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SkIlL Sh0oTeR
The Exemplars
50
|
Posted - 2012.10.07 04:32:00 -
[61] - Quote
Crimson MoonV wrote: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.
the gunplay is one of the main reasons i played MAG it worked and made it fun. I put up with all the Zipper crap, the lag and the freezing because the gunplay made it fun. |
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.10.07 04:37:00 -
[62] - Quote
SkIlL Sh0oTeR wrote:Crimson MoonV wrote: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. the gunplay is one of the main reasons i played MAG it worked and made it fun. I put up with all the Zipper crap, the lag and the freezing because the gunplay made it fun. Exactly, the smooth gunplay pulled you in and the mmo aspects kept you playing. Just sucks we didn't get all the mmo aspects in mag that we needed. If we had clan battles I think mag would still be going strong as one of the best cult following fps out there. **** you sony for saying no to clan battles.
If dust can come even close to the smoothness that mag achieved I will play this game forever just because of all the great mmo aspects. I'm hoping for the best, yet fearing the worst. |
Bosse Ansgar
47
|
Posted - 2012.10.07 04:37:00 -
[63] - Quote
Crimson MoonV wrote: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.
Not hating on you for the cod comment, I hate COD and campers in general, however camping is a valid military tactic no matter how much it irritates you. It's not outsmarting people to camp, but it is punishing people who aren't careful to avoid open areas and wandering around without looking around. In fact sniping is nothing but camp-move-camp-move-etc.
Also, this game isn't as balanced as MAG because MAG didn't have the same system of gear and skills that this game has. You cannot expect this game to balance the same unless they entirely remove the different tiers of dropsuits and just have one of each type that basically would equate to perks in COD. Heavy would be damage resistant and slow, scout would be fast and weak, logistics would be somewhat weak, somewhat fast, and allow you to carry more items, and assault would be somewhat damage resistant and somewhat slower. |
SkIlL Sh0oTeR
The Exemplars
50
|
Posted - 2012.10.07 04:44:00 -
[64] - Quote
Bosse Ansgar wrote:Crimson MoonV wrote: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. Not hating on you for the cod comment, I hate COD and campers in general, however camping is a valid military tactic no matter how much it irritates you. It's not outsmarting people to camp, but it is punishing people who aren't careful to avoid open areas and wandering around without looking around. In fact sniping is nothing but camp-move-camp-move-etc. Also, this game isn't as balanced as MAG because MAG didn't have the same system of gear and skills that this game has. You cannot expect this game to balance the same unless they entirely remove the different tiers of dropsuits and just have one of each type that basically would equate to perks in COD. Heavy would be damage resistant and slow, scout would be fast and weak, logistics would be somewhat weak, somewhat fast, and allow you to carry more items, and assault would be somewhat damage resistant and somewhat slower.
you cant have a balanced game even MAG was unbalanced due to the difference in weapons, but if they changed the movement and strafe speeds to what mag was it would make the game more fun. |
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.10.07 04:46:00 -
[65] - Quote
Bosse Ansgar wrote:Crimson MoonV wrote: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. Not hating on you for the cod comment, I hate COD and campers in general, however camping is a valid military tactic no matter how much it irritates you. It's not outsmarting people to camp, but it is punishing people who aren't careful to avoid open areas and wandering around without looking around. In fact sniping is nothing but camp-move-camp-move-etc. Also, this game isn't as balanced as MAG because MAG didn't have the same system of gear and skills that this game has. You cannot expect this game to balance the same unless they entirely remove the different tiers of dropsuits and just have one of each type that basically would equate to perks in COD. Heavy would be damage resistant and slow, scout would be fast and weak, logistics would be somewhat weak, somewhat fast, and allow you to carry more items, and assault would be somewhat damage resistant and somewhat slower. I know its a legit tactic. I get drunk with my friends and play CoD occasionally. A certain amount of finesse is needed to play CoD. You have to somewhat camp and control the map/spawns. The people that just sit in one corner all game is pretty weak and actually makes for some really boring gameplay imho. There are ways to eliminate camping in fps though. Or at least limit its effectiveness.
I don't want a spin and strafe game. I do want enough movement and health to be able to turn on a camping scrub and kill them. I don't think that's asking to much. We have the health for it. We just need the movement speed to make this game more competitive. |
8404-0000 GREEN
Zumari Force Projection Caldari State
20
|
Posted - 2012.10.07 04:50:00 -
[66] - Quote
here's another spin on it. Keyboard or Dualshock for most of you? |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.10.07 04:53:00 -
[67] - Quote
8404-0000 GREEN wrote:here's another spin on it. Keyboard or Dualshock for most of you?
Dualshock. Let us hear the theory when you have gathered sufficient data.... |
Kain Gillian
Villore Sec Ops Gallente Federation
3
|
Posted - 2012.10.07 05:01:00 -
[68] - Quote
Pretty much just popped in to say that for a futuristic weapon, I absolutely prefer the current sights on the AR's. It provides far more information. So long as the map is not enormous, I can generally count on my teammates to shoot/see (and as such, I will on my radar see) any enemy that is flanking me. Last build, I did quite wonderful, managing not to fall any lower than second place. The sights completely boil down to preference.
That said, there are some issues. Inconsistancy of location damage is a big issue which leads a lot of players to shoot for the body and hope for the best. Headshots don't seem to make much of a difference unless you are using a sniper rifle. Not quite enough feedback, as someone else said. Personally, I've always hated the red "X" so many games use to convey the message of "target hit." I'd rather see/hear something a little more real; Blood/thud of a bullet. Don't get me wrong, I don't want over-the-top Unreal Tournament blood. More along the lines of MGS blood.
Also not enough feedback when taking damage. It would be nice to know whether my shield is taking damage or I am and some indication of how much damage I am taking (e.g., was that a sniper bullet that just took down 3/4 of my health or was that a stray pew-pew from an smg nicking my shield?) WITHOUT having to constantly glance at the HUD. Something along the lines of the screen getting jarred more for heavier hits in addition to the sound.
As far as movement goes... I'd rather NOT have this have ANY twitch elements in it. In full gear, you can't turn around and remain completely oriented at massively high speeds. That is one issue I have always taken with PC shooters; The high sensitivity of the mouse is too mechanically perfect to be compared to the movement/abilities of a human. It's great for games like Unreal, but for things like this and Battlefield.... Not so much.
One final thing; I rather like having the gunfights be as long as they are. It gives those of us with a level head the advantage. While that other person may be nervous looking at their health, I already know exactly where I'm going for cover and how to flank him. At the same time, the added health gives him a chance to clear his head and retaliate properly. After all, we are all in pretty hefty armor, you can't expect us to drop like we are in fatigues. |
Bosse Ansgar
47
|
Posted - 2012.10.07 05:15:00 -
[69] - Quote
Crimson MoonV wrote:Bosse Ansgar wrote:Crimson MoonV wrote: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. Not hating on you for the cod comment, I hate COD and campers in general, however camping is a valid military tactic no matter how much it irritates you. It's not outsmarting people to camp, but it is punishing people who aren't careful to avoid open areas and wandering around without looking around. In fact sniping is nothing but camp-move-camp-move-etc. Also, this game isn't as balanced as MAG because MAG didn't have the same system of gear and skills that this game has. You cannot expect this game to balance the same unless they entirely remove the different tiers of dropsuits and just have one of each type that basically would equate to perks in COD. Heavy would be damage resistant and slow, scout would be fast and weak, logistics would be somewhat weak, somewhat fast, and allow you to carry more items, and assault would be somewhat damage resistant and somewhat slower. I know its a legit tactic. I get drunk with my friends and play CoD occasionally. A certain amount of finesse is needed to play CoD. You have to somewhat camp and control the map/spawns. The people that just sit in one corner all game is pretty weak and actually makes for some really boring gameplay imho. There are ways to eliminate camping in fps though. Or at least limit its effectiveness. I don't want a spin and strafe game. I do want enough movement and health to be able to turn on a camping scrub and kill them. I don't think that's asking to much. We have the health for it. We just need the movement speed to make this game more competitive.
I have no issue with what you are wanting from the game, but in order for the game to be playable in that way the health for each class of dropsuit and damage for each type of gun has to be set and not tiered. Maybe a few different types of the same weapon, the more expensive ones with the least recoil and spread, but still not separated by huge jumps like these. If it's gonna be balanced like MAG it needs damage/health balance as well as a balance between movement and health.
That said, I think movement needs to be fixed to be based on the type of weapon you have equipped. Strafe and movement speed is faster for lighter weapons and slower for heavier ones. For the movement control and feel, MAG is definitely a great spring board for this game to start at, but even the MAG control needed a few small tweaks. I doubt we can convince CCP to use MAG's movement specs however.
Also, going prone. I've mentioned it many times, but it needs to be said. Make it a slow animation and prevent firing during the animation so it's only used strategically, but prone is needed. I get popped all the time over the top of a rail I'm taking cover behind by people who are just high enough to see the top of my head. I can't stand and run away fast enough, and I can't go prone to avoid enemy fire, so I'm taken out while reloading behind cover. Is it really cover if you can't go prone to take full advantage of it? |
SkIlL Sh0oTeR
The Exemplars
50
|
Posted - 2012.10.07 05:17:00 -
[70] - Quote
Bosse Ansgar wrote:Crimson MoonV wrote:Bosse Ansgar wrote:Crimson MoonV wrote: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. Not hating on you for the cod comment, I hate COD and campers in general, however camping is a valid military tactic no matter how much it irritates you. It's not outsmarting people to camp, but it is punishing people who aren't careful to avoid open areas and wandering around without looking around. In fact sniping is nothing but camp-move-camp-move-etc. Also, this game isn't as balanced as MAG because MAG didn't have the same system of gear and skills that this game has. You cannot expect this game to balance the same unless they entirely remove the different tiers of dropsuits and just have one of each type that basically would equate to perks in COD. Heavy would be damage resistant and slow, scout would be fast and weak, logistics would be somewhat weak, somewhat fast, and allow you to carry more items, and assault would be somewhat damage resistant and somewhat slower. I know its a legit tactic. I get drunk with my friends and play CoD occasionally. A certain amount of finesse is needed to play CoD. You have to somewhat camp and control the map/spawns. The people that just sit in one corner all game is pretty weak and actually makes for some really boring gameplay imho. There are ways to eliminate camping in fps though. Or at least limit its effectiveness. I don't want a spin and strafe game. I do want enough movement and health to be able to turn on a camping scrub and kill them. I don't think that's asking to much. We have the health for it. We just need the movement speed to make this game more competitive. I have no issue with what you are wanting from the game, but in order for the game to be playable in that way the health for each class of dropsuit and damage for each type of gun has to be set and not tiered. Maybe a few different types of the same weapon, the more expensive ones with the least recoil and spread, but still not separated by huge jumps like these. If it's gonna be balanced like MAG it needs damage/health balance as well as a balance between movement and health. That said, I think movement needs to be fixed to be based on the type of weapon you have equipped. Strafe and movement speed is faster for lighter weapons and slower for heavier ones. For the movement control and feel, MAG is definitely a great spring board for this game to start at, but even the MAG control needed a few small tweaks. I doubt we can convince CCP to use MAG's movement specs however. Also, going prone. I've mentioned it many times, but it needs to be said. Make it a slow animation and prevent firing during the animation so it's only used strategically, but prone is needed. I get popped all the time over the top of a rail I'm taking cover behind by people who are just high enough to see the top of my head. I can't stand and run away fast enough, and I can't go prone to avoid enemy fire, so I'm taken out while reloading behind cover. Is it really cover if you can't go prone to take full advantage of it?
yes prone this needs to be added i would love to be able to go under cover when trying to reload |
|
I'm Not Moejoe
Amarr Templars Amarr Empire
51
|
Posted - 2012.10.07 05:18:00 -
[71] - Quote
-Damage drops off dramatically over short distances -Analog stick sensitivity drops dramatically when you're sprinting which makes it difficult to aim and makes you feel sluggish. -Maps are extremely open, featureless almost boring, terrain is poor for good gunplay. -There can never really be true balance with the health mods/damage mods and such. -Also general lag caused by poor framerate/unresponsive UI which may never be fixed it seems. |
Bosse Ansgar
47
|
Posted - 2012.10.07 05:24:00 -
[72] - Quote
I'm Not Moejoe wrote:-Damage drops off dramatically over short distances -Analog stick sensitivity drops dramatically when you're sprinting which makes it difficult to aim and makes you feel sluggish. -Maps are extremely open, featureless almost boring, terrain is poor for good gunplay. -There can never really be true balance with the health mods/damage mods and such. -Also general lag caused by poor framerate/unresponsive UI which may never be fixed it seems.
Agree with all but the maps part. When we can call in installations and such, not to mention when player count goes up in battles, it's going to almost be overcrowded with LAVs, tanks, installations, etc. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
|
Posted - 2012.10.07 05:30:00 -
[73] - Quote
From where I sit there are two huge issues (I call them huge because they affect enjoyment/satisfaction from using a weapon the most):
1. The dual shock stick control feels terribly clunky and unprecise compared to some other PS3 FPS, how well you can control the gun with the controler is not matched well to the speed of opponent movement (this is most prominent on SR - it's hard to hit a non-stationary target with those). Of course I am not talking about adding autoaim - autoaim crutches could only hurt the game and make personal skills with weapons less imporant.
Also, here I want to mention the level of zoom in the game and ability to aim acurately - currently the game is not very conducive to taking advantage of headshots and therefore more precise aiming -- and this is exactly the kinda stuff that's fun about FPS - if you are good you be blindsided by an enemy but still win in the end by dodging and laying down more accurate fire with a headshot. I don't see this in Dust yet.
2. Weapons are hugely imbalanced. You will noticed that for every person using or killing with a any weapon other than AR there are 6 ppl who use AR, just because it's so hugely overpowered.
Other lesser issues - hit detection (this has got a lot better recently), difficulty finding right balance between various weapons damage and hp and speed of movement on various drop suits. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz RISE of LEGION
136
|
Posted - 2012.10.09 14:42:00 -
[74] - Quote
"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. "
I agree.
The feedback makes game immersion possible. Finding the balance that we all want - that only some games have achieved - will be wonderful. We know it must not be the CoD type, nor the Halo type, but a game all it's own. This build is better than the last - a few tweaks are need that many have pointed out - but it is not yet drawing me it. I want to be taken in by this game, have some close calls, some epic fights, and feel satisfied when I get a kill and get better at the game.
but right now I don't feel that I can really get better, i', not invested in becoming better. I play enough and figure out the maps, but the maps are a little bland. There is a great amount of open space for snipers, but little cover - imo - and there is not really a way to take advantage of it. There seems to be something missing - i don't know what that is, but it is what gets your adrenaline going and your heart racing when you are on your own. The immersion that makes me feel a part of the game. How is that done?
I believe that it would be by making me feel like I was in the game - my character was me. That is achieved through feedback, visual, auditory, and touch. Movement should feel like I would move - with all my equipment and armor (strafing should be measured for each suit differently ie, scout would be a speed tank). The ques in visual feedback should show my movement, where i'm getting shot from, the recoil from my weapon (helped or hindered by my armor) and just more to draw me in. Auditory should include my own actions, battle input from other players, environment, etc.
The gunplay feels off, because I feel separate from it. Drawing me in makes me want play, and keep playing, because I can still beat players that are my senior in experience - if I play smart and not just 1 on 1 gunfights - or work as a team. |
Ascendancy EVE
Seituoda Taskforce Command Caldari State
14
|
Posted - 2012.10.09 15:13:00 -
[75] - Quote
There could be some improvements, without reading any of the previous posts I'll post my thoughts:
1. The hit detection when shooting around railings should be addressed, a lot of times I will go for a shot in between railings and the railing (very thin) blocks the hit register on the enemy 2. Range fall off for ARs/Sub machine guns, I prefer the damage falloff better than range fall off. When the range falloff happens it just feels like the game is glitching. I'm never sure when I'm at long range whether I'll be able to hit some one or not. I often have to sample my range and if I'm out of range that same gives away my position. I like accuracy at long range, but I don't like to play with sniper rifles. I know cod uses a damage falloff for different gun types, ex. if bullet travels x distance, damage gets reduced by y and it is based off the type of gun your using. 3. Add laying down, I like having the option to reduce my guys hit area when I'm trying to be stealthy. I also like having the option to drop shot too at close range. 4. The close combat seems really stale, I don't know how this can be fixed. The strafe seems okay and the jump isn't bad but for some reason the close combat leaves me with a stale feeling. It may be how long it takes to kill some one or how many bullets, maybe having to reload while watching your enemy reload etc.. just cant place my finger on it. 5. The cover is lacking, most of it just doesn't seem very good(the smallest map is an exception though), there should be cover that allows you to walk around the map tactically. I often find myself in an open battle because I could not find any cover while moving from point a to point b. This is one of the most frustrating parts in my opinion.
That being said I really like the game play and expect it to improve over time. I'd be willing to play this version at release, overall I'm pretty happy with it(minus the orbital strike spamming but that is another topic). |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.10.09 15:33:00 -
[76] - Quote
I think a small increase in overall speed would definitely benefit combat, removing the deadzone from controls and alliwing much more finite control over them. Don't increase the strafe speed to pre codex levels however some gameplay balancing can be worked in with stamina like allow a faster strafe that consumes stamina, crimbing those slopes could consume stamina etc that all fits to affect gameplay a bit more.
However the difference in damage between different weapons and between HP could be tweaked around a bit to be slight more balanced within the same tier.
So a bit faster movement speed overall but keep the comparison between everything. The same as now, finite gun control, tweak the damage to hp comparison(I want to be able to tell wether I'm going up against a HP buffed assault or a different module focus.
I don't want halo like combat so aviod that, decreases in accuracy when just spraying, decrease when excessively hipfiring, decrease when airborne. |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
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Posted - 2012.10.09 15:48:00 -
[77] - Quote
Avenger 245 wrote:I think a small increase in overall speed would definitely benefit combat, removing the deadzone from controls and alliwing much more finite control over them. Don't increase the strafe speed to pre codex levels however some gameplay balancing can be worked in with stamina like allow a faster strafe that consumes stamina, crimbing those slopes could consume stamina etc that all fits to affect gameplay a bit more.
However the difference in damage between different weapons and between HP could be tweaked around a bit to be slight more balanced within the same tier.
So a bit faster movement speed overall but keep the comparison between everything. The same as now, finite gun control, tweak the damage to hp comparison(I want to be able to tell wether I'm going up against a HP buffed assault or a different module focus.
I don't want halo like combat so aviod that, decreases in accuracy when just spraying, decrease when excessively hipfiring, decrease when airborne.
Good thought about the hip fire accuracy that should be dirrectly related to how fast you are moving and being more sever than it is now, using a guns sights should be the only way to hit a target reliably at any range thats not close, this would be a acceptable balence for a minor base movement increase, hip fire accuracy could be in the order of Pistols>Shotguns>SMG>(possible inclusion Carbine)>AR>(possible inclusion Battle Rifle)>Sniper rifle, not sure how the HMG should be handled as its mostly a from the hip job so i think the starts up inaccurate and once spin up is accived then its more accurate that ccp already has in could be modified to facilitate any changes made to the other guns |
Auztin Dorriety
Tritan-Industries Legacy Rising
8
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Posted - 2012.10.09 15:54:00 -
[78] - Quote
Conraire wrote:. 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. I love my Mattock.
As for strafing it should be like this below. Precursor------------------------------------------l-------Codex |
Magpie Raven
ZionTCD Legacy Rising
161
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Posted - 2012.10.09 15:59:00 -
[79] - Quote
Just gotta say, some people talking about camping. There is a diffrence between camping and defending.
Camping= hiding in a bush, under a vehicle, behind a one way mirror type wall.
Defending= picking a spot, staying nearby covering bottlenecks and hitting people in your FOV
Also i dont like COD. First MW was good. Then just went downhill from there |
8404-0000 GREEN
Zumari Force Projection Caldari State
20
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Posted - 2012.10.09 21:21:00 -
[80] - Quote
Magpie Raven wrote:Just gotta say, some people talking about camping. There is a diffrence between camping and defending.
Camping= hiding in a bush, under a vehicle, behind a one way mirror type wall.
Defending= picking a spot, staying nearby covering bottlenecks and hitting people in your FOV
Also i dont like COD. First MW was good. Then just went downhill from there
fine line behind camping and defending, but ultimately your missing the part where defending is objective based and helps the team and actually sometimes shows good discipline, camping is done oneself and in secluded areas 1 way in, 1 way out areas. |
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Scholar Him
Sanmatar Kelkoons Minmatar Republic
29
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Posted - 2012.10.09 21:33:00 -
[81] - Quote
The game lacks the fundamentals that make every shooter good. Frame rate is the most important feature of any shooter. You can't have the screen dropping frames left and right and expect people to be happy about it. I could care less about how any of the graphics or scopes look if I can't even aim consistently. Furthermore, aiming is suppose to be about precision, however, the game forces you to spray at close range or die. They are neglecting the majority of gamers that prefer to actually aim their shots at close range.
Fix these two fundamentals and they will fix gun play. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2012.10.16 23:26:00 -
[82] - Quote
8404-0000 GREEN wrote:Magpie Raven wrote:Just gotta say, some people talking about camping. There is a diffrence between camping and defending.
Camping= hiding in a bush, under a vehicle, behind a one way mirror type wall.
Defending= picking a spot, staying nearby covering bottlenecks and hitting people in your FOV
Also i dont like COD. First MW was good. Then just went downhill from there fine line behind camping and defending, but ultimately your missing the part where defending is objective based and helps the team and actually sometimes shows good discipline, camping is done oneself and in secluded areas 1 way in, 1 way out areas. To clarify a bit:
The distinction between camping and defending is somewhere else than the surroundings it is done in.
It's in the motivation to do it: Probably just in order to get personal kills.
An indicator on that might be whether the camper/defender LEAVES the place if he would be more useful elsewhere. |
Templar Two
Villore Sec Ops Gallente Federation
459
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Posted - 2012.10.17 07:50:00 -
[83] - Quote
There is one easy way to understand why Dust is such a poor FPS. Play another FPS, a major franchise such as such as Crysis (better Crysis 1) , BF, COD, KZ, Halo, Doom, MOH, and you will see/feel the difference yourself. |
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