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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.05 01:33:00 -
[1] - Quote
New outposts, and new environmental effects and colors are amazing. Keep bringing the color.
Strafe speed is TERRIBLE. Please increase it. Seriously bad.
I spend my time from the beginning of a battle to the end of a battle. I perform pretty much the same as the previous build, and still, I only make a fraction of the SP and ISK I use to make. Few battles ago, I got 13 kills and 6 deaths in Skirmish, and barely made 80k ISK. I know its not impressive by a lot of people standards, but usually I got over 100k from something like that last build. Initial SP bonus should start out much higher so it doesn't get so low so fast.
There are Skirmish battles that are completely one sided in which the losing team just get red-line camped. I'm guessing the overuse of the precision strikes fueled by SP/WP-farming.
Precision strikes are not too powerful, but need a cooldown time, and a higher WP requirement. Precision strike kills should not count as kills since the squad leader isn't actually doing anything but select an area on the map; it should be reclassified as something else yielding 15 war points per kill. The entire squad should get points for the precision strike kills since getting the war points to get it was a TEAM EFFORT, not just the squad leader, so it doesn't make sense to only reward the squad leader. Points from precision strikes should not count towards getting more strikes, or else it could lead to a vicious cycle of strikes.
Ambush spawning still sucks.
Laser rifles are fun, but underpowered. They operate only at mid range, but mid range is also the assault rifle's domain, and most of the time an assault rifle user will kill a laser rifle user because of how quickly assault rifles do damage. Laser rifles need a big range buff to truly be effective. Making their damage the same regardless of range would really help them not be terrible.
Assault rifles have no real weaknesses, they should have more recoil to balance them against other weapons.
Assault rifles aside from the basic variants need to be looked at. Aside from the obvious bug with the tactical rifle being automatic, the burst rifle being 7 round bust is a bit excessive; it takes away from the control of the player. Please consider a 4 or 5 round burst instead.
With the current nova knives, its pretty much impossible to hit a moving target because the charge doesn't hold while running.
Oh! I almost forgot. Please get rid of the ceiling, dropship pilots have things hard enough as it is. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.05 09:20:00 -
[2] - Quote
There seems to be no difference in strafe speed between different suits. A scout strafes just as slow as a heavy, and strafe speed is basically the only defense that the scout had in a gun fight, and now its gone. This isn't just a preference issue, its also a balance issue (poor scouts). I'm fine with taking damage slowing down strafe speed, but strafe speed being terrible by default makes it nearly impossible to evade hits, and leaves only bunnyhopping as an option. Without a good evasion method, gunplay is really oversimplified; it just comes down to who shoots first basically without any skillful maneuvering involved. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.06 01:27:00 -
[3] - Quote
About the laser rifle attribute stats, they leave a lot to be desired:
It doesn't say if the damage is the minimum or the maximum damage. It doesn't tell the rate of damage increase for continuous fire. It doesn't say the rate of fire. Yes I know its a laser beam and all, but there is clearly a rate that the magazine (or power cell) depletes when it is fired non stop. "seize time" is not the best choice of words, seriously, what is seize time?. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.06 01:44:00 -
[4] - Quote
This isn't specific to Codex, but the HUD is lacking.
There should be an optional squad list on the HUD that tells you the health status of your squad members. The general direction of all squad members should always appear on the HUD. The squad leader should have a special symbol above his head visible to the squad, so that the squad knows who to follow. There should be indicators informing you of who is talking. When incapacitated, there needs to be an indicator on the minimap that shows friendly nanite injector carriers.
Overall, I feel that the game is close to being ready for release gameplay-wise (but please fix the strafing). |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.07 06:29:00 -
[5] - Quote
Player on player collision needs to be looked at, right now its... weird. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.07 18:54:00 -
[6] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=39999&find=unread |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.07 23:31:00 -
[7] - Quote
Long frame rate drops is a serious issue. It doesn't happen often to me, but when it does, it makes the game unplayable. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.07 23:32:00 -
[8] - Quote
I have a solution to make the Nova Knives useful. I also posted about it here: https://forums.dust514.com/default.aspx?g=posts&t=40087&find=unread
Right now, there is no point in using the Nova Knives. The shotgun fulfills the purpose of close range one-hit kills better than the Nova Knives, and can be used at greater ranges than the Nova Knives. Basically, why bring knives to a gunfight? The Nova Knives are not as reliable for 1-hit kills as a sneaky shotgun to the upper body. A militia shotgun is not only more useful, but also actually cheaper than the cheapest set of Nova Knives.
An element of stealth and detection from gunshots would greatly improve the usefulness of the Nova Knives, regular melees, and other possible future melee weapons. I propose that nearby gunshots fired in one's radius shows up on one's minimap as well as the HUD overlay. The radius of detection can be around 20 meters, and maybe depend on skills, and equipment relevant to stealth and sensing. This means if you sneak up behind an enemy, and fire your gun close to him, you will be detected.
How is this relevant to Nova Knives you ask? It would make them useful; Nova Knives are not guns, therefore do not fire, and will not be detected. In such a stealth system, Nova Knives would be the perfect stealth weapon because one could use it to kill people from behind without being detected.
Such a system would open up the possibility for a new variant of guns; stealth guns. A stealth variant of a gun could remain undetected while firing within the outer region of the gunshot detection radius, but not everywhere within the radius. Example: A stealth variant SMG can fire within 20 meter detection radius of an enemy, and still not be detected by the enemy's suit, but if the stealth SMG if fired within 5 meters of the the enemy, then the person firing the stealth variant SMG would be detected. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.08 20:42:00 -
[9] - Quote
sendeth wrote:KAGEHOSHI Horned Wolf wrote:This isn't specific to Codex, but the HUD is lacking.
There should be an optional squad list on the HUD that tells you the health status of your squad members. The general direction of all squad members should always appear on the HUD. The squad leader should have a special symbol above his head visible to the squad, so that the squad knows who to follow. There should be indicators informing you of who is talking. When incapacitated, there needs to be an indicator on the minimap that shows friendly nanite injector carriers.
Overall, I feel that the game is close to being ready for release gameplay-wise (but please fix the strafing). it would also be nice to be able to issue squad orders without bringing up a map. should be able to aim at a spot/thing/person and choose attack, defend, rally, etc.
You can, press R2 + R3 |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.08 20:52:00 -
[10] - Quote
If tactical AR will remain fully automatic, please add a new single-fire variant. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.09 15:39:00 -
[11] - Quote
It would be nice to have damage bonus per range stats for laser rifles. Also bullets per shot stats for shotgun. Each plasma bullet does 32 damage, but how many are fired at once?
On comms without mics:
It may not be ideal, but not everyone has mic, and its not really fair that you should have to buy a new device to be successful at gane. I have series of proposals designed to increase communication without mics in battle.
A banner on top of the HUD that shows text chat messages from the chat channel the user is currently on (squad chat, or team chat). This may be unwanted since it would add more distraction to the screen, so it should only be optional.
There should be speech bubbles above the head of the person who sent the message. It works for other MMOs.
In the item selection wheel, there should be an icon that opens a list of preset voice messages, like "I need ammo", "I need repairs", "I need backup", and "Follow me". These sorts of simple messages are not as good as a mic, but it does improve communication for those without mics.
Preset voice message requests (like an ammo request) should appear on the minimap as blinking friendly icons on the requester's location, so those who wish to help may find the requester. (I have a similar idea for changing the placement of Squad Commands wheel here) Another possible thing to consider is having the option to have the killfeed replaced with a text chat and requests feed.
To CCP: This is semi-related, but why is voice chat set OFF by default? Many like myself have made threads requesting that the default setting gets changed to ON, and I'm sure you guys have seen them before, you read the forums. Is there a particular reason why its best to have it off? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.12 04:09:00 -
[12] - Quote
Smooth consistent frame rate would be nice, this build lacks that. Traversal over sloped areas is also problematic. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.12 21:11:00 -
[13] - Quote
Arbitrarily deciding that some days give more exp than others (the current weekly SP system) punishes those who can't play on certain days. The SP should start diminishing based on when you started to play. There really should be some sort of meter to tell us how much our SP bonus diminishes.
Also this:
Goric Rumis wrote: First, the LAV should probably be taking some damage, and I don't think it should instantly kill anything heavier than a scout. At least, it doesn't LOOK like the front of the LAV is weaponized, and if all you're doing is hitting someone at 40mph/65kph, it seems like the dropsuit would be capable of absorbing some of that impact.
Alternatively, you should be able to jump out of the way of a LAV with quick reflexes, even in a heavy suit. I have another thread about jumping/diving out of the way that suggests a balanced approach to this.
From my perspective, this just needs a nudge. People get war points for all kinds of things, and it's contributing to the battle just as much to kill someone by running them over as to kill someone with bullets.
Also, since all militia weapons on the market are no longer BPOs, they should all have militia versions. This way it will allow people to test weapons to see if they like them before making serious skillpoint investments, and it will also increase the overall weapon variety of battles.
Also, LAV controls are still terrible. Driving a real car is way easier that driving these virtual vehicles. They turn around unintentionally way too easily. Acceleration should be separate from steering. These vehicles seem like they are designed for flat featureless terrain even though our terrain is full of bumps and hills; it doesn't make sense why the vehicle would be designed this way.
Also, the swarm launcher missiles are often way too slow to ever hit dropships, but increasing the missile speed would make them way too effective against dropships. I propose that higher tier swarm launchers (advanced and prototype) should get a missile speed buff.
Also, sometimes drop uplinks disappear and get eaten by terrain when placed on sloped terrain. It starts sliding down, and after a while it just disappears completely. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.14 01:23:00 -
[14] - Quote
The new industrial looking outpost map with the large tower in the center (not the cannon) needs to have its size restricted for Ambush. Currently its too big, I spend most of my time just running around looking for people to kill. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.14 10:43:00 -
[15] - Quote
1 hit kill grenade, fine Instant detonation grenade, fine But not both. If the fused locus grenade is to not be a problem, its instant explosion ability needs to be balanced by lower damage so that 1 can be survived. This way the fused grenade will be useful as an extremely rapid way to substantially decrease an enemy's HP to make him easier to kill. Currently its 1-hit kill, and detonates instantly. Obviously that is pretty overpowered. EDIT: This applies to the thukkers also.
Loading screen images should be bigger, add a greater variety of them since there doesn't seem to be many. Show off some more beautiful screenshots and concept art. Maybe throw in some images of EVE ships with text explaining EVE-Dust connectivity. Maybe some images of planet with districts outlined, and some texts explaining the value of districts. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.16 23:51:00 -
[16] - Quote
If assault rifles get some sort of nerf (like more kick), take into consideration that the breach AR is inferior to the basic AR, so spare it whatever nerf you might do, or nerf it to a lesser degree than the basic AR variant.
You guys have a tendency to overnerf things sometimes, please don't do anything too harsh when rebalancing. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.17 00:53:00 -
[17] - Quote
Min Rei Rei wrote:Okay, I'll get this out of the way: I'm a sniper. That guy who's taking potshots at you 500+m away and 1/2/3-shot'ing you and probably causing some form of "WTF" as a consequence? That's me. If it make you feel better, I prefer counter-sniping (they're easier to headshot).
Something I'm noticing when I'm sniping is that there are shots where I'm clearly hitting the target, but not seeing a hit marker or reduction in health. There's some kind of bright-blue flare (shield?) where it hits the person, but there is no damage. I'm wondering if this is a bug or if this is some kind of equipment or other module that is causing this.
On a semi-related note, I'm noticing that when I have my "cross-hairs" over a soon-to-be-dead guy who's making the mistake of not constantly moving around there's a percentage that pops up under their health bars. What does that percentage correspond to? Exposure? Chance to hit? Stamina? It's just a minor question.
Sorry if these have been answered, but several searches didn't pop up anything.
Thought this might interest you guys. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.17 03:29:00 -
[18] - Quote
I agree with everything DUST Fiend said except for the mass driver thing. That is an amazing list compiled. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.17 23:53:00 -
[19] - Quote
1_ For the sake of weapon variety on the battlefield, I suggest all weapons should have militia variants. Militia variants are no longer BPOs so I see no harm in it. It would be especially good for testing weapons.
2_ I think the ability to disable some HUD options would be nice. Things I would like to turn off: Point pop ups (I don't need to see +50 to know I got a kill, and I can check warpoints on the scoreboard)
Squad list (when it comes in the future, squad isn't important when you're joining a highsec Ambush battle for some quick fun)
Kill feed (I find this useless clutter most of the time)
3_ Assault rifle sounds too much like a regular boring old military FPS assault rifle, and not really scifi. I would prefer it if it sounded more scifi, the gun is shooting burning hot plasma, so I think that warrants a more interesting sound than a standard assault rifle noise. The sound doesn't have to be some kind of "peew peew" (though I would be ok with that), Ideally it should reflect the sound of burning plasma being blasted at high speeds and ripping through the air, and maybe the sound of the internal machinery of the gun as it produces the plasma. Same goes for the shotgun since it is a plasma weapon as well.
I have some complaints about the weapon model of the AR in this, but I think it might be too late for that at this point.
4_ Take a look at some of these active scanner threads, there seems to be a lot of confusion about them, like if they're even working: Here, and here. There needs to be a way to make war points with them, like spot assists. Spotting with active scanner should have a practical advantage over regular dropsuit detection scan, like longer duration. Edit: Allow to spot cloaked players when cloaking is implemented.
5_ Squad leaders need a notification that tells them that they are squad leader, as well as the button combination to open the squad. I find many squad leaders still using the map to set orders because they don't know about the wheel, or not knowing they can set orders at all. There also needs to be away to cycle leaders if a squad leader is inactive with his commands (with warning and timer for the current squad leader). |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.18 15:10:00 -
[20] - Quote
I'm not a pilot, but I'm not really sure how anyone is suppose to make a living with piloting as their main career in the game. The cheapest tanks and dropships cost 130K-150K even without all the modules, so if one of them is destroyed in battle then you're basically not making a profit, and its pretty easy for them to be destroyed by 1 or 2 forge gun users.
If vehicles will stay very weak against AV, then their price should reflect that. An alternative would be to buff them, but I really don't want to see indestructible super tanks just because people have the money for them, so I would much much much rather see super cheapened currently weak vehicles on the battlefield. 50K-80K for a militia dropship and militia HAV ideally.
This pilot posted this thread of feedback about the financial problems of being a full time HAV pilot, you guys should give it a look: https://forums.dust514.com/default.aspx?g=posts&t=41610&find=unread |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.18 17:40:00 -
[21] - Quote
Possible laser rifle + sharshooter BUG: https://forums.dust514.com/default.aspx?g=posts&t=41674&find=unread High damage zone length of laser rifle's beam should increase as beam's length increases from sharpshooter skill. It should remain proportional.
Not sure if I said it before here, but please bring back the previous form of restocking, or let us have both. The current method of restocking in this build is cumbersome. Here is a thread on the subject full of input from others about it: https://forums.dust514.com/default.aspx?g=posts&t=36924&find=unread
Text chat is functionally lacking. There needs to be timestamps to know if something like a "looking for a squad message" is current, ability to see if someone is in battle or not from the chat, and the ability to invite people to a squad from the chat. Semi-related: The ability to see what battle a contact is in, as well as an option to join that battle. This could be abused by trolls, but the block option should make this feature unaccessible when blocked.
Please make Ambush longer, it feels way too short.
Also, ladders can be tricky to grab on to, please increase the range from which they can be grabbed.
WHY?! does a standard laser rifle cost 4k more ISK than a standard assault rifle? I really don't understand how you guys price price weapons. Weapons that are suppose to be equally useful have big price differences, variants (like breach) which are inferior cost more than a basic variant. Maybe you guys are trying to incentivize us to use basic assault rifles instead of other guns? I'm really confused about it. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.23 04:08:00 -
[22] - Quote
I miss the old Skirmish with defense relays. Skirmish is pretty simple and boring now, and having 5 control points is not a good idea; it divides up a small amount of players on an oversized map even smaller. Having only 3 points though is bad for balance though since it makes it too easy for one side to dominate. Increasing the player count would fix this. Please hurry up with that multi-stage mode I heard you guys are working on.
Generally speaking, maps are way too open. They don't foster fun CQC battles, but instead lead to long range AR battles which I find very enjoyable; at greater ranges, the slightest movements from an enemy requires more aim adjustments, that plus the low bullet damage (making kills take a long time) makes long range gun fights pretty boring. I am not asking for an increase in damage, but maps like the old canyon terrain from many builds ago that had those paths carved through rocks. Because these paths were between raised rocks, it meant that they were inaccessible for long range battles, and fostered fun frantic close range battles.
Map rotation is heavily biased in favor of the spiky rocky map. There may be a glitch with the map rotation or something
Spiky rocky map needs more skies and lighting effects. Its always just white fog, and that makes it even more boring.
Vehicles should be very weak against AV, but should be very cheap to reflect that weakness. Right now vehicle prices are way too high which makes them very inaccessible, and very cost ineffective. If they have to be nerfed to get a massive price cut, then nerf them. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.25 01:32:00 -
[23] - Quote
Dropship turrets seem a bit too effective. Dropships should be effective troop transports and support, not super killing machines (this isn't about the outrunning swarms).
Also, I suggested that there should be turretless variants of dropships with more HP before in Wolfman's variant thread before, but I think it would be simpler just to allow the removal of turrets. This will allow dropships to fit more defensive modules to increase survivability (thus making it better for troop transport).
Unrelated request: On a different thread someone proposed that mortally wounded teammates in need of a medic should have towering beams of light coming from them to signal their location to nanite injector carriers. This would be a practical and visually appealing use of TACNET augmented reality. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.27 20:26:00 -
[24] - Quote
Another way to balance weapons could just be to buff other light weapons instead of nerfing the AR. The AR is very fun to use, I would not want to see it nerfed ideally. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.28 23:07:00 -
[25] - Quote
Melee animation feedback: With most guns, it looks like you're elbowing instead of hitting someone with a gun. I find it kind of silly as a result. Its a minor detail, but it could use some work.
Fall damage is a bit excessive, even at small heights falling damages our high tech futuristic suits. Shield damage is understandable at small heights, but armor damage shouldn't be possible at small heights. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.01 15:36:00 -
[26] - Quote
Sound and effects feedback. Plasma weapons need to sound more scifi, especially the AR (I think I said it in here before) Locus grenade should be more scifi instead of just being a regular FPS grenade. Maybe it should grow, and have a bubble of light before exploding; something visually interesting.
Also, take a look at this.
Illuminaughty-696 wrote:When no one, and I mean no one, puts a blaster on a DS there is either something wrong with missiles or something wrong with blasters. Not jumping on the nerf missiles wagon, yet, but if all anyone uses is one of two options, then there is an imbalance there. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.02 00:57:00 -
[27] - Quote
Noc Tempre wrote:The free lav should be 4 seats, no gun, no modules. The paid lavs should have freaking roofs. Any roadkill should do equal damage back, potentially leading to awesome stand your ground moments with heavies
This post got over 20 likes for a reason. https://forums.dust514.com/default.aspx?g=posts&m=383537#post383537
Also, about vehicles: They need a massive price cut. Their current power and usefulness doesn't justify their price. A forge gun can destroy a vehicle 10 times its prices (or more).
Do not increase the swarm speed of all swarm launcher swarms. Speed should depend on the tier of the swarm launcher (militia should have slowest swarm, and prototype should have fastest swarms). Maybe add a skill to increase swarm speed. Giving all swarm launchers a speed buff would punish dropship users who spent lots of ISK and SP on their drophips, while rewarding swarm launcher users that only use the free swarm launcher fits without making any ISK or SP investment.
I might have said this before, I don't know.
EDIT: I notice frame rate drops drastically when the vehicle you are in is about to be destroyed (which guarantees you can't get out in time).
Consider having non-AV weapons do full damage to vehicles as a possible balancing element in your AV/Vehicle balance formulas. Won't be enough to take down a sagaris or something, but would allow non-AV players to be good support to assist an AV specialist, or generally not be completely defenseless.
More on vehicle prices, here is an example: I spent over 400k on 2 "cheap" militia HAV fits, they were almost worthless. Yes they are militia, but the money could have been 100x more useful and productive if used to buy infantry fits instead. A standard/advanced infantry fit cost much much less then a militia HAV fit, yet the infantry fit is much more useful. Vehicle prices need a large price cut. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.05 08:31:00 -
[28] - Quote
Feedback about default voice settings here https://forums.dust514.com/default.aspx?g=posts&t=43844&find=unread This has been brought up countless times, fix it already. Its not something that should be hard.
also: In the market, the prerequisite skills required to use an item should not only show what level is needed, but also the current level of the skill; this way people will be able to tell clearly how much more they need to level up a skill to use a certain item. It needs to be more clear that those prerequisite skills needed to use an item are indeed prerequisites, so they should be clearly labeled "prerequisite". A green check mark on the prerequisite skill listed in the market can be misleading to some because check marks usually represent something someone already have or did. This would not be a problem however if people could see there current level on skill prerequisites, so they could tell that they don't have the prerequisite despite there being a green check mark.
I personally don't have a problem with how things are now in the market in regards to prerequisite skills and levels, but it isn't clear to many new players I have spoken to. These changes would make things more obvious.
Example of what it should look like: "PREREQUISITE: You need scrambler rifle operation level 3-----------------Scrambler rifle operation current level: 2 PREREQUISITE: You need weaponry level 4------------------------------------------------------------Weaponry current level: 2" |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.06 06:01:00 -
[29] - Quote
Another way to solve the swarm vs dropship problem without making militia swarm launchers OP. New swarm launcher variants designed for handling fast targets (dropships). Militia swarm launchers should remain slow and crappy since they are free.
Swarm launcher variant that fires weak but very fast swarms. Also have a smaller magazine. Swarm launcher variant that fires swarms that detonate in the air after a 30 seconds, and do splash damage to any vehicle in the splash radius. Lower direct damage, and smaller magazine. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.10 22:56:00 -
[30] - Quote
Something about the gameplay doesn't feel quite right with me, and many people are always mentioning how bad the gameplay is on Dust; not just on here, but on various sites, and youtube comments, etc. I didn't know exactly what was wrong with it, so I made this thread to gather the opinions of others about what gameplay should be like. These are the best responses I received in terms of content and detail. I think CCP should take a look at these.
Th3rdSun wrote:Personally for me,the gunplay needs to be tightened up.For instance,there seems to be deadspots int he control while aiming making aiming less precise as almost every other shooter. When I try to move the reticle just slightly or slowly,it's slower than any other game that I've ever played.
Like others have said before,ADS is pretty bad right now and really needs to be tightened up too.I really need something more than just a full screen crosshair while aiming down sight.
Hip firing seems pretty loose too.Idk,but there are too many times when I just don't get the feeling that I'm actually hitting anything that I'm aiming at.
So in all,the gunplay needs a major reworking,as far as I'm concerned.
Grenade mechanics and physics need to be tweaked.
X axis speed really needs to be raised to.With the assault suit,turning 180 degrees takes waaaaay to long to do.
JaZZa01 wrote: Strafe speed too slow. ADS speed should be slower than hip fire strafe, but definitely still have some pace. Hip fire needs to be tight and useful in close range, obviously not long range though. Hip fire however should not dominate in close range. ADS should still be viable, hence the suggested ^ speed of ADS
Aiming is terrible. Play any other shooter, then play DUST, then proceed to laugh at DUST. The deadzone is huge. Fluidity is key. The sensitivity also needs increased speed for such players who desire it.
Eternal Technique wrote:For me it all comes down to gunplay mechanics. Here are a few suggestions.
Movement and controls feel way too stiff. Maximum sensitivity needs to be increased. I get that limited sensitivity helps balance vs mouse and keyboard, but its way too low. Assault and scout suits need to be able to turn around MUCH faster. Movement and strafing speed needs to be increased back to where it was a couple builds ago. I would also like to see an increase in stamina.
Parts of these quotes have been omitted by me for the sake of relavence. To see the full comments, and other comments, check here. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.11.13 06:31:00 -
[31] - Quote
Velvet Overkill wrote:ADS feels unsatisfactory. There needs to be some sort of acceleration when turning with ADS.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.11.14 22:31:00 -
[32] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=44399&find=unread Dropships make bad transport vehicles. |
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