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trollsroyce
Seraphim Initiative. CRONOS.
413
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Posted - 2013.05.15 13:38:00 -
[1] - Quote
Broaden run and strafe speed difference instead.
Scouts become fast force projectors, heavies are slow moving defenders, hit and run guerrilla tactics become more viable. Ditch the whole unnecessary complication of turn speeds. This is not a mech game!
Keep it simple. Why balance around 2 basic movement things that cause issues, when you can balance around speed simply. Take this first step towards making dust a proper fps game, don't get stuck in non-functional concepts. |
low genius
The Sound Of Freedom Renegade Alliance
95
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Posted - 2013.05.15 13:49:00 -
[2] - Quote
trollsroyce wrote:Broaden run and strafe speed difference instead.
Scouts become fast force projectors, heavies are slow moving defenders, hit and run guerrilla tactics become more viable. Ditch the whole unnecessary complication of turn speeds. This is not a mech game!
Keep it simple. Why balance around 2 basic movement things that cause issues, when you can balance around speed simply. Take this first step towards making dust a proper fps game, don't get stuck in non-functional concepts.
turn speed is something that happens in real life depending upon the gun you're firing. it would be silly to have a scout with a pistol turn 180 at the same speed as a heavy with an hmg. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
764
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Posted - 2013.05.15 13:50:00 -
[3] - Quote
trollsroyce wrote:Broaden run and strafe speed difference instead.
Scouts become fast force projectors, heavies are slow moving defenders, hit and run guerrilla tactics become more viable. Ditch the whole unnecessary complication of turn speeds. This is not a mech game!
Keep it simple. Why balance around 2 basic movement things that cause issues, when you can balance around speed simply. Take this first step towards making dust a proper fps game, don't get stuck in non-functional concepts.
+1
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trollsroyce
Seraphim Initiative. CRONOS.
414
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Posted - 2013.05.15 13:50:00 -
[4] - Quote
Look at this design choise very critically. It produces issues (mouse hidden cap is different on suits, sensitivities are different). It accomplishes very little (minor difference in "feel" of suits) while just doubling the speed spectrum would accomplish a lot (major difference of feeling as scouts would move triple the speeds of heavies).
Why is this design in place? I don't see any value in it. |
trollsroyce
Seraphim Initiative. CRONOS.
414
|
Posted - 2013.05.15 13:55:00 -
[5] - Quote
Turn speed roleplaying is vastly minor in the feeling difference to run speed difference.
Realism is vastly minor in game design to core gameplay feeling and fluidity. The run speed difference would even stress the weight of suits better from a realism point of view: that usain bolt scout would feel tons lighter by zooming around fast. |
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