Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
67
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Posted - 2013.05.31 12:51:00 -
[1] - Quote
Jathniel wrote:Zeylon Rho wrote:I'm inclined to say that we're NOT supposed to be like Battlefield players in terms of taking hits, or any "modern" shooter. People are fleshbags, and they die easily. It makes sense that a blast of pretty much any weapon will kill someone in a game like Battlefield, because that's not unlike how things happen in real life.
Dust is different. We all have "dropsuits", which are fitted powered systems connected to a tactical netword, shields, and armor. Some suits even have "heavy armor". Further, we can take pains to improve our armor and shields at the base level, and install additional improvements to protect ourselves further. In a way, we're like mini-spaceships from EVE, outfitting ourselves for combat roles and trying to maximize our survival in many cases.
Weapons that have a Battlefield-like effect despite any of our modifications destroy this sort of balance and/or gameplay. If you die in a couple rounds regardless of your advancement, type of suit, and protective modifications - then any aspect of the "building your character" element is moot. You could just as easily do nothing with the suit, and just get the gun that allows you to do that.
Some weapons are intentionally lethal in very few shots, but they do so with certain trade-offs. Sniper rifles typically have a slow rate of fire, a very small clip, a scope that's inconvenient at short range, and abysmal hipfire. Shotguns can drop people quickly, but require you be very very close. Plasma Cannons will kill quickly, but are 1 shot at a time, arc-ing, slow, and only have 9 shots. Etc. etc.
TAR has needed some addressing because it does do that Battlefield bit, but does it with no real trade-offs. Short, long, precise scoped/hipfired... it is incredibly lethal, and combines those "general" all-round features with superiority at range, DPS, etc. So, it's sort of a perfect storm of flexibility, high damage, and being at the top tier in range.
I'd say you should be able to take a foe down fast... if they're lightly armored/shielded, you're head-shotting with certain weapons, etc. However, there's nothing wrong with gun battles taking more than a couple seconds. You're fighting people in armored suits, not fatigues. Finally. Someone that sees the point. I guess I failed to articulate properly. Your point is taken. These are clones within sophisticated armor/shield suits, but likewise their weapons are equally sophisticated. Lore has it, that some of a clone soldier's weapons are so powerful that they would kill a normal person, even if used properly. Hence why I linked to the other thread I made. I figure within 10m, there should be an augmented damage of about 50%, which drops off quickly to standard damage past 15m, and within 3m or so a damage boost of nearly 100%. Specifically to get rid of that pesky dancing in CQC, which apparently reflects badly on the game. YES!
The two clip tango has to be addressed. The TTK mechanic is fine when you are at range.
But the main problem as you have pointed out that in CQC even with the correct weapon takes too long to put somebody down which just results in both players randomly jumping\strafing, sprayinig and reloading until either on of them goes down or a friend turns up and helps.
I think the idea of a close range damage buff would be a welcome addition. Too many times I have snuck up on an unsuspecting red dot to give him an SMG\Pistol spray to the back of the head. Often they are proto so they then turn around and get a lucky shot and I'm dead.
Also yeah the 1v1 dancing would end a lot quicker with these buffs in place.
I get the general point you are trying to get across but some people need to be spoonfed logic and then forced to swallow.
+1 from me |