|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
DUST Fiend
OSG Planetary Operations Covert Intervention
4328
|
Posted - 2013.07.03 19:27:00 -
[1] - Quote
We have enough threads on this, just discuss it in those threads. This will do nothing other than bring out the trolls. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4338
|
Posted - 2013.07.03 20:07:00 -
[2] - Quote
Cosgar wrote:You have it backwards. Go play Quake 2 and Unreal Tournament and see how strafing was back then. Better strafe speed is a good thing because fights don't always go into the favor of who has the fastest trigger finger. You're welcome to go play old games that no one cares about. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4349
|
Posted - 2013.07.03 20:43:00 -
[3] - Quote
Aeon Amadi wrote:When have we ever had more than 6k....? Also, just as an aside, I find it amusing when people say having a mechanic like this will help player retention. The vast majority of DUST players, or really FPS players in general, lack the ability consistently predict and then readjust their aim to get a hit, over and over and over again. So in reality, what this does is further push the segregation between less skilled players and those who just play a lot / are lucky enough to have lightning hands.
So really, mechanics like this will only serve to further frustrate the players who are already being stomped by older players, and in turn will only decrease player retention, rather than increase it.
It will also lead to TONS more of THIS (I AM the one who told CCP to do stuff for the lulz....guess it's coming back to bite me) |
DUST Fiend
OSG Planetary Operations Covert Intervention
4354
|
Posted - 2013.07.03 20:52:00 -
[4] - Quote
Cosgar wrote:Do you complain about strafing in Borderlands? I was unaware that Borderlands was a multiplayer versus shooter with aspirations to enter into the competitive world of E-Sports.
My bad. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4355
|
Posted - 2013.07.03 20:59:00 -
[5] - Quote
Cosgar wrote:I was just bringing up a more relevant game that has old school style strafing and character building that somewhat resembles Dust 514. Unfortunately, I don't say any arguments as to why strafing is bad aside from people trying to argue that it's making the game more twitch/arcade style, which is completely bass ackwards. So basically you're ignoring the points that this is a strong buff to Shield tankers, a minor if not major nerf to armor tankers (depending on layout), a buff to anyone running splash weapons (Godlock comes to mind), or even just the pure aesthetics of some guy hoping left and right firing away.
It also totally borks CQC in that it becomes a complete guessing game when coupled with the hit detection that's still being worked on. And, as I said, it ignores the fact that CCP has decided to put balance more on the backburner in an attempt to hammer out basic mechanics that have yet to be nailed down. This introduces an imbalance to things that are already imbalanced, and that's the primary issue, for me.
It's a very random and out of the blue design change that was yet again never even hinted at by CCP, instead it was just dropped into our laps. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4369
|
Posted - 2013.07.03 22:07:00 -
[6] - Quote
Boot Booter wrote:Com'on people... The real issue isn't the strafe speeds it's the twitchy unnatural movement. I tried shooting an amarr yesterday that was dodging around looking like Barry Sanders 2.0. Lighter suits should be able to strafe at high speeds and change directions more quickly. Heavier suits should be a little slower and change directions more sluggishly. It's simple physics and would make the game feel so much more natural. I'm guessing they could use the movement speed as some sort of tuning for movement "responsiveness". I hope a dev reads this...
Strafe speed doesn't bother me, that's fine.
It's hopping left and right in the teleport shuffle that irks me. They added the stamina delay when you stop running, they should add a small stamina cost if you go from one direction immediately to the other. If you're out of stamina, you will move at a reduced speed instead of max.
Either that, or add slight deceleration when you stop moving in one direction, and give them just a brief moment needed to accelerate back in the other direction.
Solves teleporting, still lets people strafe in combat, and adds more player skill by tying it to stamina. |
|
|
|