Indy Strizer
Pink Fluffy Bounty Hunterz RISE of LEGION
52
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Posted - 2013.02.25 02:36:00 -
[1] - Quote
These are some random thoughts I've had about the game in general... They aren't about any specific feature or anything like that...
I've been playing this build and to be honest, I'm a little burned out lately, but I've been having quite a bit of fun although the bugs get irritating sometimes, even discouraging, I don't blame anybody for trying this beta and walking away honestly... I must say though, I look forward to the next build...
First off, my thoughts on Skirmish...
One of the issues I feel is that, in an attempt to make combat more constant, we've been cramped into smaller maps with more spawn points everywhere like CRU's... Hell... We can even spawn on the objectives themselves... I don't know, but that is just not right to me. Players should not just get an objective and sit on it with the ability to spawn on it constantly, unless it's some sorta lesser objective, like a CRU, then yes...
It creates this sense that enemies are charging towards whatever objective I happen to be defending from any and all directions, most combat in this game feels like it's just people shooting me from behind, I wouldn't mind this, but I never really feel like I'm being flanked, I never feel I'm being outplayed, I just happen to be getting shot at by multiple people from multiple directions, which would be fun if I could move as quickly as before... Meh...
What makes it worse, is the heavies...
Heavies will spawn in, pick a red letter, and run at it wrecklessly, they'll kill one person before someone else finishes them off. I know it's a dead horse, but there is just one concern I'd like to put out there- I don't think the heavy's lack of mobility is really a weakness, it just isn't relevant to them the same way hit points are to a scout because damn- hit points are definitely an issue for a scout. Mobility for the heavy? Nope... The only time I've heard heavies complain is when they're running from the spawn to the objectives which might take an entire minute or so to reach... but, so does everybody else... Otherwise, they run from objective to objective just as easily for most part. I've had heavies chasing me for over 3 minutes, yes, they can keep up. I'll lead them on and try to play the situation to my advantage, but to be honest, I know I have an advantage mobility wise, but I don't think it's enough... Not to mention the fact that a free LAV can instantly negate their supposed weakness... They're simply not slow enough, I think the heavies base speed should be lowered...
However, if that were to happen, I know they'd be incredibly easy to kill, so we'd eventually have to bump up their health to compensate and then finally they can... Well... Play like heavies....?
The stamina system could also use some tweaking, I can just press L3 as soon as I run out of stamina to keep running as I gain my stamina, what is the point? Is it's sole purpose is to prevent bunny hopping. It's actually pretty sad to watch a scout struggle to climb over some boxes to get into the facilities honestly, these guys should be quick an efficient infiltrators and they can't even do that. If people want to bunny hop maybe around 10 times, then sure, let them upgrade their skills, but otherwise, navigating the enviroment should not be this bad.
Like heavies, tanks also might be too fast, especially when players use keyboard, but slowing them down is not something I'd do because it's already hard to get away from AV- swarms going around corners, it'd be cool if the same thing happened to tanks, if they had a HP buff and were maybe slowed down so players in Ambush won't get overwhelmed by a tank driving in circles on a tiny map, also, I think if we did this, players would not feel so dependant on Precision Strikes, this is another dynamic I have mixed feelings about... Again, I'm not sure if the intended trade-off for a tank is it's lack of mobility, but I've seen the way tanks play, they tend do more long distance engagements, but some blaster tanks are a bit ridiculous with how fast they can be, rolling through the maps wrecklessly laying waste to infantry, especially in Ambush, I think if they were slowed down, stupid tankers wouldn't seem quite as invincible.
Then there is the fact that maps might be too small, but I'm sure players think maps are too big because of player count, how long it takes to get to enemy players. I personally would love bigger maps, more players, to me it is a step backwards to want anything less for this game.
This is all I can think of for now, I hope this post gets some thoughts going about things |
Y0UR NAME HERE
Imperfects Negative-Feedback
441
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Posted - 2013.02.25 02:42:00 -
[2] - Quote
Indy Strizer wrote:These are some random thoughts I've had about the game in general... They aren't about any specific feature or anything like that...
I've been playing this build and to be honest, I'm a little burned out lately, but I've been having quite a bit of fun although the bugs get irritating sometimes, even discouraging, I don't blame anybody for trying this beta and walking away honestly... I must say though, I look forward to the next build...
First off, my thoughts on Skirmish...
One of the issues I feel is that, in an attempt to make combat more constant, we've been cramped into smaller maps with more spawn points everywhere like CRU's... Hell... We can even spawn on the objectives themselves... I don't know, but that is just not right to me. Players should not just get an objective and sit on it with the ability to spawn on it constantly, unless it's some sorta lesser objective, like a CRU, then yes...
It creates this sense that enemies are charging towards whatever objective I happen to be defending from any and all directions, most combat in this game feels like it's just people shooting me from behind, I wouldn't mind this, but I never really feel like I'm being flanked, I never feel I'm being outplayed, I just happen to be getting shot at by multiple people from multiple directions, which would be fun if I could move as quickly as before... Meh...
What makes it worse, is the heavies...
Heavies will spawn in, pick a red letter, and run at it wrecklessly, they'll kill one person before someone else finishes them off. I know it's a dead horse, but there is just one concern I'd like to put out there- I don't think the heavy's lack of mobility is really a weakness, it just isn't relevant to them the same way hit points are to a scout because damn- hit points are definitely an issue for a scout. Mobility for the heavy? Nope... The only time I've heard heavies complain is when they're running from the spawn to the objectives which might take an entire minute or so to reach... but, so does everybody else... Otherwise, they run from objective to objective just as easily for most part. I've had heavies chasing me for over 3 minutes, yes, they can keep up. I'll lead them on and try to play the situation to my advantage, but to be honest, I know I have an advantage mobility wise, but I don't think it's enough... Not to mention the fact that a free LAV can instantly negate their supposed weakness... They're simply not slow enough, I think the heavies base speed should be lowered...
However, if that were to happen, I know they'd be incredibly easy to kill, so we'd eventually have to bump up their health to compensate and then finally they can... Well... Play like heavies....?
The stamina system could also use some tweaking, I can just press L3 as soon as I run out of stamina to keep running as I gain my stamina, what is the point? It's sole purpose is to prevent bunny hopping. It's actually pretty sad to watch a scout struggle to climb over some boxes to get into the facilities honestly. If people want to bunny hop 10 times, then sure, let them upgrade their skills, but otherwise, movement should not be this frustrating...
Like heavies, tanks also might be too fast, especially when players use keyboard, but slowing them down is not something I'd do because it's already hard to get away from AV- swarms going around corners, it'd be cool if the same thing happened to tanks, if they had a HP buff and were maybe slowed down so players in Ambush won't get overwhelmed by a tank driving in circles on a tiny map, also, I think if we did this, players would not feel so dependant on Precision Strikes, this is another dynamic I have mixed feelings about... Again, I'm not sure if the intended trade-off for a tank is it's lack of mobility, but I've seen the way tanks play, they tend do more long distance engagements, but some blaster tanks are a bit ridiculous with how fast they can be, rolling through the maps wrecklessly laying waste to infantry, especially in Ambush, I think if they were slowed down, stupid tankers wouldn't seem quite as invincible.
Then there is the fact that maps might be too small, but I'm sure players think maps are too big because of player count, how long it takes to get to enemy players. I personally would love bigger maps, more players, to me it is a step backwards to want anything less for this game.
This is all I can think of for now, I hope this post gets some thoughts going about things
Post tank comments in my fixing tanks thread!! We must be heard lol.
But ya, very nice post.
I always like reading the ones thought out and people taking effort to put their thoughts out.
Like you said, slowing tanks atm would be bad, its the only defense from a guaranteed death for the time being, you'd think tank would, well be able to tank, but they can't.
Trying to jump on this game is bad yep, 3 jumps your done.
I think heavy should take longer to get in and out of LAV's.
Right now its being abused.
+1
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