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STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 19:07:00 -
[31] - Quote
fenrir storm wrote:Waltzing is good with a woman but not with a gun :))
Agreed!! +1 bud |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
|
Posted - 2012.10.02 19:09:00 -
[32] - Quote
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. |
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 19:12:00 -
[33] - Quote
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
Doomheim
352
|
Posted - 2012.10.02 19:15:00 -
[34] - Quote
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.
|
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.10.02 19:16:00 -
[35] - Quote
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?
Agree I never played the scout suit so it makes no difference to me and it makes a nice change to be on an even footing with them as an assault player. Saying that I think they went to far with the nerf why have different suits if they offer no advantage over the assault suit, the charm and uniqueness is going out of the game |
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 19:17:00 -
[36] - Quote
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. |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
|
Posted - 2012.10.02 19:21:00 -
[37] - Quote
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. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.02 19:26:00 -
[38] - Quote
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. |
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 19:27:00 -
[39] - Quote
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
Doomheim
352
|
Posted - 2012.10.02 19:30:00 -
[40] - Quote
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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Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.10.02 19:35:00 -
[41] - Quote
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. |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.10.02 19:36:00 -
[42] - Quote
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.
True the game looks better than ever but plays worse than three builds ago , two steps forward three steps back springs to mind |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.02 19:44:00 -
[43] - Quote
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. |
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 19:49:00 -
[44] - Quote
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.
|
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 19:52:00 -
[45] - Quote
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
Doomheim
352
|
Posted - 2012.10.02 19:53:00 -
[46] - Quote
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.
|
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
|
Posted - 2012.10.02 20:02:00 -
[47] - Quote
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
|
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.10.02 20:08:00 -
[48] - Quote
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. |
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 20:16:00 -
[49] - Quote
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) |
m621 zmb
4
|
Posted - 2012.10.02 20:17:00 -
[50] - Quote
Again, I'm somebody who likes to mix it up a bit tactical/arcade, and even running a kittenault I'm not digging the gameplay change. I really do 'got no game' at present on this build.
Obviously the changes are working for others though. |
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STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 20:20:00 -
[51] - Quote
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. |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
|
Posted - 2012.10.02 20:21:00 -
[52] - Quote
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 |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
|
Posted - 2012.10.02 20:30:00 -
[53] - Quote
STB DEADPOOL5241 EV wrote: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.
That depends on whether you're talking ISK efficiency or KDR. ISK efficiency versus high level gear is easier than you might think. |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.10.02 20:32:00 -
[54] - Quote
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 |
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 20:34:00 -
[55] - Quote
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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Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
|
Posted - 2012.10.02 20:44:00 -
[56] - Quote
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
May i suggest for higher gear mercs to try and flank if you can hit them in the flanks from about 30m gun is till doing good damage and you will have advantage untill they turn around, if that doesnt work try falling back to cover and hope to out shoot them ranged hit detection actualy works this build, if that fails its most likly a balencing issue then fall back to a few team mates, good luck hunting |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.10.02 20:45:00 -
[57] - Quote
If any ones left here after the first 6 months if things carry on the way they are.
Dissapointed with this build if only my pc hadn't died :(( |
Avinash Decker
BetaMax.
25
|
Posted - 2012.10.02 20:45:00 -
[58] - Quote
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 |
STB DEADPOOL5241 EV
Doomheim
352
|
Posted - 2012.10.02 21:02:00 -
[59] - Quote
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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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.02 21:10:00 -
[60] - Quote
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 arcadey gameplay can suddenly have its developpers 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 straffing 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. |
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