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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
280
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Posted - 2013.05.01 23:34:00 -
[1] - Quote
Piercing Serenity wrote:I'll leave this right here. Take notes CCP. Does your game introduce good counter play? Are their options for players the game mechanic is being used on, or just the user? Are the valid counter tactics to what gets introduced?
You know what's wrong and what's right with Dust 514, you've alluded to fixing some for the problems, but not all. You know exactly what I'm talking about |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
288
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Posted - 2013.05.02 02:49:00 -
[2] - Quote
Piercing Serenity wrote:This is what we should be working towards for new players. TL;DR: We need more Mass Drivers I think the AR is the real FOO strategy here. It's familiar, easy to use and can carry you for a while. But when you come across something like an HAV, Mass Driver, or HMG, your FOO strategy needs to be adjusted. Yet instead of adjusting your strategy, you AR users **** and moan for nerfs on the forms and you get your way! |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
288
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Posted - 2013.05.02 03:13:00 -
[3] - Quote
Piercing Serenity wrote:Cosgar wrote:Piercing Serenity wrote:This is what we should be working towards for new players. TL;DR: We need more Mass Drivers I think the AR is the real FOO strategy here. It's familiar, easy to use and can carry you for a while. But when you come across something like an HAV, Mass Driver, or HMG, your FOO strategy needs to be adjusted. Yet instead of adjusting your strategy, you AR users **** and moan for nerfs on the forms and you get your way! I wouldn't generalize so much. I'm an AR user, but I don't "***** and moan for nerfs" as you say. My experience has shown me that there are a few different ways to approach different weapons. Attacking another AR user is different in attacking a MD user in both approach and pressure. I try to make MD users panic and use their rounds quickly - that's when they're the weakest. That won't happen with an AR user (Usually) because of the clip they have in their primary and secondary weapon. So for them, it a matter of catching them reloading or switching weapons and conserving my shots. I think "Run and Gun" is the real FOO strategy. You can fit your dropsuit with two damage mods and a duvolle and run though skirmish no problem. But try that in a corp battle and you're toast. Corp battles - and by that extension PC - is the real brick wall here You generalized first by comparing the MD to a noob tube, which it's not. Even if you personally don't cry for nerfs, there are quite a few AR players on here that do. Which is why this build is so ****** up and imbalanced now. Instead of counter mechanics, and perfect imbalance, there's no real meta game and the fit of the month became the fit of the build. Even if run and gun is the FOO strategy, there's nothing to effectively counter it when that strategy only gets better because of imbalanced game mechanics like Light Weapon Sharpshooter and stacked damage mods. Everything this game was intended has been changed because of that. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
288
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Posted - 2013.05.02 03:57:00 -
[4] - Quote
Aegis Scientiafide wrote:So instead of nerfing one aspect of a game and fixing the balance issue, try to buff everything else (and pray that it remains balanced)! More like introduce proper countermeasures when applicable to spark up a metagame if everything is built around that perfect imbalance. For example, this build was all about shield infantry or for the most part. Armor is nothing but a joke with the movement penalty as the cherry on top of the who the **** cares cake. Now that a proper countermeasure is being introduced in the form of the scrambler rifle, shields are taken down a peg and (a rumored buffed) armor is more viable.
Here's another example.
Charlotte O'Dell wrote:Buff everything...except AV! NERF THE KITTENS OUT OF AV Early this build, you had people that specialized into HAV. Their effective counter, AV was all but neglected by newer players. During that time, HAV used to be rolling death mobiles allowed to run around because their counter was left ignored. Instead of nerfing HAV, the situation should have been left alone because the proper countermeasure was there in the beginning. In this sandbox environment, players did learn to adapt but with the nerf, HAV have been almost reduced to pricy WP pinatas. There are still experienced HAV pilots out there, but the role has become more difficult to get into for inexperienced pilots because of the nerf coupled with the fact that some of us were smart enough to figure out things on our own. So HAV got the double shaft just for playing the game as intended. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
288
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Posted - 2013.05.02 04:25:00 -
[5] - Quote
Aighun wrote:Here's the thing with HAVs. They have never taken the next step in their "perfect imbalance" evolution.
What is the best way to run a heavey? With a logi! The counter to relatively strong AV could very well be remote repping.
Does anyone ever run remote repairs on vehicles from other vehicles? Nope. People haven't figured out how to become vehicle logis. Mainly because it is clunky and a pain to use remote reps. But they can still be done. Even in this build.
But we are all still thinking of vehicles as single units that work with infantry. And not how to fight battles using various combinations of vehicles. What if the vehicle nerf was not based on players ranting, but on internal tests with game play modes where there were up to 12 vehicles per team? Do you let everyone get used to vehicles and anti vehicle roles that are balanced for Instant Battle and ignore the balance for Planetary Conquest where 16 person teams in coporation v. corporation battles will begin to figure out ways to powerful combinations of vehicles and infantry into battles in ways we have not yet seen? With a beta like this, it's hard to tell what kind of intended balance was supposed to be established. Judging from the trailers, spider tanking looked like it was going to be a big feature. Out of all the repair tools, I think the logistic tool is the only thing being used on a tank right now. Unfortunately our player base is pretty selfish leading to the reason why we don't see many vehicular remote repairers or shield transfer modules since they don't generate WP.
As of right now, things have been somewhat balanced to a point where tanks aren't an "I win button" and need infantry support as AV needs support to counter the tank. But unfortunately, tanks are still at a disadvantage because it's effective counter isn't balanced for skill investment like it should be when a free militia launcher or forge gun can take out a marauder. When things are imbalanced like that, I concur with tank pilots when they simply say: "Why bother?"
Whether the nerf was from QQing or something we don't know about yet, the damage has already been done and if the stats we're seeing on HAV is any indication, it's only going to get worse and Dust will slowly devolve into a twitch gaming AR fest if something isn't done. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
288
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Posted - 2013.05.02 04:26:00 -
[6] - Quote
hooc order wrote:Quote:BUFFING everything. I would rather they nerf all armor and shields and buff all weapons. So it is one or two hit kill on everything. You want a AAA FPS? That is how you make it. Skill rules SP, ISK, WP, time spent leveling is window dressing. Then what's the poing of grinding for SP? If you want twitch gaming, go back to your basement and play CoD. This is supposed to be a thinking man's track and strafe shooter. People like you are the reason that the FPS genre is slowly dying. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
292
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Posted - 2013.05.02 05:37:00 -
[7] - Quote
Aighun wrote:Cosgar wrote: Whether the nerf was from QQing or something we don't know about yet, the damage has already been done and if the stats we're seeing on HAV is any indication, it's only going to get worse and Dust will slowly devolve into a twitch gaming AR fest if something isn't done.
We'll see how it goes. I really think they are just making it up as they go. Best thing they could do is leave the game alone for a while. Unless there is something that is drastically and glaringly messed up. However, rumor has it that something was already done. To the AR. Word on the street is that players with decent aim are no longer liking the AR. Also, "twitch" is often used derisively but I am not sure why games that require hand eye coordination get such a bad rap here on the forums. Tetris and Pong are twitch games. Nobody hates those games. I have never seen a thread here where one poster told another to "go back to Tetris." If done well, "twitch" adds depth to the game. All it needs is the proper counterGǪ 4... er 4 days to go and it's still too early to pass judgement. If you look around, the top threads on here are about someone finding out a shred of data followed by knee jerk reactions.
Sharpshooter isn't going to affect range anymore, which is getting most AR pubstomping purists' panties in a bunch. Aside from going back to their intended mid-short range, there hasn't been any indication of a nerf to my knowledge. If anything, it's a buff. Sharpshooter is going to reduce kick, the iron sights are better, and according to IWS, the tactical is back to its former glory.
Twitch gaming kind of has its stigma now. While there's nothing wrong with that kind of FPS, it shouldn't be the only thing on the market. Right now, it feels like everything is trying to be like CoD (Dust included) instead of trying to surpass CoD. I've said this before, but if this game is going to make it, it's going to have to appeal to one specific part of the community or none at all. Either go full strafe and track shooter or go full CoD clone. I'm getting tired of this middle of the road crap. |
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