Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2012.12.30 19:57:00 -
[1] - Quote
I know some people hate this and me (), but the game needs fluidity and diversity. In Replication, every module that you placed on your suit gave you a significant advantage. The higher movement and jump speeds allowed for faster paced, more eventful combat. At the moment, it's just:
1. Run 2. ADS 3. Shoot
Sure, there are better circumstances, but the majority of game play is like this. Early on, most won't know about this, but terrain was a massive obstacle/weapon. In the old Skirmish map, remember that bridge? The key point? Remember the two CRU's the team fought over, because they defined the battle? Remember when you could jump over a cliff, take out an enemy, sprint back, dodge fire, and get advantage by moving to key places? Remember the balance of turrets? Used to hold enemies back, not snipe from across the map.
Some may say that "Replication was buggy and lame". But what if we played it now. It would be amazing. Replication was THE build that defined what Dust is about, uniqueness. You're drop suit was what made you good, but your actual skills were also needed to survive. Chromosome does the same, but in a much blander way. Any other opinions? |
SoTa PoP
Internal Error. Negative-Feedback
1772
|
Posted - 2012.12.30 20:00:00 -
[2] - Quote
Icy Tiger wrote:I know some people hate this and me ( ), but the game needs fluidity and diversity. In Replication, every module that you placed on your suit gave you a significant advantage. The higher movement and jump speeds allowed for faster paced, more eventful combat. At the moment, it's just: 1. Run 2. ADS 3. Shoot Sure, there are better circumstances, but the majority of game play is like this. Early on, most won't know about this, but terrain was a massive obstacle/weapon. In the old Skirmish map, remember that bridge? The key point? Remember the two CRU's the team fought over, because they defined the battle? Remember when you could jump over a cliff, take out an enemy, sprint back, dodge fire, and get advantage by moving to key places? Remember the balance of turrets? Used to hold enemies back, not snipe from across the map. Some may say that "Replication was buggy and lame". But what if we played it now. It would be amazing. Replication was THE build that defined what Dust is about, uniqueness. You're drop suit was what made you good, but your actual skills were also needed to survive. Chromosome does the same, but in a much blander way. Any other opinions? Now this is a feedback thread lol.
Also - didn't replication have some horrible draw backs that a lot of people called game ruining? What about those? |
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2012.12.30 20:06:00 -
[3] - Quote
SoTa PoP wrote:Icy Tiger wrote:I know some people hate this and me ( ), but the game needs fluidity and diversity. In Replication, every module that you placed on your suit gave you a significant advantage. The higher movement and jump speeds allowed for faster paced, more eventful combat. At the moment, it's just: 1. Run 2. ADS 3. Shoot Sure, there are better circumstances, but the majority of game play is like this. Early on, most won't know about this, but terrain was a massive obstacle/weapon. In the old Skirmish map, remember that bridge? The key point? Remember the two CRU's the team fought over, because they defined the battle? Remember when you could jump over a cliff, take out an enemy, sprint back, dodge fire, and get advantage by moving to key places? Remember the balance of turrets? Used to hold enemies back, not snipe from across the map. Some may say that "Replication was buggy and lame". But what if we played it now. It would be amazing. Replication was THE build that defined what Dust is about, uniqueness. You're drop suit was what made you good, but your actual skills were also needed to survive. Chromosome does the same, but in a much blander way. Any other opinions? Now this is a feedback thread lol. Also - didn't replication have some horrible draw backs that a lot of people called game ruining? What about those? Incredibly buggy, Swarms were instakill, and Heavy HMG combo was godlike. As someone who used none of those, I still had more fun than I've had in the past few builds. |
MItt R0mney
Doomheim
58
|
Posted - 2012.12.30 20:45:00 -
[4] - Quote
Icy Tiger wrote:I know some people hate this and me ( ), but the game needs fluidity and diversity. In Replication, every module that you placed on your suit gave you a significant advantage. The higher movement and jump speeds allowed for faster paced, more eventful combat. At the moment, it's just: 1. Run 2. ADS 3. Shoot Sure, there are better circumstances, but the majority of game play is like this. Early on, most won't know about this, but terrain was a massive obstacle/weapon. In the old Skirmish map, remember that bridge? The key point? Remember the two CRU's the team fought over, because they defined the battle? Remember when you could jump over a cliff, take out an enemy, sprint back, dodge fire, and get advantage by moving to key places? Remember the balance of turrets? Used to hold enemies back, not snipe from across the map. Some may say that "Replication was buggy and lame". But what if we played it now. It would be amazing. Replication was THE build that defined what Dust is about, uniqueness. You're drop suit was what made you good, but your actual skills were also needed to survive. Chromosome does the same, but in a much blander way. Any other opinions?
The reason Replication was awesome was because of the map and game mode. The game mode forced the two teams to clash head on. The current skirmish mode is just a cluster- **** of people running back and forth capping objectives which makes the gameplay feel bland and repetitive.
Modules had nothing to do with the fluidity of Replication gameplay. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.12.30 20:56:00 -
[5] - Quote
If all it is is "run, ADS, shoot" you're playing as a blueberry/grunt. |
|
GM Hercules
Game Masters C C P Alliance
335
|
Posted - 2012.12.30 21:19:00 -
[6] - Quote
Moved from general discussion. |
|
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
|
Posted - 2012.12.30 22:04:00 -
[7] - Quote
I see this build as whole to be far superior to the old ones the only thing in my opinion that was actually better back then was the match type is was quite fond of the attack deffend mentality now it feels too disorganise, and perhaps vehicles were better in old build but i tend to avoid them
The rest is much better Hit detection is fixed!(i honestly never thought id say that at one point), Lag is improved vastly, frame rate is resoved (again), pacing is slowed but thats making the game better more imersive as a war game and adds layers of planning to positioning i can no longer just run out and expect to survive because nothing can hit me due to dodging, long range fights are actually viable now, CQC is still fast enough with out having that dance feel to it of the last few builds that 30 second strafe dance as much as some people liked that method of fighting it also was putting alot of people off in my opinion this here now is a good mix of both styles of play, and iam not even sure how many glitches there were
I honestly think all downsides are not worth the few things it had going for it |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |