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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.10.11 12:24:00 -
[1] - Quote
Sha Kharn Clone wrote:Even with higher sprint speed a scout would be insane to take on a hmg. CCP made it very very clear that if a scout gets close to a hvy it should be game on. This is not the case and your fix wont make this so. Still + 1 because this is a very important topic and your right about playstyles. The side to side strafing was stupid yes but now we dont even have circle strafing. Why not give it back its high strafe speed but make it a little slower to change back and strafe the other way? TBH I dont really know all I know is its ruined the game for alot of peeps and nowdays camping will get you everywhere.
Camping?? that gets folks dead like snipers who stay in one spot or folks that depend on cover way too much since IMHO its better to get an angle on them and shoot and they die.
In this build the danceing shotgun pixies who made fun of a full HMG clip at head on are gone and heavies are now a bit better but still need a bit more health.
The scout needs a faster linear movement speed and the assault needs a slower linear movement speed when running to take objectives. Strafeing is good where its at right now.
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.10.11 12:30:00 -
[2] - Quote
Laurent Cazaderon wrote:Sha Kharn Clone wrote:Even with higher sprint speed a scout would be insane to take on a hmg. CCP made it very very clear that if a scout gets close to a hvy it should be game on. This is not the case and your fix wont make this so. Still + 1 because this is a very important topic and your right about playstyles. The side to side strafing was stupid yes but now we dont even have circle strafing. Why not give it back its high strafe speed but make it a little slower to change back and strafe the other way? TBH I dont really know all I know is its ruined the game for alot of peeps and nowdays camping will get you everywhere. I'm with you dude yet camping isnt that much present at the moment. I still manage to go forward objectives without being corner-waited each time. But, there's situations now where you have absolutely no chance to have any impact on the result when you had it before in precursor. It's not especially regarding killing a guy as much as it is about finding cover or exhausting a dude's ammo before having a chance to counter attack. And THAT is bothering me. big time.
Now its about tactical awareness of where the enemy is and where they are looking at for a proper avenue of attack versus lasts build of who cares how many are in front of me and my NEO bullet dodge moves.
I much prefer this build where when I see a heavy/HMG combo its no longer ohhh! look at the free kill as now the CQC defense move is RUN!! away! from the heavy. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.10.11 12:51:00 -
[3] - Quote
Sha Kharn Clone wrote:Lol well I would say I'm right behind you on that one but thats not really true I would be waaaay infront running like a little pansy....from almost everything all the time.
Hvy hmg is just insane now and its lost its only predator the CQB scout.
Stopped playing my hmg char and deleted it because I should be working on my poor gungame skills not rofl stomping eveything.
In CQC a heavy/HMG is scary but out in the open an AR or a laser with light sharpshooter L5 and the heavy just dies, dies and sends me hate mail.
The scout with Vigor, Endurance and mobility at L5 is very fun to use versus a slower moving assault and I think the only thing missing to make the scout really scarey is some vegetation to hide in. Oh and some no waiting to use novaknifes and folks can play scout Jason/hockey mask.
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.10.11 12:57:00 -
[4] - Quote
KingBabar wrote:I'd like to get some actual feedback on my idea.
Under the assumtion that: Low speed = proper hit detection.
Wouldn't that make the removal or reduction of "getting slowed down even further by enemy fire" be the right course of action to minimize the annoyance and restoring at least a little of the movement game?
Yes that mechanic needs to go since now with slower speeds its no longer needed to ensure proper hit sync of shooter and shootee.
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.10.11 13:05:00 -
[5] - Quote
Ky'noke Vyrus wrote:Scouts were meant to take on heavys. It should take a rediculously long time if 1v1 but with circle strafing a shotgun scout or smg scout should win if they close without getting killed. Scouts need strafe boost back and hvys need a health boost back. Read some of the early posts from devs. This is how the game was intended..
Nah since it invalidates leveling up sharpshooter skills. And just as early DEV posts about EVE do not equal EVE in its present state such is the expected state of Dust. Its an evolving enterprise and not a set in stone roadmap. Whats missing are absent game balance components such as a simple glue trap deployable only by scouts to trap enemy soldiers.
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.10.12 13:34:00 -
[6] - Quote
Laurent Cazaderon wrote:Mobius Wyvern wrote: WHY does everyone assume that lowering the strafe speed was only done to fix hit detection, and that by extension that that was the sum total of their solution?
Its crap like this that makes me stay away from the forums on some of the other games I test. The community decides something is true and starts ranting about it to the exception of all possible evidence to the contrary. I'm going to be damn glad when everyone is back at the office so we can get clarification in IRC that these "observations" are garbage.
Apparently, the lowered speed movement is only linked to the new infantry physic model. Wich i find pretty bad btw... Players bumping, wall of glass, chaotic movements on relief area etc... And regarding taking out the speed decrease when hit, i'd rather get straffing back to a decent level than this. And once more, saying that it is only in this build that there's a point in playing smart, using cover or adapting fit to situations just amazes me.....
NAH!! The problem WAS with NEO dodge moves folks needed ZERO strategy and ZERO tactical thinking as it was just get up in the face of folks and shoot, strafe, strafe with a modded controller to win.
Tactical and strategic thinking is always needed but until THIS BUILD it was never REQUIRED. This build folks need to pay attention to where the orange dots are faceing and PLAN an attack. In this build if folks want to camp then they die to bullets/lasers from folks that flanked them or went behind them and did the SURPRISE!! bullet tag.
The only thing I want is proxy chat so that I can creep up on an enemy sniper and say watcha sniping?? oh cool well ya missed one!! militia smg to snipers head. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.10.12 14:15:00 -
[7] - Quote
Mobius Wyvern wrote:For all the statements on cover, I now have one thing to say: What good is cover when your strafe speed is too low to let you get into cover before you die?
What are you talking about?? I shoot and the enemy shoots and I go around a truck or whatever cover is at hand when my shields are down. Enemy follows expecting an easy kill and they get an SMG "greeting" that in most cases results in a dead enemy clone.
O h look! theres cover a hundred yards away so lets strafe until we get there?? Its up to you to decide what cover to use and how to get there. Endurance, Vigor and Mobility at L5 do help.
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.10.12 14:29:00 -
[8] - Quote
Once we have deployable turrets then we have a whole new game where strafeing will be a minor concern versus three large blaster turrets close to an objective waiting for "volunteers" either on foot or in jeeps or tanks.
And place anywhere squad deployable turrets are going to mix it up also?? |
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