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SuperKing BigNuts
Contract Hunters
56
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Posted - 2013.05.30 05:01:00 -
[1] - Quote
Geth Massredux wrote:Well they are testing the TAR because its in place for the minmitar combat rifle and Caldari rail rifle... Geth has spoken...
- Geth
ishukone sniper rifle anyone? kaalakiota? both caldari corporations, making caldari rail rifles... im just sayin |
SuperKing BigNuts
Contract Hunters
59
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Posted - 2013.05.30 06:44:00 -
[2] - Quote
Delta 749 wrote:Buster Friently wrote:Zekain K wrote:Nerf the only weapon that's able to kill anything fast enough. Why not bring other weapons up to its level? Everything is constantly getting weaker, which making this game slower, and more dull and boring.
Speed **** up, make weapons kill faster. Slower is better. Faster combat turns Dust into a twitch FPS with no tactics except "he who sees first wins". CCP is on the right track. I disagree, being killed in a shot or two can make someone think faaaar more tactically I know speaking of the franchise gets people all riled up but play some hardcore search and destroy in COD, its a vastly different creature from team death match
too slow and you end up needing a swarm of players to take down a single player in a timely fashion... too fast and a single player can take out a blob before they realize hes there...
i feel, that for the most part, its relatively decent as it stands... there is balancing that can and or needs to be done, but i dont think its drastic enough to the point that 'EVERYTHING needs buffed' or 'EVERYTHING needs nerfed'... though i feel armor tank is a bit lack luster compared to shields... |
SuperKing BigNuts
Contract Hunters
61
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Posted - 2013.05.30 07:34:00 -
[3] - Quote
Delta 749 wrote:SuperKing BigNuts wrote:Delta 749 wrote:Buster Friently wrote:Zekain K wrote:Nerf the only weapon that's able to kill anything fast enough. Why not bring other weapons up to its level? Everything is constantly getting weaker, which making this game slower, and more dull and boring.
Speed **** up, make weapons kill faster. Slower is better. Faster combat turns Dust into a twitch FPS with no tactics except "he who sees first wins". CCP is on the right track. I disagree, being killed in a shot or two can make someone think faaaar more tactically I know speaking of the franchise gets people all riled up but play some hardcore search and destroy in COD, its a vastly different creature from team death match too slow and you end up needing a swarm of players to take down a single player in a timely fashion... too fast and a single player can take out a blob before they realize hes there... i feel, that for the most part, its relatively decent as it stands... there is balancing that can and or needs to be done, but i dont think its drastic enough to the point that 'EVERYTHING needs buffed' or 'EVERYTHING needs nerfed'... though i feel armor tank is a bit lack luster compared to shields... I see what you mean, personally though I would prefer things a bit faster I want combat to feel dangerous, know what I mean
as i said, there is balancing that i feel needs done... but what i think the big thing that needs addressed is the 'melee range' that it feels like we have currently... im not asking for a return of the sharp shooter-range skill, but a buff to allow a sort of bunker v bunker again rather than forcing us to congregate around a few key pieces of cover or sprint across open killing fields... the current iteration forces a solid minute plus jog hoping to not get spotted as you try to flank around in a mostly open field half the time, or walk straight into the ambush you know is waiting because you cant get back into the firefight to support your squad otherwise... with bunker v bunker they would have a distraction in some good cover to keep their attention to warrant the circumnavigation.
this doesnt need to be an increase to optimal range necessarily, but at least an improvement to the sharp falloffs we face would be nice... it feels like you have cover to cover with MINIMAL damage... but the first person to step 5 feet past that cover, often times singled out, gets lit up like a christmas tree at nearly 100% damage it seems... i dont often get the opportunity to confirm the exact damage-range relations this build though so i know i am probably exaggerating the extremity, but it does feel this way more often than not...
not to mention from real life firearms training and experience... an assault rifle that cant reach 100m let alone much over 40m... just seems 'wrong'... but that would be imposing real life on a video game and i know is not right, but just saying... |
SuperKing BigNuts
Contract Hunters
61
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Posted - 2013.05.30 08:07:00 -
[4] - Quote
ahh i dont think that is quite right... i could have sworn there were still falloff mechanics... but theyre super short after optimal...
either an increased falloff range allowing for slightly broader partial-damage possibly combined with a bullet drop effect or something. but i do not feel that optimal should be brought back up in its entirety, gotta give some reason to come out of your bunker amirite? but enough to warrant the defensive player to hold out while a more mobile player flanks, or backup arrives, or some other tactical nonsense that players wish to champion.
https://forums.dust514.com/default.aspx?g=posts&t=80607&find=unread line harvest map, when firing from C-Structure to the D-Structure, you CAN do damage to people across the road with a standard model assault rifle(exile, gek, duvolle) but it is something along the lines of 10-20% making it not worth the time and effort to fire at the enemies until either you or your opponent steps into the killing field... but seconds or less after stepping out your back up close to 100% almost INSTANTLY.
https://forums.dust514.com/default.aspx?g=posts&t=80611&find=unread other cases are in the skyfire installation(displayed in this map, but is common in a couple other maps, the giant pit of doom under the ring-tower by Objective B in the 5 point map), firing across the road, though not as bad as in line harvest, you end up not being able to get the kills unless everyone focuses their fire or the enemy player doesnt duck back like they should...
https://forums.dust514.com/default.aspx?g=posts&t=80611&find=unread the killing field between b and c has never been pretty, but now i feel that it is worse...
https://forums.dust514.com/default.aspx?g=posts&t=80605&find=unread though i do appreciate fewer pipe campers, i feel that the range killed the firefights that would happen between A and B, or the B platform and the platform south of D... though there are a few spawn points that should have been moved outwards or behind better cover from the high-ground that is the B platform... like the spawn points directly below D that spawned you many times directly into gunfire from B platform and the balcony above it...
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