Axirts
Misfits of Mayhem
27
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Posted - 2013.01.04 02:13:00 -
[1] - Quote
If it's already been posted sorry.
I'm sure this is something that is constantly being worked on but the thing about dust that frustrates me to no end is when I join a match and it's already decided. I get placed on the losing side of a match, sometimes as bad as 20-55, more often than the lobby or winning matches combined. Then three seconds after I join it says one minute remaining. I try not to be a jerk so I actually stay but some how always manage to spawn where the enemy team is all huddled (very common when you're losing by that much.) I wouldn't mind if it was one or two people but on countless occasions it would be a group of at least six and I would be completely alone.
It should never put you in a game that's more than 75% over or with a team that is losing by more than 49%.
I understand the desire to move away from all the other fps games but there is a clear reason why you spawn on teammates. At least you aren't alone. The uplinks feel broken. I have been on both ends of camping at uplinks and it isn't fun to headshot a target that has yet to even move. And, if your team decides to leave an uplink then you also have no idea whether or not there are enemies around it. It has gotten to the point where I just hit square for every spawn because it only takes one idiot to place it in the most obvious and exposed spot to give up the win.
Uplinks should be like a backpack or beacon stuck to a player or there should be a separate item that does so and/or stationary uplinks should have some small radar.
The scout dropsuits feel useless to me. I have yet to feel the effects of a reduced scan profile and the movement difference is barely noticeabe. I no longer use scout suits as the assault is quite sturdier, has more slots for equipment, and costs less.
I have put points into increasing light weapon range and I find that the assault rifle hits targets almost as far and as well as the sniper. The only time I take a sniper is to headshot heavies (which should be but isn't a one hit kill.) The beta maps currently are not sniper friendly as the assault rifle (or any other weapon) with upgraded range can hit most of the way across the field. |
Sark Gosuken
0
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Posted - 2013.01.04 10:11:00 -
[2] - Quote
i agree. i've experienced this poor spawn situation plenty of times. the respawn screen needs to allow for quick simplified decisions: - default <- whatever that means, i usually just think of it as 'lemme jump and die' option - quick list of other locations: 1, 2, 3 / uplink / whatever: select [browse] one from map with D-Pad. have a nice day <--my suggestion/not yet implemented i have tried 'choosing a spawnpoint' manually and have no idea what the UI is trying to tell me. so, you guessed it right, i press square for default location and cross my fingers while thinking about the creepy great chance i might spawn having an enemy 5 meters behind me. i shouldn't have to read a manual to select a tactically safe spawn location. oh wait. it doesn't work anyway. the formula of automatically spawning on (an out-of-harms-way) teammate can be exploited but, as the OP says, at least you're not alone. for this game i wouldn't even go that way. but it sounds better than whats going on now. about sniper rifles: long range pellet gun 4 direct hits on a heavy guy in the open, no medic fixing/recharging, still had 15% hp to go or so.. i know you're gonna say "he prolly had augmentations and stuff", against light arms, sure.. "one shot, one kill" only if headshot? there is a long way to go here since graphics for players at long range are quite bad. jerky movements, no defined path, moving 6 meters per second... all conventional shooting paradigms go out the window that said, heavies seem as fast any other class on average. in fact, i think players of all classes move ridiculously fast overall, making it quite cumbersome for tactical shooting. overhaul, anyone? |