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SUGAR-BOO-BOO
Seituoda Taskforce Command Caldari State
18
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Posted - 2013.05.02 12:51:00 -
[151] - Quote
Oh you are SO tuff, aren't you?
You master of your keyboard you! |
Garrett Blacknova
Codex Troopers
2664
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Posted - 2013.05.02 13:05:00 -
[152] - Quote
Vrain Matari wrote:Garrett Blacknova wrote:Sharpshooter on HMG and Shotgun broke those two weapons against most of their best counters, until the other player also skilled into the same thing, meaning the only valid counter to SS was equal/better SS.
Sharpshooter on ARs basically allowed them to negate the primary advantage of Snipers. Same goes for Lasers. Some Ambush maps are small enough that lvl 3 SS is almost enough to fire across the map with mid-range weapons.
There have been plenty of threads targeting weapons specifically for "SS breaks this weapon" or "this weapon breaks SS" or "this weapon is OP" with the explanation basically boiling down to one of the first 2. I agree with the ranges on the HMG & shotgun being too long for good balance, but balancing their base ranges would work just as well. And I would support the SS skill being contextual with weapon class. Many peeps are claiming that ARs with SS are out-competing snipers. The minimum range on a sniper rifle is 500m iirc. For comparison, what is the range at which an AR with fully trained SS proficiency hits for 25% efficiency? I'm not going to calculate it right now, but if it's 200m i'd be surprised. So when i see peeps claiming that AR range is unbalanced with sniper rifles i tend to discount that poster's opinion. What problems does Gemcutter have with the AR's range? The only threat my AR + SS is to him is is if i go hiking in the hills to hunt him down. Balancing the base ranges of HMG and Shotgun so they work "properly" as high SS levels would nerf them into uselessness until the skill is maxed out. That's not a balance improvement. Removing the skill is, and it allows weapon ranges to be lined up so they each fill a specific niche in regards to damage vs. range.
And snipers DON'T have a minimum range. At all. I've been quick-scoped at Shotgun ranges (legit SG range, not SS-buffed) and taken full damage from the hit. At almost the maximum range possible on an Ambush map like Manus Peak, AR and Laser Assaults can damage-race Snipers and win (without needing Viziams). When they can get just barely into range where they're able to hit, ARs still fire accurately enough to rip a sniper apart before they can take a second shot. If you don't kill with the first shot (and against a well-tanked suit, you often won't, even with a headshot), you've usually lost the fight. |
Himiko Kuronaga
SyNergy Gaming EoN.
231
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Posted - 2013.05.02 13:08:00 -
[153] - Quote
Cosgar wrote:Himiko Kuronaga wrote:XXfootnoteXX wrote:KrazyEyeKilla wrote:The SS skill seemed to add a bit of variety to game-play. I can understand ppl hating it but the new play play-style is gonna become very monotonous very quickly. LAVs are gonna have a field day running over ppl that have to stand in open spaces in order to get closer to the enemy. Hopefully they thought this thing through. Personally I think its a good thing. An AR should not hit me from across the map, Tactical AR I can see doing it. I think a lot of people are overreacting to this, that being said we will see what happens on the 6th. Why shouldn't an AR hit you from across the map exactly? There is no way sustained fire can cause substantial damage at that range. Disperson/Kick/Accuracy is the safeguard there. A well placed single shot could kill you if you are knocking on deaths door though, and it should. Why should I have to use a tactical to make that single, situational shot, when I know for a fact I am good enough to make it with an iron sight? Because you're not beating people with skill, just range.
You're not beating people with skill, just netcode. |
Vrain Matari
ZionTCD Unclaimed.
495
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Posted - 2013.05.02 13:29:00 -
[154] - Quote
Garrett Blacknova wrote:Vrain Matari wrote:Garrett Blacknova wrote:...some good stuff... I agree with the ranges on the HMG & shotgun being too long for good balance, but balancing their base ranges would work just as well. And I would support the SS skill being contextual with weapon class. Many peeps are claiming that ARs with SS are out-competing snipers. The minimum range on a sniper rifle is 500m iirc. For comparison, what is the range at which an AR with fully trained SS proficiency hits for 25% efficiency? I'm not going to calculate it right now, but if it's 200m i'd be surprised. So when i see peeps claiming that AR range is unbalanced with sniper rifles i tend to discount that poster's opinion. What problems does Gemcutter have with the AR's range? The only threat my AR + SS is to him is is if i go hiking in the hills to hunt him down. Balancing the base ranges of HMG and Shotgun so they work "properly" as high SS levels would nerf them into uselessness until the skill is maxed out. That's not a balance improvement. Removing the skill is, and it allows weapon ranges to be lined up so they each fill a specific niche in regards to damage vs. range. And snipers DON'T have a minimum range. At all. I've been quick-scoped at Shotgun ranges (legit SG range, not SS-buffed) and taken full damage from the hit. At almost the maximum range possible on an Ambush map like Manus Peak, AR and Laser Assaults can damage-race Snipers and win (without needing Viziams). When they can get just barely into range where they're able to hit, ARs still fire accurately enough to rip a sniper apart before they can take a second shot. If you don't kill with the first shot (and against a well-tanked suit, you often won't, even with a headshot), you've usually lost the fight. You missed the context in which minimum was used. The italics were the giveaway for peeps who didn't get the implication....
And a SS skill contextual to the weapon class would address your first objection re: nerfing base range into uselessness. |
Schalac 17
Expert Intervention Caldari State
50
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Posted - 2013.05.02 21:23:00 -
[155] - Quote
Himiko Kuronaga wrote:Cosgar wrote:Himiko Kuronaga wrote:XXfootnoteXX wrote:KrazyEyeKilla wrote:The SS skill seemed to add a bit of variety to game-play. I can understand ppl hating it but the new play play-style is gonna become very monotonous very quickly. LAVs are gonna have a field day running over ppl that have to stand in open spaces in order to get closer to the enemy. Hopefully they thought this thing through. Personally I think its a good thing. An AR should not hit me from across the map, Tactical AR I can see doing it. I think a lot of people are overreacting to this, that being said we will see what happens on the 6th. Why shouldn't an AR hit you from across the map exactly? There is no way sustained fire can cause substantial damage at that range. Disperson/Kick/Accuracy is the safeguard there. A well placed single shot could kill you if you are knocking on deaths door though, and it should. Why should I have to use a tactical to make that single, situational shot, when I know for a fact I am good enough to make it with an iron sight? Because you're not beating people with skill, just range. You're not beating people with skill, just netcode. (See wut I did thar?) The fact of the matter is that no matter how great of a FPS player you are, you cannot compete as a new merc against those with SS 5 and SSP 5. It was unquestionably the most broken aspect of DUST on a pure FPS level. Next would be using that range to buff your weapon with 2-3 complex damage mods on an expensive suit that you really never have to put into harms way due to point 1.
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Himiko Kuronaga
SyNergy Gaming EoN.
243
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Posted - 2013.05.02 22:03:00 -
[156] - Quote
You recognize, of course, that the easiest and most obvious solution is to simply uncap all weapon ranges from the get go?
I'm not saying SS as a skill is a good thing. I think it's ******** as a skill. I'm saying that the concept behind weapon range being artificially limited by disappearing bullets is stupid in general.
Weapon accuracy and human error has always been the defining set of limitations to ranged combat in every FPS I can think of until this one. It didn't need another limitation thrown in just for the hell of it via magic bullet trick. That's why it feels so damn awkward. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
130
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Posted - 2013.05.02 22:28:00 -
[157] - Quote
Cosgar wrote:Alaika Arbosa wrote:Cosgar wrote:Remember when tactics like this were valid? Dust 514 was advertised and still is advertised as a strafe/tracking style FPS. Thanks to all the damage mod stacking, it turned into twitch gaming arcade, and with LW SS, it's a sniper fest. Shame on anyone who dares to defend LW SS. When did strafing become the thing to do in FPS? I don't remember it being a part of Goldeneye, which I have no problem admitting was my first/only experience with FPS until Uncharted 2. I just don't get it, I thought that CCP was going for a SciFi Sim, in the case of Dust it would make me believe that it is to be a War Sim and when in war do people strafe (note I said people and not planes)? Back in 2009 Dust 514 was advertised as a strafe and track style shooter similar to the early Halo series. Thanks to instant gratification addicted CoD junkies, this has been all but lost or CCP is trying to reach some unreachable middle ground. My point is that when's the last time anyone has been in a mid range engagement in this game let alone had a chance to attempt to strafe?
Thank you for the info, though I was honestly asking for a history lesson on when/why strafing became the thing you do when playing FPS. I seriously doubt it was inspired by real life. |
Baal Roo
Subdreddit Test Alliance Please Ignore
1314
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Posted - 2013.05.02 23:14:00 -
[158] - Quote
Alaika Arbosa wrote:Cosgar wrote:Alaika Arbosa wrote:Cosgar wrote:Remember when tactics like this were valid? Dust 514 was advertised and still is advertised as a strafe/tracking style FPS. Thanks to all the damage mod stacking, it turned into twitch gaming arcade, and with LW SS, it's a sniper fest. Shame on anyone who dares to defend LW SS. When did strafing become the thing to do in FPS? I don't remember it being a part of Goldeneye, which I have no problem admitting was my first/only experience with FPS until Uncharted 2. I just don't get it, I thought that CCP was going for a SciFi Sim, in the case of Dust it would make me believe that it is to be a War Sim and when in war do people strafe (note I said people and not planes)? Back in 2009 Dust 514 was advertised as a strafe and track style shooter similar to the early Halo series. Thanks to instant gratification addicted CoD junkies, this has been all but lost or CCP is trying to reach some unreachable middle ground. My point is that when's the last time anyone has been in a mid range engagement in this game let alone had a chance to attempt to strafe? Thank you for the info, though I was honestly asking for a history lesson on when/why strafing became the thing you do when playing FPS. I seriously doubt it was inspired by real life.
For the record, if you weren't strafing on Goldeneye, you were probably pretty damn awful at Goldeneye. |
Tiberion Deci
Subdreddit Test Alliance Please Ignore
71
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Posted - 2013.05.02 23:23:00 -
[159] - Quote
Q: Why is it being removed?
A: Because if you didn't use a laser rifle or an assault rifle no matter how good you are you're pretty much toast. It was (until Monday, IS) way OP.
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
348
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Posted - 2013.05.02 23:32:00 -
[160] - Quote
Himiko Kuronaga wrote:Cosgar wrote:Himiko Kuronaga wrote:XXfootnoteXX wrote:KrazyEyeKilla wrote:The SS skill seemed to add a bit of variety to game-play. I can understand ppl hating it but the new play play-style is gonna become very monotonous very quickly. LAVs are gonna have a field day running over ppl that have to stand in open spaces in order to get closer to the enemy. Hopefully they thought this thing through. Personally I think its a good thing. An AR should not hit me from across the map, Tactical AR I can see doing it. I think a lot of people are overreacting to this, that being said we will see what happens on the 6th. Why shouldn't an AR hit you from across the map exactly? There is no way sustained fire can cause substantial damage at that range. Disperson/Kick/Accuracy is the safeguard there. A well placed single shot could kill you if you are knocking on deaths door though, and it should. Why should I have to use a tactical to make that single, situational shot, when I know for a fact I am good enough to make it with an iron sight? Because you're not beating people with skill, just range. You're not beating people with skill, just netcode. (See wut I did thar?) Yeah, I see that you totally miss the point. The AR is intended to have an effective range of 80-100m, end of story. It's a Gallente short-mid range high damage plasma weapon. The jack of all trades, but master of none. With LW SS, the AR became the master of just about everything. Sniper Rifles, Mass Drivers, HMGs without HW SS, are almost obsolete just because you want to snipe across the map with your game breaking skill. It's fun for you, but what about people who don't have have that skill or don't want to have it because they want to use a different weapon? It's a broken skill that's going to literally kill the game if it exists any longer. |
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Himiko Kuronaga
SyNergy Gaming EoN.
248
|
Posted - 2013.05.03 00:18:00 -
[161] - Quote
No, you're missing the point.
Uncap the range limitation on all projectile-based weaponry and re-balance the accuracy according to damage and rate of fire dealt. Then you don't have this idiotic issue that ONLY EXISTS in Dust 514. It doesn't have to be a skill thing, it just needs to be done.
Every single other FPS dev team from the dawn of time has been able to figure this out. It's only CCP and its apparently clueless fanbase that seem to be bewildered by the thought of bullets that don't disappear.
Halo did not do this. COD did not do this. BF did not do this. Wolfenstein 3d did not ******* do this.
And yet they all have weapons with "effective ranges" that work well inside of those ranges, and not so well outside of those ranges.
And these games still function. Crazy, I know, but they do. Perhaps we should go take a survey to the general public and ask them how functional they believe Dust is? |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
130
|
Posted - 2013.05.03 00:32:00 -
[162] - Quote
Baal Roo wrote:Alaika Arbosa wrote:Cosgar wrote:Alaika Arbosa wrote:Cosgar wrote:Remember when tactics like this were valid? Dust 514 was advertised and still is advertised as a strafe/tracking style FPS. Thanks to all the damage mod stacking, it turned into twitch gaming arcade, and with LW SS, it's a sniper fest. Shame on anyone who dares to defend LW SS. When did strafing become the thing to do in FPS? I don't remember it being a part of Goldeneye, which I have no problem admitting was my first/only experience with FPS until Uncharted 2. I just don't get it, I thought that CCP was going for a SciFi Sim, in the case of Dust it would make me believe that it is to be a War Sim and when in war do people strafe (note I said people and not planes)? Back in 2009 Dust 514 was advertised as a strafe and track style shooter similar to the early Halo series. Thanks to instant gratification addicted CoD junkies, this has been all but lost or CCP is trying to reach some unreachable middle ground. My point is that when's the last time anyone has been in a mid range engagement in this game let alone had a chance to attempt to strafe? Thank you for the info, though I was honestly asking for a history lesson on when/why strafing became the thing you do when playing FPS. I seriously doubt it was inspired by real life. For the record, if you weren't strafing on Goldeneye, you were probably pretty damn awful at Goldeneye.
Well then, I guess me and the ~20 people I regularly played Goldeneye with 15 years ago all sucked. Still haven't found out when/why strafing became the thing FPSers do. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
363
|
Posted - 2013.05.03 01:22:00 -
[163] - Quote
Himiko Kuronaga wrote:No, you're missing the point.
Uncap the range limitation on all projectile-based weaponry and re-balance the accuracy according to damage and rate of fire dealt. Then you don't have this idiotic issue that ONLY EXISTS in Dust 514. It doesn't have to be a skill thing, it just needs to be done.
Every single other FPS dev team from the dawn of time has been able to figure this out. It's only CCP and its apparently clueless fanbase that seem to be bewildered by the thought of bullets that don't disappear.
Halo did not do this. COD did not do this. BF did not do this. Wolfenstein 3d did not ******* do this.
And yet they all have weapons with "effective ranges" that work well inside of those ranges, and not so well outside of those ranges.
And these games still function. Crazy, I know, but they do. Perhaps we should go take a survey to the general public and ask them how functional they believe Dust is? There are going to be different ranged weapons. If you like range, then use the Caldari Gauss rifle when available, at the cost of damage of course since Caldari are about ranged bombardment. You can compare this game to any other FPS on the approach to combat until your fingers bleed, but you have accept the fact that Dust 514 is not like other FPS. There are different racial classes with their own philosophy when it comes to combat. The weapon you favor right now is a high damage close range weapon. End of story. In its current state with the sharpshooter skill, it goes beyond that concept and destroys any semblance of balance. So really, why are you still using this unfair advantage as a crutch? |
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
86
|
Posted - 2013.05.03 01:49:00 -
[164] - Quote
Himiko Kuronaga wrote:No, you're missing the point.
Uncap the range limitation on all projectile-based weaponry and re-balance the accuracy according to damage and rate of fire dealt. Then you don't have this idiotic issue that ONLY EXISTS in Dust 514. It doesn't have to be a skill thing, it just needs to be done.
Every single other FPS dev team from the dawn of time has been able to figure this out. It's only CCP and its apparently clueless fanbase that seem to be bewildered by the thought of bullets that don't disappear.
Halo did not do this. COD did not do this. BF did not do this. Wolfenstein 3d did not ******* do this.
And yet they all have weapons with "effective ranges" that work well inside of those ranges, and not so well outside of those ranges.
And these games still function. Crazy, I know, but they do. Perhaps we should go take a survey to the general public and ask them how functional they believe Dust is?
The answer to this was answered by CCP several months back. When someone asked for bullet drop and travel time, CCP answered that unlike many modern FPS. Dust bullets aren't really materialize (only exception would be FG, MD and the like). Dust use the aim-dot system (I can't remember the exact name) using in older FPS game like HL or Wolfenstein 3D ^^". CCP claimed this is to help game performance and keep the player count up in the future. The reason bullets in CS and wolf3D aren't disappear because those games are fighting in confined space CQC. In contrast, Dust map is open and large. If any bullet can fly indefinitely, any stray bullet will bound to hit something........instantly. Every gun will likely OP and there will be no need for sniper.
So unless you want CCP to revamp the whole gungame mechanic, No bullet drop, travel time for us and you better get used to bullet vanishing |
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