Atlas Exenthal
mnemonic.
32
|
Posted - 2013.03.14 00:15:00 -
[1] - Quote
Every day, I find a new reason to stop playing until the next build. I keep coming back, but that doesn't make these issues any less important.
Removing CRUs/Supply Depots from vanilla Ambush First and foremost, these need to go. They serve no purpose for vanilla Ambush other than acting as artificial choke points, sources of lag, and an exclamation point in the games awful map design & spawn mechanics. In OMS, these make some sense, but in vanilla Ambush, these need to go. There are no points on interest in these maps, and vanilla Ambush maps are even smaller than OMS variants, so they really serve no purpose.
Spawn Mechanics in Ambush These need to be heavily reworked. I don't know what level of "testing" was done, but the new mechanics are vastly inferior to the last iteration. Sure, you may not spawn infront of a hostile at the start of the match, but the second your awful team gets pinched, you're spawning in a meatgrinder. It's awful and there's absolutely no excuse for it.
Vehicle Caps on Small Ambush Maps These need to be looked at. I don't know how many games I've played where there are 3 tanks on the opposing team on a tiny map like Manus Peak, rendering the match either boring (if friendly) or unplayable (of hostile). When it comes to pub games, these can get a bit ridiculous. Yes yes, I'm about to be flamed by the butthurt folks about how you can easily roll and AV fit and *maybe* your team will be coordinated enough to take them out.. However, Running an AV suit takes at least 2 clones PER PERSON, so when it comes to vanilla Ambush, that's a tall order.
LAG This goes for interpolation as well as input lag. In congested/contested areas (ie: CRUs/Cap Points), the lag is pretty extreme. Yes yes, I'm aware that this is a Beta, but it's pretty unacceptable. If CCP is truly going to increase the player cap to 48, they have some serious work to do. I've never played another FPS game (F2P or otherwise) on PC or Console, that has lag as bad as Dust does. The effect is worsened on maps that are in dusk/night mode (lightmaps) and combined with the blowing dust. It makes maps like Line Harvest a struggle, and I for one, simply leave the match.
Matchmaking & Team Stacking Now, I like to think I'm pretty good at this game. However, there is an enormous problem with team stacking and matchmaking in public matches. I don't know if the tolerance level is too low, or there simply isn't enough people in X pool, but it's pretty abysmal. I have dropped out of countless games because I'm the only person who knows what theyre doing, while the rest of my team gets steamrolled by a single coordinated squad or protosuits. It simply is not worth my time or isk to keep playing the match. The same goes for the other direction, where my team would be doing the exact same thing.
Part of this has to do with the awful spawn system, but even more to do with the matchmaking. I understand how people like to play in squads, but if you've got say, my own corp + unreal + delta force or something vs npc corp nubbins.. Well, that just isn't very well thought out, and doesnt seem to be working as intended.
Don't get me wrong, as a former CSM member, long-time EVE player, and longer time FPS gamer, I can appreciate what CCP is trying to do here. I just hope that the next version is some miracle build that has all of this stuff addressed.
PS: Gief back closed beta scout strafe speed |
Atlas Exenthal
mnemonic.
32
|
Posted - 2013.03.18 07:15:00 -
[3] - Quote
Ulysses Knapse wrote:What's wrong with Supply Depots? There's nothing wrong with Supply Depots. They are quite nice. I hate relying on nanohives for ammo, they suck. They are fragile, they are never well-defended, they don't provide any cover, and they run out far too quickly. They are artificial choke points that do nothing but act as such. They're also *off map support*, and there is a mode for that. |