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Cortez The Killer
Immobile Infantry
187
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Posted - 2012.11.07 05:39:00 -
[1] - Quote
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.
Also the high end gear seems too powerful. Prototype gear is a massive advantage. When you combine this with the inability to strafe and turn and move quickly, even a good player new to the game will lose to a mediocre player who has been playing for a couple months.
Finally I think we need more variety in maps. Almost all the maps atm, even the ambush maps, cater to vehicles. I would like to see some maps that emphasize infantry combat and aren't exposed to constant dropship and tank fire.
So far for console gaming, Dust is my first. I did download the CoD demo last night just to see what else is out there. It is a prettier game, and smoother shooting mechanics. Dust seems a bit rough and ragged in comparison, but also more precise. It is harder to draw a bead on someone in Dust compared to the demo version of CoD, but I got hits in CoD for firing 6" to the side of a hostiles armpit. It's like there's a hit bubble around targets.( Edit: to be fair, I have killed more than once by sniping somebodys foot, if that was all I had to shoot at)
High end gear is supposed to be very powerful in Dust. Proto gear is supposed to have a massive advantage. That is the reward for either time (passive skill gains), skills (active skill gains), or both. Good players new to the game will still get humbled when facing organized squads in proto gear. The game is working as intended. Suck it up, buttercup.
More maps are coming, so we are promised. More maps to the tune of 3,000+ unique maps, each customizable by the sovereign owner of the planetary district. For the time being, I'm all for CCP tossing us a few bones both on map variety and size.
For the OP, the only thing I could ask for (that I haven't already) would be the ability to sell salvaged items on the market for the same useless ISK that we buy with. Dust ISK may be currently useless on TQ, but it is important here. If you have played for more than a week you have millions in loot that you will never use, but skills that you cannot afford. Let's pressure test the market sometime next year when we are even close to loading Dust on to TQ. For now, the logic of being able to buy from the NPC market but not sell has not been explained. |
Cortez The Killer
Immobile Infantry
187
|
Posted - 2012.11.07 07:34:00 -
[2] - Quote
Killer Cuttlefish wrote:Everything needs fixing. This is far too ambitious and quite rubbish. It's horribly unbalanced for new players. You can't even move 20 feet without getting smoked by some lifeless tool who does nothing but play all day and has the best gear. There's lag all over the place too. I don't know how many times it's just paused for a second. The controls are also crap. I wouldn't be surprised if K&M users are owning everyone. There's no middle ground with sensitivity, it's either slow as **** or you lose all fine control. It might be free to play, but I'm not wasting my time with it. At least you get quality out of a game you pay for.
Matchmaking changes would be a great idea. Being a semi-closed Beta, there may not be a sufficient number of active players to make a skillpoint/equipment/whatever distinction in public matches. We have all been in matches that were essentially over within the first few minutes, both on the blue and red side of the asswhuppin. It is only slightly more fun if you happen to be on the blue team that has a team redlined with near full shields.
We just had a skillpoint reset roughly a month ago. As much as the disparity is now, can you imagine what it will be like for a new player when 50% or more of fielded suits have 10m+ SP and funds that will boggle the new players' mind? Corp battles will help this to some degree, but not to a large degree until corp members have ISK to spare for corp battle funding.
Lag is bad at times and it costs suits to even good players that cough up 100k or more per suit. Per infantry suit. Hopefully this is something CCP can modify, but most likely it is strongly affected by ping times that CCP has no control over. Being a single shard/server game there's onlt so much they can do. They pulled off TiDi as a solution for Eve (Time Dilation) in regards to lag, maybe some drunk Icelander will draw up a stroke of genius on a napkin to handle this.
I don't do KB/Mouse, so that's it. |
Cortez The Killer
Immobile Infantry
187
|
Posted - 2012.11.07 08:50:00 -
[3] - Quote
dudeytron wrote:Get rid of snipers...all my issues solved.
But snipers love you, why you hate?
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Cortez The Killer
Immobile Infantry
187
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Posted - 2012.11.07 08:58:00 -
[4] - Quote
Ten-Sidhe wrote:Larger player count would be nice.
Add sight options, I don't dislike the camera sight. It looks like and is a camera, but I would like other options. A Reflex could boost close in hip fire, the camera long range hip fire once we have gun modifications. Standard sight should be more normal on ar to make the majority happy.
The ar needs more recoil.
The strafe seems ok now, a little more would be welcome in my opinion.
A cover system would be great.
A option to play in third like in quarters or in first would be nice, could help sell the aur suits if the one that bought it can see it in battle.
I like the stamina, but maybe a across the board increase would be good, it was great in e3, the maps are bigger now so maybe add 10% to all the suits. And a 2 to 5% per level increase to sprint speed attached to the skill that unlocks sprint modules would also help with big maps.
I would also like prone, maybe make it take a second to go into or out off.
Suits could have weak spots other then head, head looks like the most armoured part of scout for example.
More building that can be entered and tunnels would be nice.
The ewar modules, market, and other known future features added.
The gun models should be modular, so the breech could have a shorter barrel and tac a longer one fot example. This would allow differences while keeping the number of models needed small. Proto/adv/aur could be different colour of the same model.
What do you mean by a cover system? Stuff to hide behind or duck behind?
Suits could use a better soft spot than the armored head, but that might throw headshotting for a loop. It would be very funny to see suits limping after a shot in the chops, on a light note. |
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