advantages(such as caught them un aware with back turned so on so forth) evasion skills(only realy work if in cqc if arcady if a tactical play could evade at range with use of cover) Skill with weapons(both groups have different pref on how to used such as ADS and hip fire for example) how well equiped Unfortunatly hit detection/lag/Frame rate drops also play a wild card So its kind of hard to say how 2 well healed skills will factor into a fire fight (sorry probably a bit off topic) but i honestly cant tell as some situations would suggest one player would win where others the other player would win, the problem i had with the strafe in last build is it was effectivly a panic move that trumped all of the above with the only way to kill them was at their own game now it has less impact so people are angry, I think the only chance for the line to be found that is common is to find what distance straffing should be effective so that is does not trump other skills after all for a certain skill to work you first need to play it at its strenght, as it stands i think from hip straffing should only work at very close less than 10 metre maybe 8 due to gun sway that would arise from such a movement, Id be interested to hear more opinions on how it works from OP, others from tactical camp and even the arcade guys
Hip strafing vs scoped strafing. I would think scoped strafing would be uber slow, while hip strafing should be a bit faster then it is right now. But again just by a small amount (at first) then run a few days on it and readjust.
Yes, sorry always talking about 1vs1 fights not group/mob/blob fighting as that does not actually involve either style really.
(off topic) TBH, I miss 1vs1 fights, anyone else? I miss going against Carlos, Protoman etc. who were good fighters with strafing and tactical fighting. These are the players I played against to actually get better in the game. Now its my group vs your group. No single combat fighting unless its two snipers fighting it out.
I feel like STB was part of the reason (stop, I am not taking credit for STB doing anything, so don't reply to it), we started grouping early in this game, we wrecked Dust for a month, now I see every single game is a group of 4 or 16 players in one mob running around killing 1 target at time and thinking you are getting better at playing.
(end rant) |
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Posted - 2012.10.02 20:20:00 -
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fenrir storm wrote:STB DEADPOOL5241 EV wrote:Please keep this conversation polite and civil. I just noticed the other thread that was closed be Devs for getting out of line. I prefer we talk and discuss this like adults with no name calling, no dumbing down replies.
I thought this was one of the most civil discussions i've had seen to date, as I said before the scout suit was to agile with impossible acrobatics but now offers no advantage over assault.the strafe nerf is a good idea implemented badly and to heavy handed as in a one size fits all philosophy, it dosn't work.
Ha, thanks you guys made it a great conversation. I really like our community members when we have discussions like this. No epeen going on, just guys and girls talking about the game and ways to improve it or you as a player. God I miss doing this for DCUO, 2 years of work like this gone..
+1 million to all of you guys posting, really made my day.
Scout should have faster running forward speed, with avg. side to side, with fastest turn speed Assault should be avg. forward speed, good side to side, slow back peddle speed, avg turn speed. Heavy suit, should have high EHP, slow turn speed, slow strafe speed, but better forward speed.
Or something like that lol. |
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Posted - 2012.10.02 20:34:00 -
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fenrir storm wrote:Ranger SnakeBlood wrote:fenrir storm wrote:STB DEADPOOL5241 EV wrote:Please keep this conversation polite and civil. I just noticed the other thread that was closed be Devs for getting out of line. I prefer we talk and discuss this like adults with no name calling, no dumbing down replies.
I thought this was one of the most civil discussions i've had seen to date, as I said before the scout suit was to agile with impossible acrobatics but now offers no advantage over assault.the strafe nerf is a good idea implemented badly and to heavy handed as in a one size fits all philosophy, it dosn't work. Um Assualt is a combat suit with fire fights in mind that is what it is designed for scout is a recon/sniping designed suit its not ment to go head to head with a assult or even a heavy for that matter, scouts have more ability to get to areas a assualt cant and faster at that the scout suit has 2 traditional roles that i can think of off the top of my head that is recon this is a support role every bit as much as a logi it just lacks reward and is more or less automated, the other natural role is sniper snipers ultimitaly take out dug in enemies, and provide area denial basicly stops enemies from roaming around this will attract alot of hate but thats how you know your being a good sniper, but the miricle of new eden is random fits that people make work, so effectivly a scout does not have a fire fight advantage over a assualt same as a logi doesnt I agree never played scout as I said before I actually killed all the scouts that tried to mix it with me today but the fun has gone, I used to enjoy trying to beat better players, it all comes down to who has the first hit and better gear now, sort of like Warcraft. Gear >>> skill
Gotta agree, at a certain point and that point will come soon. Gear will be better then anyones skill. But Hey with the current SP at the way we have it now, that will take a year or two..
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Posted - 2012.10.02 21:02:00 -
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Avinash Decker wrote:STB DEADPOOL5241 EV wrote:SILENTSAM 69 wrote:My biggest gripe is that the Scout was made to be faster and move better. Then they stopped it from being able to move well. Without a big ehp boost the Scout has become almost useless. Maybe I am wrong though and it just has a whole newrole. That role is no longer CQC though. When you think about a scout, in any other game or heck in real life do you think it should be like the Road Runner and Meep meep around the map, dancing like they should be on "So you think you can dance" or Do you see a scout as an long range sniper fighter, spotting the enemy and using tactical moves to counter and attack. Me, I see the 2nd one. I see a scout as a fast runner who gets into position and then fires, then moves to new spot with the speed of the suit helping you get there, not dancing and thinking you should beat a Assault player in a 1vs1 fight. Maybe this is the same thought CCP has had about scout suits. Thoughts Sam? I think you are seeing the suits in only one perspective, the suits are't classes which restrict you in one role . The scout isn't just made for sniping, there isn't anywhere that says that . I used scouts and fit the them with a shotgun and used my speed as my advantage , which sometimes I get the most kills in the leaderboard or I would lay down drop uplinks near objectives . One person even played a medic fit with his suit , he used his speed to quickly get in and revive and heal his teammates. I think what CCP wants is to create flexibility so players can play their own playstyle . And I dont really think you know what your talking about when it comes to halo it has nothing to with the planet's gravity(lol you don't even hardly go to any planets in the first place , if it did it doesn't change the gameplay ) its everything to do with the lore behind the Spartans and the core gameplay for halo , mainly the core gameplay. I liked the strafing because to me it added another layer to the gunplay and skill. But also I dislike the insane strafing that was in the first build and I don't think dust was built around it like halo , quake , unreal , doom ,etc . You can't add one element the game wasn't really built around and slap it to the game and expect it to work . Imo I think the one of the reasons the some players complained about the movement in Dust is because we play as super soldier wearing incredibly advanced armor , shouldn't we be able to move fairly quick and efficient around the battle? But at the same time it has to be balanced around with the maps , player count , other suits , etc
True, I was giving suits one dimension, you are correct you could do shotguns and go hunting. In fact with this build, with scanners and not being able to see your opponents until they attack makes it a viable tactic. These are all good suggestions for others to run with if they want the speed of a scout suit.
I'm sorry I used Halo for its most basic of gameplay. I personally detest all things Halo, I find the single player game to be amazing but the multiplayer to be a boring game at best. Its been years since I have had Halo night, thank god! But you're correct planets had nothing to do with it. Its all about the lore (lol) of being a Spartan..
But Halo did have strafing and it was a viable tactic of game play. Agree the first builds strafing was over the top, but now its almost gone.
Your question is "shouldn't we be able to move fairly quick and efficient around the battle?" If I have a 50 pound suit on me, then no not really, but if you believe in the lore of Halo then they are also super soldiers with Captain Americas strength in each of those suits.
Again not hating on Halo (sorry if it seems that way), or on COD. But Dust needs to be better then either of them by taking the best they offer and throwing away the rest. I want to strafe a little more then we currently have, but I don't want the bunny hoppers from Halo either. Middle ground but where is it?
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Posted - 2012.10.02 21:18:00 -
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Laurent Cazaderon wrote:gave another go at the build for an hour and a half, and i have serious problem with it. I'm not even refering to orbital strike farming that will most likely be taken out at some point but to this awfull feeling of having the fights pre-calculated. Last buld, there were people complaining about "players blocks". This build ? it's even worse. 2 vs 1 you dont stand a chance 98% of the time.
Obviously it seems kinda logical but in most well done FPS, a good player can deal with the situation through skills. What i heard most among my team members is "Why in hell do people that were NEVER a danger to me suddenly seem to kill me 2 out of 3 fights ?"
What are the odds that suddenly this build turned very average players into monsters because of its so called "tactical" side ? To me ? None. As honestly, most of the gunfights i've been in have nothing tactical. I see guys playing in a clever way using covers. And i respect that. But imo, playing like that in precursor was rewarding just as it is now.
Still about how silly nerfing movement speed is : Let's take the heavies. how long do you think it will take to see a massive heavy flood ? They're way tougher than in precursor. Have an HMG that's way more efficient. And it was NEEDED. except now, assault or scouts can't even outmatched them with speed in a gunfight. No way to make a heavy lose its focus and over-heat its HMG through smart movement.
I got to say that for the first time, despite previous bugs, freezes, invalid fit and all, i turned off my PS3 with absolutely NO intention in going back in. Yet i played various type of FPS online : from BF, CS, MAG, a bit of COD, Unreal, Rainbow Six.
None ever gave this sensation of a game sitting its ass between two chairs.... (french expression)
Worst part is i really can't understand this brutal change in the gameplay. I dont see how a game that always was inclined to a more arcade gameplay can suddenly have its developers try and take it some other place. To me it's a bit like a gaming suicide.
Also, i red someone who said that at CQC strafing was still valid but seriously, it may be where it's the most painfull imo.
To finish, thanks for this thread. it's clean and filled with smart interventions.
So I think we are coming down to suits and speed of those suits. The strafing is all equal in all the suits, when it should be
Scout>Assault>Logistics>Heavy as far as speed of strafing and movement. But thats not the case, as others have pointed out, all the suits have the same strafing speed.
I also agree with a previous post, weapons and strafing should be tied in somehow. If I have a heavy machine gun or Forge gun, that should change my strafing speed, while a SMG should be lighter and offer more strafing speed.
CCP is any of the devs reading this thread, just a yes or no would be sufficient for us all, we just want to make sure our threads that are civil discussion are not falling on deaf ears.
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Posted - 2012.10.02 21:27:00 -
[27] - Quote
Laurent Cazaderon wrote:STB DEADPOOL5241 EV wrote:Laurent Cazaderon wrote:gave another go at the build for an hour and a half, and i have serious problem with it. I'm not even refering to orbital strike farming that will most likely be taken out at some point but to this awfull feeling of having the fights pre-calculated. Last buld, there were people complaining about "players blocks". This build ? it's even worse. 2 vs 1 you dont stand a chance 98% of the time.
Obviously it seems kinda logical but in most well done FPS, a good player can deal with the situation through skills. What i heard most among my team members is "Why in hell do people that were NEVER a danger to me suddenly seem to kill me 2 out of 3 fights ?"
What are the odds that suddenly this build turned very average players into monsters because of its so called "tactical" side ? To me ? None. As honestly, most of the gunfights i've been in have nothing tactical. I see guys playing in a clever way using covers. And i respect that. But imo, playing like that in precursor was rewarding just as it is now.
Still about how silly nerfing movement speed is : Let's take the heavies. how long do you think it will take to see a massive heavy flood ? They're way tougher than in precursor. Have an HMG that's way more efficient. And it was NEEDED. except now, assault or scouts can't even outmatched them with speed in a gunfight. No way to make a heavy lose its focus and over-heat its HMG through smart movement.
I got to say that for the first time, despite previous bugs, freezes, invalid fit and all, i turned off my PS3 with absolutely NO intention in going back in. Yet i played various type of FPS online : from BF, CS, MAG, a bit of COD, Unreal, Rainbow Six.
None ever gave this sensation of a game sitting its ass between two chairs.... (french expression)
Worst part is i really can't understand this brutal change in the gameplay. I dont see how a game that always was inclined to a more arcade gameplay can suddenly have its developers try and take it some other place. To me it's a bit like a gaming suicide.
Also, i red someone who said that at CQC strafing was still valid but seriously, it may be where it's the most painfull imo.
To finish, thanks for this thread. it's clean and filled with smart interventions. So I think we are coming down to suits and speed of those suits. The strafing is all equal in all the suits, when it should be Scout>Assault>Logistics>Heavy as far as speed of strafing and movement. But thats not the case, as others have pointed out, all the suits have the same strafing speed. I also agree with a previous post, weapons and strafing should be tied in somehow. If I have a heavy machine gun or Forge gun, that should change my strafing speed, while a SMG should be lighter and offer more strafing speed. CCP is any of the devs reading this thread, just a yes or no would be sufficient for us all, we just want to make sure our threads that are civil discussion are not falling on deaf ears. +10000
Honestly, I think that sums it all up. Make this change, lets play with it and see if we all agree on it being a good middle ground.
Not going to say end thread/ or anything but I would be satisfied if that was done to the game and we got a chance to play it. |
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Posted - 2012.10.02 21:40:00 -
[28] - Quote
fenrir storm wrote:STB DEADPOOL5241 EV wrote:Laurent Cazaderon wrote:gave another go at the build for an hour and a half, and i have serious problem with it. I'm not even refering to orbital strike farming that will most likely be taken out at some point but to this awfull feeling of having the fights pre-calculated. Last buld, there were people complaining about "players blocks". This build ? it's even worse. 2 vs 1 you dont stand a chance 98% of the time.
Obviously it seems kinda logical but in most well done FPS, a good player can deal with the situation through skills. What i heard most among my team members is "Why in hell do people that were NEVER a danger to me suddenly seem to kill me 2 out of 3 fights ?"
What are the odds that suddenly this build turned very average players into monsters because of its so called "tactical" side ? To me ? None. As honestly, most of the gunfights i've been in have nothing tactical. I see guys playing in a clever way using covers. And i respect that. But imo, playing like that in precursor was rewarding just as it is now.
Still about how silly nerfing movement speed is : Let's take the heavies. how long do you think it will take to see a massive heavy flood ? They're way tougher than in precursor. Have an HMG that's way more efficient. And it was NEEDED. except now, assault or scouts can't even outmatched them with speed in a gunfight. No way to make a heavy lose its focus and over-heat its HMG through smart movement.
I got to say that for the first time, despite previous bugs, freezes, invalid fit and all, i turned off my PS3 with absolutely NO intention in going back in. Yet i played various type of FPS online : from BF, CS, MAG, a bit of COD, Unreal, Rainbow Six.
None ever gave this sensation of a game sitting its ass between two chairs.... (french expression)
Worst part is i really can't understand this brutal change in the gameplay. I dont see how a game that always was inclined to a more arcade gameplay can suddenly have its developers try and take it some other place. To me it's a bit like a gaming suicide.
Also, i red someone who said that at CQC strafing was still valid but seriously, it may be where it's the most painfull imo.
To finish, thanks for this thread. it's clean and filled with smart interventions. So I think we are coming down to suits and speed of those suits. The strafing is all equal in all the suits, when it should be Scout>Assault>Logistics>Heavy as far as speed of strafing and movement. But thats not the case, as others have pointed out, all the suits have the same strafing speed. I also agree with a previous post, weapons and strafing should be tied in somehow. If I have a heavy machine gun or Forge gun, that should change my strafing speed, while a SMG should be lighter and offer more strafing speed. CCP is any of the devs reading this thread, just a yes or no would be sufficient for us all, we just want to make sure our threads that are civil discussion are not falling on deaf ears. Seems the only way to get a response is to post drivel and not discuss in a rational and mature way.
No, I will not work like that. It is always better to be the better man when it comes to this sorta thing. I see GM's closing threads, for breaking forum rules, etc. So I know they have read this and not closed it. But that not the same as dev reading it and talking about it, which unless they post, we will never know.
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Posted - 2012.10.02 21:45:00 -
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Nstomper wrote:Nice thread
Thank all the great posters on here, for keeping a really good discussion and not turning into a E-peen war.
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Posted - 2012.10.02 21:48:00 -
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Iron Wolf Saber wrote:Battlefield is an acrade shooter...
How do you think that? BF is one of the most tactical games on the market. That its selling point.
But Please explain. TY |
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Posted - 2012.10.02 22:44:00 -
[31] - Quote
Ranger SnakeBlood wrote:Well i guess to some extent Battlefield could be considered arcady if you look at ARMA or operation flash point but in grand scheme of video games its leaning toward the tactical side a damn site more than the arcady,
yes iam realy suprised/pleased that this fourm hasnt been turned into a flame war well done Deadpool on a incredibly constructive forum and thanks to others on it for not resorting to trolling and keeping a open mind keeping it neutral/neutralish any way
I always put BF on the tactical side of games, but I can see it.
Yeah much thanks to all that posted. |
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Posted - 2012.10.03 15:43:00 -
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Nova Knife wrote:My name is Nova Knife and I approve this thread.
Some people aren't fans of the lessened speed. Personally I don't have a solid opinion on it yet. Initial impressions are that it reduces the emphasis on the movement aspect of the gunplay and focuses more on the gun/aiming aspects of gunplay. I have no problem with that.
Something people probably don't realize is that CCP does not really want a game where people can beast and go 50K+ and 0 deaths. The deaths part is more important there. Dust is going to have a fully player driven economy and people dying = people buying. Those people can still beast and get massive killcounts but the idea is that people are on more even ground and nobody can avoid death in nearly every situation just by dancing.
CCP wants dust to be a game where winning, isk efficiency, and politics/spacedrama are the driving motivational factors to play, with less emphasis on kdr. We're immortal soldiers, dying is just business as usual!
Thanks Nova Knife, good reply.
One of the suggestions I really like is a skill book that can increase strafing speed, that is one great solution to this issue.
Also each suit should have different turn speed, strafe speed, movement speed. But as it is now, just he heavy suit has less turn and movement speed.
I think both ideas should be thought about and discussed. |
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Posted - 2012.10.03 16:17:00 -
[33] - Quote
Fivetimes Infinity wrote:STB DEADPOOL5241 EV wrote:One of the suggestions I really like is a skill book that can increase strafing speed, that is one great solution to this issue. It isn't anything like a solution to this issue. All making it tied to a skill would do is put a delay in before you could expect everyone to be strafing at fast speeds again. It is entirely irrelevant to the question of whether fights should or should not emphasize strafing in the first place. Laurent Cazaderon wrote:How does that make sense compared to EVE's mechanics ? This comparison is made for a reason. Because it's mostly EVE players who have trouble dealing with the movement of ennemies in Dust 514 that complained about "dancers". Completely obliterating the fact that those parameters exists in EVE. You have absolutely no evidence that this is the case and are making totally blind assertions. It isn't necessary to make things up in order to have an opinion on this issue. Free Beers wrote:I would like to just add that nerfing strafing is also nerfing individual skill. It emphasizes different skills beyond the ability to rapidly move side-to-side while shooting a target doing the same. As others have said, it emphasizes tactical play over arcade-style play. It is not simply a matter of more skill-demanding versus less.
With strafing and with out strafing you have tactical fighting, thats a separate part of this conversation. Its not like strafe players don't do that already. But in the middle of a gun fight its not about two players dueling and standing still.
As it is now, its a duel to see who can get a faster head shot. Its like two players take ten paces turn and fire at each other. Thats not really skill is it? I think also a lot of players confuse bunny hopping and dancing in the box. They are two different styles, Halo players and a few other games are bunny hoppers. Strafe fighting with out bunny hopping has been a viable style of 20 years of gaming both PC an Console.
Look Im not a bunny hopper, I will on a reload jump and reload to buy time for myself and then I am back to moving around as I fire, thats dancing in the box.
Players that don't strafe, just sit in one spot and fire at the enemy.. um where is the fun, where is the skill? Oh look Ma, I can point my controller mouse faster then he can.. man I must be a beast player.. FML |
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Posted - 2012.10.03 16:53:00 -
[34] - Quote
DrunkardBastards wrote:How i feel about this is, strafing speeds were fine, the suits already took a good notch out of stamina when you jumped so you could only jump a few times anyway.. to fix the bunny hopping issue why not just decrease over all stamina for the scout while increasing its regen rate? so it could only jump like twice.. leave the strafe speed alone.
Edit: i guess to elaborate more, make running consume less stamina and jumping consume the same, with less overall stamina.
As a player who is tactical and does strafe, the speeds on the scout suit strafe speed were to high. But in doing that they also reduced all the others suits lateral movements.
Again CCP/Devs took an axe to the problem instead of a scalpel.
Adjustments need to be made in small increments not HUGE. If CCP would have done a reasonable amount of adjustment to scout suits, and left the others alone. Would we be having this conversation? |
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Posted - 2012.10.03 17:11:00 -
[35] - Quote
DrunkardBastards wrote:STB DEADPOOL5241 EV wrote:DrunkardBastards wrote:How i feel about this is, strafing speeds were fine, the suits already took a good notch out of stamina when you jumped so you could only jump a few times anyway.. to fix the bunny hopping issue why not just decrease over all stamina for the scout while increasing its regen rate? so it could only jump like twice.. leave the strafe speed alone.
Edit: i guess to elaborate more, make running consume less stamina and jumping consume the same, with less overall stamina. As a player who is tactical and does strafe, the speeds on the scout suit strafe speed were to high. But in doing that they also reduced all the others suits lateral movements. Again CCP/Devs took an axe to the problem instead of a scalpel. Adjustments need to be made in small increments not HUGE. If CCP would have done a reasonable amount of adjustment to scout suits, and left the others alone. Would we be having this conversation? Ah i play mostly a scout with tactical/SMG for the spray n pray, so i will blame that for me only noticing it on the scout.
No, you are fine. It was the most noticeable of the reductions in movement speeds. The Assault should have stayed the same, again I really think its only about 10-15% off, bring that back and it would be ok. Scout, that needs more work, further tests are needed. |
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Posted - 2012.10.03 17:12:00 -
[36] - Quote
m621 zma wrote:I'm not sure if I'm imagining it or not, but on the Assault it feels like strafing is actually slightly biased to the right?
Hmm, odd. Ill test tonight again, but I did strafe both sides, then forward and back to test. Could be just a lag spike that happened, but will test again for you. |
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Posted - 2012.10.03 19:07:00 -
[37] - Quote
Laurent Cazaderon wrote:Fivetimes Infinity wrote:STB DEADPOOL5241 EV wrote:One of the suggestions I really like is a skill book that can increase strafing speed, that is one great solution to this issue. It isn't anything like a solution to this issue. All making it tied to a skill would do is put a delay in before you could expect everyone to be strafing at fast speeds again. It is entirely irrelevant to the question of whether fights should or should not emphasize strafing in the first place. Laurent Cazaderon wrote:How does that make sense compared to EVE's mechanics ? This comparison is made for a reason. Because it's mostly EVE players who have trouble dealing with the movement of ennemies in Dust 514 that complained about "dancers". Completely obliterating the fact that those parameters exists in EVE. You have absolutely no evidence that this is the case and are making totally blind assertions. It isn't necessary to make things up in order to have an opinion on this issue. Free Beers wrote:I would like to just add that nerfing strafing is also nerfing individual skill. It emphasizes different skills beyond the ability to rapidly move side-to-side while shooting a target doing the same. As others have said, it emphasizes tactical play over arcade-style play. It is not simply a matter of more skill-demanding versus less. First, i agree with you that a skillbook isnt actually a good idea. It may open a breach to reach higher straf speed than we had in precursor if badly calibrate. Once more, i want to be very clear ! I, personnaly, don't want a rush and jump FPS either. I just want to feel like my character can actually pull off a decent dodge movement by straffing (as we can't prone or else) so i can be sure, when i died, that the guy in front of me is actually a good one and didnt just kill me because he started firing 1 sec before i did. And hell, i hate bunny hopping and now it's pretty much all i can do (2-3 times) when i need some air in a fight where i can't get cover. Precursor movement speed were perfectly fine. As i said before, the sole problem was hit detection that made some bad straffing move work anyway. I'm pretty confident that with this new improved HD, precursor straffing wouldnt be as powerfull as everyone is implying. A guy behind a cover, playing smart would beat the **** out of a strafffing guy in the open quickly IF he knows his way with aiming. If he doesnt, is that a reason to help him through slowing down the game ? REALLY not my opinion. Nova said that this game needs people to die. Again, this improved HD would have been way sufficient to avoid people going with madmen ratio. Also, CODEX wont prevent some guy having extraordinary high ratio. (Wait till heavies wake up with this slow movement for all suits.....) Second, regarding my "assumption", i'll let you know that i'm here for a long time and actually know where biggest posters come from : PS3 or EVE. And believe me, only a few PS3 dude bitched about straffing. I dont want to blame EVErs especially as they're not the ones making changes to the game. But i'm kinda pissed of by the movement in the game in CODEX. Altough, in the end my comparison regarding EVE online and straf speed being more or less speed tanking in EVE is still valid. Sorry if you took this misplace agression for you. Once more, cause i want that to be very clear, i dont think many of us wants this game to go "light speed". Just not that slow, not to a point where i have trouble even recognizing the gun play at some point
Just comment on your last paragraph. Yes just a small adjustment and tiered suits that offer a range in lateral movement and turning speed.
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