P Nasty
Bridge Nine Collective
4
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Posted - 2013.05.31 22:30:00 -
[1] - Quote
Gunplay is terrible in Dust.
COD is an unfair comparison because it runs at a wondrous 60 FPS with no compromise; the only thing they've consistently gotten right. Controls and aiming are tight, responsive, and barring lag what you want to make happen happens.
BF is a closer one due to the 30 FPS. DICE have experience in the field however, especially with Mirrors Edge under their belts so they know how to make it work. While there's a minor input delay with the sticks, aiming is fluid and has the proper amount of "weight" to it, meaning with minor practice you can get it to do exactly what you want to with little thought. Your brain notices the differences and adjusts quickly.
I played MAG for all of 5 minutes so WHATEVER
Dust however feels all wrong. While I'm getting used to it, its been an uphill battle. Even at max sensitivity your avatar seems to turn like he weighs 900 lbs underwater, HOWEVER when trying to keep on a target its like every adjustment is too much in any direction. ADS is completely wrong, with terrain altering weapon placement on screen but not your targetting (I think?). Movement in ADS is even more sluggish, even with a mouse, so once your target moves you have to deal with the overcompinsation, the slow movement, and a moving target. ive had more luck hipfiring. Not to mention the options menu has aim assist listened in it yet I have not been able to track down what aim assist is actually DOING. In any console FPS you will notice a minor tracking for a moment to help you acquire a target. It let's you notice hostiles you dont see right away or tracks a mock g target across your view. In Dust, it feels like old PC FPS' in that there's nothing. You do all the work. Which is painful on a controller and more painful in a game where its so absurdly hard to stay on target .
I can try to be clearer if need be; the mechanics in place are difficult but not in a gameplay "you need to learn guns and recoil and distance drop and blah blah" say....just difficult in a "this system sucks" way.
And while we're at it can we get a visual indicator of what counts as out of range for your weapon? I got a good laugh earlier as I flanked an enemy position and found two guys near dead with no shields and I emptied my clip at them before going "my god they are so close to me but this stupid cheap gun literally can't reach that far". I know why there's range limits but communicate it to the player! Its the future for god's sake, if you can have inter galactic space travel you can have a distance calculator on a HUD! |