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Madison Four
57
|
Posted - 2012.10.05 23:32:00 -
[31] - Quote
Just want to to say thanks to everyone in the thread for not allowing it to derail and providing serious, detailed answers to my questions. |
THUNDERGROOVE
ZionTCD Legacy Rising
33
|
Posted - 2012.10.05 23:45:00 -
[32] - Quote
Mavado V Noriega wrote:1. slow strafe speed that was nerfed AGAIN (no one asked for this CCP)
Speak for yourself. The stupidly fast strafe speeds made me feel like I was playing Halo. And I get angry WHEN I PLAY HALO
|
Rhadiem
Algintal Core Gallente Federation
496
|
Posted - 2012.10.06 06:44:00 -
[33] - Quote
one of my favorite FPS' was Quake Arena, which you could hop and circle strafe like crazy. But if they're going to nerf that sort of movement, add stuff like weaker locational armor to vehicles and such, they're diving into a realism sim side of things I don't think they're experienced enough to play in. I'm all for Space Arma III or whatever, but if they aren't going there, they really do need to decide what theyr'e doing with all this slow strafe / rotation cap junk. Personally, I'd like to see the it gone. Unless you're doing a realism shooter, you need good circle strafing.
And if you're doing a realism shooter, you need bullets that stop moving when they hit the ground, not a range cap, for starters. |
tribal wyvern
ZionTCD Legacy Rising
673
|
Posted - 2012.10.06 07:19:00 -
[34] - Quote
Madison Four wrote:I'm not a FPS expert, so I really can't tell much of a difference.
but I see this a lot, as a reason why Dust sucks and it will fail and whatnot.
"The gunplay is terrible."
how so, exactly?
can someone explain in specific terms, whats wrong and what needs to be fixed?
anything in particular regarding this aspect that I should look for to make a comparison to other shooters?
Some people say the gunplay is off because they want to be able to quick scope like in COD, that and the fact there's no 'aim down sight' like bf3/cod etc etc etc. Basically the morons who want to dumb down dust to suit THEIR needs because they can't hit sh*t. |
GIZMO2606
Pink Fluffy Bounty Hunterz RISE of LEGION
293
|
Posted - 2012.10.06 07:23:00 -
[35] - Quote
Mavado V Noriega wrote:1. slow strafe speed that was nerfed AGAIN (no one asked for this CCP) 2. game still feels stiff and sluggish 3. frame rate drops really affect the gunplay
@iron wolf halo has a similar scope same as Resistance marksman. u dont necessarily need to see the gun, too many ppl accustom to other more military shooters. Anyway weapon customisation will solve this along with bringing back that caldari AR with the reflex sight
PS: side note.......CCP fix the tact AR and bring it back to single shot. kthnxbai
Nummies, you pretty much said what I would have put. I would like to also add in the farming for OB strikes to.
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tribal wyvern
ZionTCD Legacy Rising
673
|
Posted - 2012.10.06 07:24:00 -
[36] - Quote
Mavado V Noriega wrote:1. slow strafe speed that was nerfed AGAIN (no one asked for this CCP) 2. game still feels stiff and sluggish 3. frame rate drops really affect the gunplay
@iron wolf halo has a similar scope same as Resistance marksman. u dont necessarily need to see the gun, too many ppl accustom to other more military shooters. Anyway weapon customisation will solve this along with bringing back that caldari AR with the reflex sight
PS: side note.......CCP fix the tact AR and bring it back to single shot. kthnxbai
Actually ALOT of us wanted the strafe speed nerfed, from very early on in the beta (before E3)......and then you lot come in and want it turned up! Leave the strafe as it is now, this is NOT HALO, or COD, or QUAKE, or friggin DOOM 3!! |
Bosse Ansgar
47
|
Posted - 2012.10.06 07:57:00 -
[37] - Quote
Here are the issues with the gunplay that I can see:
1. ADS and scopes are generally bad, and the mass driver ADS needs to be tweaked.
2. If you turn too much while sprinting you stop sprinting. You should be able to run in just about any forward direction without slowing to a walk.
3. Now that hit detection is mostly fixed, strafe speed needs to be unnerfed.
4. Slight jumps and catches in the graphics make it hard to keep a bead on the enemy, so much so that I've switched to a logi-unit with a shotgun because it's to big a pain to compensate for it.
5. Turn speed even with the speed all the way up is pathetic. It makes your twitch reflex almost useless.
6. Movement speed needs to be turned WAY up for all characters. Keep the % of difference between dropsuits, but in huge open maps like this you need to be able to get around properly. This will also make the gameplay more excited and frantic.
Note: And when the scout dropsuit camo and signature are fixed to be what they should, we will ALL need that speed to avoid getting picked off by snipers every 2 seconds.
Edit: And you'll all hate on me for it, but going prone. Hitting the dirt has been a military tactic since the first caveman got hit in the head with a rock. Don't give me the whiny BS about people camping, they do that anyway. Getting low always has and always will be a valid tactic whether you think it's fair or not. I'm not saying make it exploitable in a firefight like in COD, give it a nice long animation getting up and down, and don't let heavys be able to do it because their armor is too bulky. Let the flamming begin! |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.06 14:23:00 -
[38] - Quote
Quote: Leave the strafe as it is now, this is NOT HALO, or COD, or QUAKE, or friggin DOOM 3!!
Some very successful games there. You left out unreal, tribes and borderlands. |
8404-0000 GREEN
Zumari Force Projection Caldari State
20
|
Posted - 2012.10.06 15:20:00 -
[39] - Quote
Fire and Maneuver! Get to cover! Flank!
This is all team based ideas and I like that its turning into a team effort rather than single person hero. I think its fantastic that you can get your squad to come around the side of the main objective open fire and watch as the those below panic and become "dust". Get caught in the open alone by a few members of the other team and your burning up another clone.
For some this might be the first time they've played a game where you can't just blindly jump-prone-strafe- like a rabbit and succeed. However, diagonal movement works great and really is harder to hit than left and right pray and spray.
I'm kinda surprised there isn't a cover system of some kind built in, when you look at other games on the Unreal engine you know the potential is there...
Like others have said...its BETA there are place holders. I'm confident there will be different kinds of scopes and such for this game, I've seen the skill in the models that are done for EVE and if they take that same time for our weaponry we'll can have some great optics.
Right now you don't have close in optics at all really, and that's the biggest hindrance, shoot the from the hip has a big penalty AS IT SHOULD but we need a close quarters rifle fitment/iron-sight/reflex etc. From 300 yards the iron-sights of a M4 can be placed a person sized object and slow fire effectively.
I understand for balance that ranges will be scaled down but right now in BETA form, mid-close is kinda out of whack, the "urban" range so to speak. The advantage the reflex/ironsight brings is situational awareness, you loose that completely with these scopes. Find large, bring up the sights, see other target do the same is missing close in. Which to me indicates more skill than sitting out and slowly clicking at each like robo cops. Love it to be needing the Mind of a chess player but the hand eye of a catcher. Feels like I'm looking through a peephole the whole game, the mechanics now are setup for a 3rd person shooter it feels like.
Also don't dismiss your sidearm, might be power of suggestion but I certainly felt more maneuverable with it, which makes sense from a real world perspective and the above becomes null and void for CQB tactics with a good pistol and it has the quick down the sights approach....maybe what this game needs is a removal of cross hairs and an improvement in sights. Hip>>>>down the barrel>>>>>>sight view kind of deal. Just throwing ideas out there!
Honestly this game has a sense of "futuristic realism" if that makes any sense. Many complain of how fast they use up their expensive fittings and the cost to do the business of war....well if one began to treat their gear as it cost, the games would certainly be more strategic, especially when the Corp mechanism is implemented and you have a budget for your battle...especially if one team knows they are hot **** so they allot as many clones, there's a bragging right!
Whats nice is the mechanism for the big picture, it is appears that game will have two paths, the lone-wolf hoping around for the thrill and the Corp company man pushing for his group that effects more than a leader board. Like eve I'm sure the lonewolfer will eventually be seduced by PvP corporations.
Now if only I can train myself to remember to melee. (love crack of a butt stock on another individual.) |
TotalBreakage
Sanmatar Kelkoons Minmatar Republic
410
|
Posted - 2012.10.06 15:22:00 -
[40] - Quote
Tony Calif wrote:My opinion? This build technically very little. Big +1 for CCP on that account. But..
Crimson mentioned we now have high health, low movement speed. Ignatious explained the reason movement sucks, because it's been flattened like the suit HP. It's probably to do with the mass they gave our clones :D Just needs some tweaking. The other major problem is the lack of recoil on even the militia AR. This means anyone with aiming abilities can just shoot your face at 50-100 yards, and put 20 rounds there before you can strafe/run. Similar story with reduced recoil sniper rifle.
It's reduced the game to a camping fest. People can farm spawns very easily currently, because they can just sit 50 yards away and own you with recoil free weapons. The damage the laser does compared to the AR is a good example of what a recoil free weapon should be in my opinion. Less skill so less damage. It's just too easy to Alpha strike currently. No-one has said Dust is a CoD clone until this build. It's the combination of these factors which has turned the gameplay around.
It's more the fact movement and recoil were better last build. If we had moved from E3 to Precursor, I think there would be far less complaints. But Precursor had so so much going for it's gunplay. It's the contrast between the 2. Yes. I think MAG did it right. In MAG AR fights would be won by who better could aim for the head. So skill was rewarded and gunplay was competative and fun. |
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Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.06 16:00:00 -
[41] - Quote
Steer clear of MAG gunplay simply because headshots were worked out locally, while body shots were worked out server side. Next time you get SUPERLAG while MAGing, shoot the frozen players in the head. You'll come back to a great deal of kills. MAG's game play was great, but it had some major exploitable things. It's not a problem under normal gameplay conditions, only when latency rears it's ugly head. |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.10.06 16:11:00 -
[42] - Quote
As a non FPS aficionado the thing that I find the most frustrating about the gunplay is waiting for the game to catch up. It feels like there is a total lack of moment to moment gameplay.
Even though my reflexes are slow, the game is slower still. From turn and strafe speed, to throwing a grenade, to switching out weapons, to transitions between sprint and crouching, strafing and sprinting. This to me is a terrible thing on a multiplayer console shooting game because it almost totally negates the possibility of the player reacting to what is going on around them at the speed at which they can push buttons and move the sticks on the controller. So that hand eye coordination aspect of gaming, in this case gunplay, that has been a part of games since at least pong, or missile command, is noticeably absent from moment to moment "gunplay" where you are shooting at stuff and trying to avoid getting shot in return.
It feels more like I am playing a turn based strategy game, or RPG, or something like a Final Fantasy game, where you get your character into position, then the character or the player's fighting forces execute the attacks they are capable of with the gear they have equipped with minimal further input from the player.
This does make for great strategic gaming, but it is almost to the point where you can't even play as just a dude or lady that wants to jump into a game and shoot some stuff and blow some stuff up. It isn't that the game is better when playing as a team, it is almost not possible to play any other way. Your squad's position on the map relative to the enemy, the balance of gear between the members of a squad and a team, are now almost the entire focus of the game.
So I don't feel that like an individual merc, immersed in a war, where my own unique fighting skills actually matter on the battle field, moment to moment. That visceral and palpably physical connection to the game, where every second counts, where every nudge of the controller is meaningful, is not really there in this build.
Or, to put it succinctly, the game is too slow.
The good thing about this build is that so far it feels the most solid and balanced. And the strategic and abstract gameplay is very close to being balanced with the moment to moment physical gunplay. As others have said, if the speed of the game gets turned up a notch, across the board, without changing the speed of any one portion of the game relative to any other, that would be a huge improvement. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.06 16:26:00 -
[43] - Quote
Iron Wolf Saber wrote:Mavado V Noriega wrote:1. slow strafe speed that was nerfed AGAIN (no one asked for this CCP) 2. game still feels stiff and sluggish 3. frame rate drops really affect the gunplay
@iron wolf halo has a similar scope same as Resistance marksman. u dont necessarily need to see the gun, too many ppl accustom to other more military shooters. Anyway weapon customisation will solve this along with bringing back that caldari AR with the reflex sight
PS: side note.......CCP fix the tact AR and bring it back to single shot. kthnxbai 1. Acutally it was asked numerous times, mostly from HMG users that was having a scout dodge between bullets of an HMG going full bore on them instead of circle strafing around them. 2. File under control lag. 3. File under stability. These are not gun play issues.
1) Hit detection was the real problem on that matter not strafe speed. Thus fixing Hit dection should have been enough in the first place.
And to people who keep saying that people like me who are mad at the straf nerf want halo gameplay with bunny hop and running like mad all over the place are wrong. There's a difference between this gameplay where you feel like you weight a 1000 kilos and an halo gameplay where you straf at the speed of light.
Seriously, was precursor strafing speed that bad if hit detection had worked properly ? Probably not.
Also, let's not forget that Dust was more of a dynamic run FPS since the first build ! And i can't agree enough with the fact that health and mobility are at the moment completely wrong. if i play tactical, i want people to drop in 4-5 bullets in the chest and one bullet in the face. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.06 16:37:00 -
[44] - Quote
Aighun wrote:As a non FPS aficionado the thing that I find the most frustrating about the gunplay is waiting for the game to catch up. It feels like there is a total lack of moment to moment gameplay.
Even though my reflexes are slow, the game is slower still. From turn and strafe speed, to throwing a grenade, to switching out weapons, to transitions between sprint and crouching, strafing and sprinting. This to me is a terrible thing on a multiplayer console shooting game because it almost totally negates the possibility of the player reacting to what is going on around them at the speed at which they can push buttons and move the sticks on the controller. So that hand eye coordination aspect of gaming, in this case gunplay, that has been a part of games since at least pong, or missile command, is noticeably absent from moment to moment "gunplay" where you are shooting at stuff and trying to avoid getting shot in return.
It feels more like I am playing a turn based strategy game, or RPG, or something like a Final Fantasy game, where you get your character into position, then the character or the player's fighting forces execute the attacks they are capable of with the gear they have equipped with minimal further input from the player.
This does make for great strategic gaming, but it is almost to the point where you can't even play as just a dude or lady that wants to jump into a game and shoot some stuff and blow some stuff up. It isn't that the game is better when playing as a team, it is almost not possible to play any other way. Your squad's position on the map relative to the enemy, the balance of gear between the members of a squad and a team, are now almost the entire focus of the game.
So I don't feel that like an individual merc, immersed in a war, where my own unique fighting skills actually matter on the battle field, moment to moment. That visceral and palpably physical connection to the game, where every second counts, where every nudge of the controller is meaningful, is not really there in this build.
Or, to put it succinctly, the game is too slow.
The good thing about this build is that so far it feels the most solid and balanced. And the strategic and abstract gameplay is very close to being balanced with the moment to moment physical gunplay. As others have said, if the speed of the game gets turned up a notch, across the board, without changing the speed of any one portion of the game relative to any other, that would be a huge improvement.
+100 Best post since Codex was released. I appreciate you saying you aren't an FPS aficionado too. Puts perspective on how huge the changes are. |
Madison Four
57
|
Posted - 2012.10.06 16:43:00 -
[45] - Quote
I wouldn't mind an increase in overall speed.
But if it turns into Halo Zoomed in Sniper Rifle Headshots in mid-air while Bunny-Hopping, then I'm out.
I sincerely hope that this is not what people want.
You guys can have that for yourselves, I want no part of it. |
Moonracer2000
Subdreddit Test Alliance Please Ignore
311
|
Posted - 2012.10.06 18:15:00 -
[46] - Quote
Map navigation is still buggy. Taking damage/ getting stuck from "floating" off of small falls. Not having a clear idea of what hills you can and can't climb. Ladders are great but it can be troublesome to activate climb mode sometimes. I think player movement feels off ATM but as other people said this will probably be adjusted over time to match the style of play CCP are looking for.
Coming from BF3 (yes, I know you think all popular shooters are dumb) I am used to much more sophisticated weapon stats. Bullet drop, damage falloff over distance, vertical and horizontal recoil, (and yes, different scopes and attachments). Admittedly I think the weapon skills in Dust are comparable to attachments.
The item wheel makes swapping out to your sidearm too slow and unreliable in the heat of the moment. I've given up and just put points into rapid reload instead. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.06 18:25:00 -
[47] - Quote
Iron Wolf Saber wrote:FPS players should take note, not everyone doesnt know what you're talking about when you say bad gunplay.
Right now the only real notable issue I have been told is the scoping on assautl rifle and sniper rifle. Sniper rifle scoping is acceptable to have camera mounts, even the swarm launcher. However with the assault rifle is clearly unacceptable to have such scope.
The rest has more to do with how they're going handel shot travel. Anything else I almost clueless about maybe the reload while running and reload matching animation/UI.
They've mentioned in IRC that they're working on weapon customization, so you'll be able to fit a scope of your own choosing on your weapons, as well as various other attachments most likely
Mavado V Noriega wrote:1. slow strafe speed that was nerfed AGAIN (no one asked for this CCP) 2. game still feels stiff and sluggish 3. frame rate drops really affect the gunplay
@iron wolf halo has a similar scope same as Resistance marksman. u dont necessarily need to see the gun, too many ppl accustom to other more military shooters. Anyway weapon customisation will solve this along with bringing back that caldari AR with the reflex sight
PS: side note.......CCP fix the tact AR and bring it back to single shot. kthnxbai Mavado, there was an entire massive thread calling for a strafe nerf in the Feedback section for quite a while. You have to keep your eyes open for things like that so that you can post counterpoints before everyone jumps on the bandwagon and gets things nerfed that don't need to be nerfed. |
Bosse Ansgar
47
|
Posted - 2012.10.06 22:11:00 -
[48] - Quote
Tony Calif wrote:Aighun wrote:As a non FPS aficionado the thing that I find the most frustrating about the gunplay is waiting for the game to catch up. It feels like there is a total lack of moment to moment gameplay.
Even though my reflexes are slow, the game is slower still. From turn and strafe speed, to throwing a grenade, to switching out weapons, to transitions between sprint and crouching, strafing and sprinting. This to me is a terrible thing on a multiplayer console shooting game because it almost totally negates the possibility of the player reacting to what is going on around them at the speed at which they can push buttons and move the sticks on the controller. So that hand eye coordination aspect of gaming, in this case gunplay, that has been a part of games since at least pong, or missile command, is noticeably absent from moment to moment "gunplay" where you are shooting at stuff and trying to avoid getting shot in return.
It feels more like I am playing a turn based strategy game, or RPG, or something like a Final Fantasy game, where you get your character into position, then the character or the player's fighting forces execute the attacks they are capable of with the gear they have equipped with minimal further input from the player.
This does make for great strategic gaming, but it is almost to the point where you can't even play as just a dude or lady that wants to jump into a game and shoot some stuff and blow some stuff up. It isn't that the game is better when playing as a team, it is almost not possible to play any other way. Your squad's position on the map relative to the enemy, the balance of gear between the members of a squad and a team, are now almost the entire focus of the game.
So I don't feel that like an individual merc, immersed in a war, where my own unique fighting skills actually matter on the battle field, moment to moment. That visceral and palpably physical connection to the game, where every second counts, where every nudge of the controller is meaningful, is not really there in this build.
Or, to put it succinctly, the game is too slow.
The good thing about this build is that so far it feels the most solid and balanced. And the strategic and abstract gameplay is very close to being balanced with the moment to moment physical gunplay. As others have said, if the speed of the game gets turned up a notch, across the board, without changing the speed of any one portion of the game relative to any other, that would be a huge improvement. +100 Best post since Codex was released. I appreciate you saying you aren't an FPS aficionado too. Puts perspective on how huge the changes are.
Agreed Gotta say I agree with Tony on 90% of his posts, but this one is definitely right on the money. |
Governor Odius
Doomheim
177
|
Posted - 2012.10.07 01:48:00 -
[49] - Quote
Add me to the list of people who don't get FPSes and why this one is "bad." For example, I like zooming by just looking in a camera. The ADS you guys all like, this one has a rifle and scope taking up 10% of my screen. That's annoying to me. |
Conraire
Zumari Force Projection Caldari State
52
|
Posted - 2012.10.07 02:10:00 -
[50] - Quote
1: Strafing speed.. Honestly I haven't noticed much of a difference with it. But, I do play KB/M, just like I prefer with any other first person shooter. I think they changed it to be more in line with what suit you're wearing. Heavy suits aren't meant to strafe. Assault suits seem pretty normal. And if you want to get into the strafing circle jerk fight, use a scout suit, but there you run the risk of dieing to not having a lot of armor or shields.
2: I think that's more of a controller issue. I had to fiddle with the settings a whole lot to get KB/m to work at an acceptable level. And it seems this patch, they somehow upped the the sensitivity, meaning I've had to monkey with it more. They may need to adjust the settings more for the DS3 controller. Though DS3 users have the advantage of Aim assist. Something I noticed, turning off aim assist at least in my case made the controls more responsive.
3: This seems to be a memory leak. I've had HUGE issues with this if I play for any long period of time. Say more than a couple hours. Usually the only way to fix it is to restart the PS3. Other instances only seem to occur when targeting specific players, don't even wanna guess at whats causing that. Could be something they're running in the background, or could be just interaction with their connections lag.
4: I think both the Tactical AR and the Breach AR need a good looking at. Anyone else here played Mass effect 3? To me if you've played ME3, you know what the Mattock, and Saber are. Those are both single shot, semi auto high damage guns. Both have improved scoping over the regular AR's. As of right now, the Tactical AR is completely borked, it does more damage than the Breach yet currently fires as fast as the assault, which it shouldn't do. That needs to be fixed. My other thing is the tactical needs slightly more damage for being single shot, in exchange make the clip size smaller. Breach rifles could probably use a mildy faster ROF, or much less spread due to reduced firing rate. |
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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.10.07 02:25:00 -
[51] - Quote
Lots is about WHO CAN CONSISTENTLY SHOOT AT THE UPPER TORSO |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.10.07 02:36:00 -
[52] - Quote
Moonracer2000 wrote:STUFF
moonracer, I don't know who you are, but you spoke the Word. Even tho out of context. |
Ghural
The Southern Legion
63
|
Posted - 2012.10.07 02:37:00 -
[53] - Quote
What is wrong with gunplay in Dust?
You mean besides it looking like a futuristic square dancing routine?
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Keradil Ledeuxieme
Doomheim
24
|
Posted - 2012.10.07 03:18:00 -
[54] - Quote
KEROSIINI-TERO wrote:Lots is about WHO CAN CONSISTENTLY SHOOT AT THE UPPER TORSO
Kind of like a real gunfight. Darn. |
Syeleos
Tronhadar Free Guard Minmatar Republic
17
|
Posted - 2012.10.07 04:01:00 -
[55] - Quote
Am I the only one who doesn't mind the scope? It doesn't obstruct the entire screen like ACOGs do in Battlefield or whatever, which is nice. As it stands, it works like an enhanced red dot that's comfortable, at least to me. |
Beast Beastlington
Bragian Order Amarr Empire
237
|
Posted - 2012.10.07 04:09:00 -
[56] - Quote
Some really hilarious posts in this thread.
Anyway, I have posted many times about the gun-play and why I have issues with it. Here's an earlier post which sums up my issues with the gun-play.
t's not an easy thing to define but I'll give you my take on it.
Before people start throwing around "lolz fanboy troll" accusations, I'd like to point out that I'm not a massive fan of any of the current crop of shooters. MAG was the last shooter I played a lot and lately, Battlefield 3 and Counter Strike: GO see a little, but not a ton of game time.
The first and most obvious thing about the guns in Dust is the sound. I'm particularly referring to the AR's. The "TIP TAP TIP TAP" sound doesn't give me a sense that I'm firing a high powered futuristic rifle (LOLZ ITZ A GAEM!!1!). Yes, it is a game but I feel that one of the important things that create a sense of connection to the on screen action is the sound. Currently, it's not good enough.
The second thing for me is the ADS view. It's jarring to say the least. I hope this view isn't going to be a permanent feature and we see something more akin to the E3 2011 view. Again, for me, it creates a disconnect between the weapon and the player. The weapon doesn't have any identity any more and is replaced with an ugly camera view.
I also feel there's a severe lack of feedback, both aural and tactile. Let's take COD: Black Ops as an example. When you are shooting an enemy you clearly hear "THUD" sounds and feel small vibrations in the control pad. It also has the hitmarkers on screen at the same time. Dust has the red X at the moment but it needs more IMO. There's also no enemy death noise and death animations are not up to the standard of other engines.
Face-offs at the moment tend to be very amateurish. It usually boils down to: see a player, aim, you both fire and strafe dance and winning feels arbitrary.
These are all things that add up to the satisfaction of a kill. The sense that you've outgunned someone and give you a greater sense of belonging to a huge battle. It don't think it's any use having grandiose ideas if the basic fundamentals are not there. Please, I implore you to play a game like Battlefield 3. Despite all of it's flaws, and they are numerous, you have a sense of connection to your weapon (levelling it up was a great idea) the war around you and most of all, take note of the sound design.
For most players out there, and Dust will need alot, it is these elements that keep them coming back IMO.
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Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.10.07 04:19:00 -
[57] - Quote
Lonewolf514 wrote:Crimson MoonV wrote:The problem with the gunplay at its core is the health to movement ratio. The movement we have now is designed for tactical shooters, while the amount of health we have is more for strafe and shoot games. We have 2 extremes that are designed for different type of shooters. In replication, gunfights would last forever and everyone would spin for days. Now the strafe speed is nerfed to hell but we still have insane amounts of health so gunfights still last forever. The gunfights have turned into turtle warfare in this past build. Quite tedious imho.
This isn't about tactical shooters vs arcade shooters. The problem on our hands is much more complicated then that. Health and movement speed need to be able to match each other in a smooth way. Either health needs to be lowered to match the incredibly slow strafe speeds, or they need to bring back strafing to match the insane amounts of health so that skill will be a factor in in this game again. someone tell this guy to sit down and stfu:P then pass him a beer. I thought my post was quite constructive. If I remember correctly I was already drinking when I posted this. Thanks for the brew but I got it covered. |
SkIlL Sh0oTeR
The Exemplars
50
|
Posted - 2012.10.07 04:19:00 -
[58] - Quote
The gunplay in this is just down right boring it takes forever to get to the main battle and then you spend most of the time running (speed walking) around trying to find an enemy and when you do it doesn't matter who has more skill cause its just who ever shoots who first win the battle. Its just way to slow, you can even at at someone when your scoped because either it doesn't move or it moves way to much.
i think DUST needs to move in the direction of MAG yes MAG i know its a sin to say that word but thats the one things Zipper got right with that game. You were able to move fast enough so that you can get around the map. you were able to strafe but not to the point were people were unable to aim at you, and jumping wasn't a big deal because you just adjusted your aim a little bit and that was it, also once you jumped you stopped shooting so that really reduce the amount of jumping in a gun fight.
But in IMO people who say to "ADAPT" to this new build should actually follow their own advice because in a FPS you are able to strafe jump and dodge in order to kill the enemy. This isn't an FPS anymore its just stand and hope that the person your shooting at runs out of HP before you do.
O and no i don't play COD. |
Crimson MoonV
Amarr Templars Amarr Empire
658
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Posted - 2012.10.07 04:26:00 -
[59] - Quote
SkIlL Sh0oTeR wrote:The gunplay in this is just down right boring it takes forever to get to the main battle and then you spend most of the time running (speed walking) around trying to find an enemy and when you do it doesn't matter who has more skill cause its just who ever shoots who first win the battle. Its just way to slow, you can even at at someone when your scoped because either it doesn't move or it moves way to much.
i think DUST needs to move in the direction of MAG yes MAG i know its a sin to say that word but thats the one things Zipper got right with that game. You were able to move fast enough so that you can get around the map. you were able to strafe but not to the point were people were unable to aim at you, and jumping wasn't a big deal because you just adjusted your aim a little bit and that was it, also once you jumped you stopped shooting so that really reduce the amount of jumping in a gun fight.
But in IMO people who say to "ADAPT" to this new build should actually follow their own advice because in a FPS you are able to strafe jump and dodge in order to kill the enemy. This isn't an FPS anymore its just stand and hope that the person your shooting at runs out of HP before you do.
O and no i don't play COD. Mag had the perfect amount of health and movement speed. You could turn on a scrub that is camping and win the gunfight if he sucks. I hate CoD style camping games where who ever sees the other person first wins. That takes no skill. You outsmarted the other person by hiding in a corner but does that doesn't make you better. |
Bosse Ansgar
47
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Posted - 2012.10.07 04:28:00 -
[60] - Quote
SkIlL Sh0oTeR wrote:The gunplay in this is just down right boring it takes forever to get to the main battle and then you spend most of the time running (speed walking) around trying to find an enemy and when you do it doesn't matter who has more skill cause its just who ever shoots who first win the battle. Its just way to slow, you can even at at someone when your scoped because either it doesn't move or it moves way to much.
i think DUST needs to move in the direction of MAG yes MAG i know its a sin to say that word but thats the one things Zipper got right with that game. You were able to move fast enough so that you can get around the map. you were able to strafe but not to the point were people were unable to aim at you, and jumping wasn't a big deal because you just adjusted your aim a little bit and that was it, also once you jumped you stopped shooting so that really reduce the amount of jumping in a gun fight.
But in IMO people who say to "ADAPT" to this new build should actually follow their own advice because in a FPS you are able to strafe jump and dodge in order to kill the enemy. This isn't an FPS anymore its just stand and hope that the person your shooting at runs out of HP before you do.
O and no i don't play COD.
Personally getting tired of people who don't care about the game being easily accessible to everyone crying ADAPT at everything. The whole point of the Beta is to fix the issues so that people don't HAVE to adapt. +1
in order to be a pick up and play shooter this game has to handle properly, and by adapting to the buggy system we have here we are doing this game a disservice. |
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