Monsku Kifini
Rautaleijona
8
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Posted - 2013.05.08 11:51:00 -
[1] - Quote
Hello,
First a little info 'bout my background, so that you can see where I'm standing.
I'm FPS gamer and I have lots of experience in competitive / tournament gaming with multiple FPS titles on PS2, PS3 and PC (all major and even some minor titles on those platforms). The reason I moved to consoles from PC was all the hacks and stuff. On public servers you couldn't tell anymore if the guy that shoot you was that good or was he just using some bot. Ofc on tournaments and ladder games were still fun. :) I have never played Eve, and my MMO experience is from WOW was there in highend raid guild (back in the days) that tried to kill new bosses on record times (at least server 1st). :) Now days I just play casual because I don't have enough time for esports / serious gaming stuff.
My dust experience started little after open beta started so I don't have all the cool protogear and stuff but I still manage to keep up with killing stuff I play with DS3.
the topic issue.. Weapon ranges before uprising where lot better, I think that the biggest problem was that you could improve your range with SP. That should not be possible. Because IMHO that's one of the biggest things that will push new players out and brake the balance. I would recommend that all weapons should have fixed ranges like they now do, but buff all ranges to old ss5 or even higher.. dispersion and bullet drop should decide the effective range. It just utterly stupid and frustrating that u cant shoot the tango, that is standing still in front of you, because your bullets just disappear in thin air.
Real issue with range was not actually the weapon range, problem was and still is in the map desing. As I said weapon ranges were fine BUT the issue is within the map / level desing. Like in real life, in FPS games weapons are SITUATIONAL. The problem is that almost all maps prefer long to medium range combat atm. Problem is not fixed by nerfing weapon ranges, but it can be fixed by making maps that prefer CQB or midrange combat. That way people that like to use those kind of weapons get also fair chance. CQB in spaceships/ orbital structures or on the industrial facilities on the ground maybe.. That said there were couple of maps where I could easily run with mlt/std gear equipped shotgun against protolvl AR users and heavies. In those situations shotgun or smg was better weapon than AR or LR.
Maybe a game new mode where attacking team must infiltrate to the enemy compound and install bombs / hack shields while other team tries to defend said things from not happening?
People should really think why they die and not just cry for nerfs. Maybe they had wrong tactic or gear choice for that situation? You wouldn't try to run cross open field with shotgun in RL if the enemy is bounding you with ARs and HMGs.
These new nerfs just don't go hand in hand with the fact that you even made maps bigger than they used to be. This ends with the fact that all action even in skirmish maps ends up all players fighting in small blobs.
Also dmg should be based on fixed numbers and module upgrades not on skillpoints. Without this you cant never make a balanced gameplay that is good for new players. If the dmg system goes too complex its really hard to keep things in balance (KISS)..
Sorry 'bout typos or grammar mistakes, english is not my native language and its's been a long time since I had to write stuff in english.. ..so forgive me.
Also there are issues with matchmaking, skillpoints, spawn system, hit detection, network code and vehicles and and and.. but these will be fixed in time I believe.
STOP the nerfs and make new scenarios where other than AR or LR range combat is favored, vehicles included.
New aiming system is BAD. Aiming should feel like natural not something that takes fun out of gaming..
PS. I also feel for the fat guys.. SAD days (got a fat alt) atm. |