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Telcontar Dunedain
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Posted - 2013.07.03 18:57:00 -
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calisk galern wrote:you should try being a tactical twitch players.
I have my pie and eat the cake too.
Essentially this.
This game is much more fun with the higher strafe speeds as it was last summer when we first started.
Tactical doesn't mean muddy and slow.
Tactical doesn't mean "stand still and ads faster then the other guy".
It makes it more difficult for some players but that's ok to have a skill curve. We like skill based games right?
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Telcontar Dunedain
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Posted - 2013.07.03 19:05:00 -
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DUST Fiend wrote:Telcontar Dunedain wrote: We like skill based games right?
I certainly do, I just was unaware that teleporting was an FPS skill. My bad. The mark of a skilled player should be how well he assesses his surroundings, sticks to cover, and approaches with the support of his squad, not how well he can do the square dance across the street
Teleporting? What game are you playing?
Those are some of the skills needed in a good player, maybe you need some work on the others.
Like aiming and movement.
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Telcontar Dunedain
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Posted - 2013.07.03 19:18:00 -
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DUST Fiend wrote:Telcontar Dunedain wrote:Teleporting? What game are you playing?
Those are some of the skills needed in a good player, maybe you need some work on the others.
Like aiming and movement.
Watch someone strafe back and forth quickly. It makes no sense, physically, and gives off the impression that they're teleporting left and and right. There is no shove off to gain momentum to strafe. You simply instantly accelerate to either side without any need to slow down and push off again. Your aim isn't effected in the least, as it would be by quickly shunting side to side. It looks obnoxious. Nevermind how foolish this makes CQC combat again.
It doesn't look bad or like teleporting at all if your eyes are tracking well.
It's just adding more fps skills to the game.
If anything I'd like even more movement like parkour and jumpjets.
Despite some peoples claims this game does still have hit detection issues so yeah sometimes the strafe war goes on a bit.
CCP will sort that out over time.
The strafe is much more fun for the fps players. In general you will not find high end fps players that want slower strafe in this game.
I genuinely think this will help player retention despite some of the ragey posts after someone has a long strafe fight they lose. The movement was slow and bad in the builds after last october'ish and it's really made people mad at the game. |
Telcontar Dunedain
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Posted - 2013.07.03 19:33:00 -
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DUST Fiend wrote:MlDDLE MANGEMENT wrote:Hey here's a tactic for you nub. Have your Teammates Teamfire or is this concept lost on you?
So instead of two idiots dancing back and forth shooting at each other, we can have whole squads doing it? Seems legit.
It's very legit actually, it's an fps player preference for higher skill fights.
What's not legit is the many low skill players at this game and their wanting to level everyone to that low skill.
Players like that have done tremendous harm to this game while trying to help themselves.
Without high strafe how does a new to dust but skilled fps player compete with proto gear?
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Telcontar Dunedain
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Posted - 2013.07.03 19:41:00 -
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Skipper Jones wrote:Jimbeezy wrote:Get good scrubs
#ProtectStrafing It's not a matter of being good. There was no reason to increase it in the first place.
It's directly a matter of being good.
Moving and aiming at moving targets, it's fps basics.
This is actually removing a nerf from October. Many many early beta players hated that nerf. |
Telcontar Dunedain
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Posted - 2013.07.03 21:30:00 -
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DJINN leukoplast wrote:Still trying to update, on my 4th try now (2 times it just failed, 3rd time I accidentally turned of my PS3). So I haven't had a chance to witness how the strafing affects the game.
Off hand I would say it is a good thing, although it will amplify the KB/M advantages by leaps and bounds. Even in Chromosome the strafe speed made KB/M scout players nearly untouchable, I can't imagine how unbalanced it will be now being faster than that.
Also people may not realize this, but this is in one way a calogi nerf, as we have reduced movement speed and could already get out strafed by an assault. Now that difference will be amplified even more, thus giving the assaults a much bigger advantage over logis running as hybrid assault players.
But I think it's going to be nice now that I can actually use strafe to dodge my opponents, which really couldn't be done very effectively in Uprising 1.1. Mostly it was just a HP sink party, whoever had more HP to endure, won. Now that strafing is useful again, HP will be less important than being able to strafe intelligently. So running lower tier suits may be more viable against proto suits.
Actually the m/k issue has never been an issue even in the old days when we had this strafe speed last summer. The better Imperfects were all DS3.
Also yes, the people bitching about the strafe speed increase are generally low skill players with lots of SP that enjoy stomping new but good fps players with their superior gear.
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Telcontar Dunedain
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Posted - 2013.07.03 21:35:00 -
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Aeon Amadi wrote:MlDDLE MANGEMENT wrote:Aeon Amadi wrote:
The movement speeds were fine but I dont expect an IMP to listen to reason, let alone anyone that doesnt pad their ego. The issue between shields and armor is in the Dropsuit bonuses. Completely unrelated to this strafe speed BS that has absolutely broken Knives/Shotguns. Theyre useless now because even the hit detection doesntknow where the **** anyone really is and no amount of game development is going to fix hit box lag in an MMOFPS
So you agree with PDIGGY, CCP nerfed strafing speed because of crap hit detection. Meh IMPS listen to non-IMPs plenty. We just don't listen to carebear scrubs of which there are many on the fourms. Youre strawmanning the argument, sign of a bad debater. CCP applied restrictions to strafe speed because people like you complained about not being able to hit scouts, which was their main line of defense and unique totheir role. Its what made the CQC scout viable. It was NOT intended to make players who are already powerful (shield tankers) nigh impossible to hit. Even then you completely avoided my statement in that hit detection will always rely on latency/ping, so it cant be a legitimate argument infavor of or against strafe speeds. This game wasnt meant for highstrafe speeds, if it were HP values would be low ala Call of Duty. Higher strafe speeds doesnt givenew players anymore of a chance because vets can still hidebehind gear and SP, your main argument, in that shield tanking canbe used to recover from damage quickly while you outmaneuver your opponent - something that can be extremely abused with something like the Caldari Logi with less than 4 second recharge delay.
Your argument is ridiculous.
You bring in lots of other issues to try to confuse the debate because you are losing it.
New players with FPS skills will be able to win against high SP proto gear players that can't aim and strafe. This is not the case with a slow strafing Dust514.
Vet players with actual FPS skills will still be tough for them of course. |
Telcontar Dunedain
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Posted - 2013.07.03 22:03:00 -
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DUST Fiend wrote:IRuby Heart wrote:Oh my god, I laughed soooo hard at this. This was a joke right? Please someone tell me this was a joke.... By strafe I'm specifically talking about the rapid left to right teleport dance that completely defies any sense of physics and highly encourages shield tanking and splash weaponry, as well as borking CQC by turning into a guessing game of whack a mole. Troll on, oh trolls of New Eden
So again bring in a whole bunch of other issues and nonsense ("teleport" "shield tanking" "splash weaponry") with your fail argument but everyone else is "Troll". |
Telcontar Dunedain
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Posted - 2013.07.03 22:16:00 -
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DUST Fiend wrote:low genius wrote:DUST Fiend wrote:I'm curious too. I love how CCP patch notes never actually cover all the things that go into the patch This is a direct buff to shield tankers and splash weapons like the flaylock. that's a bit of a stretch. How so? Shield tankers benefit because of fast shield recharge and tiny recharge delay. Armor tankers would have more of an advantage if their speed weren't reduced, which makes them easier to hit if they try to outstrafe a shield player who is also strafing. Splash weapons were buffed in the fact that you don't have to put in the extra effort to get a kill, since all you have to do is hit the ground anyways.
As far as I know only the eve lore nerds think the movement penalty on armor is a good thing, I've hated it from the beginning.
Splash weapons can at least be avoided with better strafing and movement, you make no points for or again by bringing it up.
You bring up hot topic forum things to avoid the real issue.
You want a lower skill game.
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