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RoundEy3
Metal Mind Industries
256
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Posted - 2013.08.01 15:26:00 -
[1] - Quote
Some sort of dispersion effect on all weapons while moving would work wonders in this game as far as infantry weapons are concerned. Best personal accuracy would be from the stationary crouched position, with slightly less dependable accuarcy while standing and or moving, the reticule bloom while hip firing seems fairly spot on, and reduced accuracy while ADS and moving.
Basically a more dynamic ballistics accuracy effect when movement and character position are combined that will work with this game's construction. Strafing around on uneven sufaces while ADS at a target 80m aways should prove to be an act of futility in the marksmanship ranking. |
RoundEy3
Metal Mind Industries
256
|
Posted - 2013.08.01 15:35:00 -
[2] - Quote
When I used to play America's Army I recall that game was built on the Unreal Engine, and it had some of the best shooting mechanics aside from Crysis 1 in my opinion.
In that game your sights and general barrel direction and accuracy were influenced by your simulated breathing, which direction you were moving in, how injured you were, how much sprinting you had recently done. It was pretty darn intricate, I'm sure we could have something done to make this crab walking strafe game made into a believable shooter. |
RoundEy3
Metal Mind Industries
256
|
Posted - 2013.08.01 15:45:00 -
[3] - Quote
Cosgar wrote:RoundEy3 wrote:When I used to play America's Army I recall that game was built on the Unreal Engine, and it had some of the best shooting mechanics aside from Crysis 1 in my opinion.
In that game your sights and general barrel direction and accuracy were influenced by your simulated breathing, which direction you were moving in, how injured you were, how much sprinting you had recently done. It was pretty darn intricate, I'm sure we could have something done to make this crab walking strafe game made into a believable shooter. As cool as it sounds, CoDders would complain. They' already complained in beta because strafing and TTK exposed their weak sustained aim. This is one of the reasons why I like Dust because there's a somewhat decent balance between twitch and old school track shooters.
I just like it when a game is realistic enough to show that standing upright while rapidly moving back and forth while firing full auto at a target 80+meters away is pretty useless. It actually promoted people to fire from a stable accurate position instead of running everywhere and strafing non stop.
Oh well, good thread none the less. |
RoundEy3
Metal Mind Industries
256
|
Posted - 2013.08.01 16:21:00 -
[4] - Quote
Cosgar wrote:That's where customization comes in with Dust. You can fit your suit to your specific playstyle. For example, a friend of mine was having some issues and he's primarily a CoD player. Thankfully, he was already a Gallente assault so adjusting his fitting was an easy fix. I got him to triple stack damage mods and stack reppers in his low slots with a shield regulator. Now he's right at home using a twitch playstyle with the ability to duck behind cover real quick to get back to full HP. I'm more of a strafe and track player so I hybrid tank with 0 speed penalty to throw off people's aim. Not many games on the market can appeal to so many different playstyles and none of them are F2P.
Biggest problem I have with the gun game is mid range shooting (30-80) against a "good" player at this game. It turns into a strafe lateral spray and pray contest and who has the best equipment really helps as well. I'm not just picking on the AR here by the way.
I know it is my opinion but I do not like the way those fights play out. Whether I or the other guy gets the kill it feels really frustrating and just kinda dumb. It's engrained in my reflexes to have the quickest reaction to get a steady accurate set of shots down range when your target is that far away, not start moving all over the damn place. So it just seems very silly that the best way to survive is to dance around, because whether your moving or stationary both of your shots go where your dot is.
I'm just talking for discussion's sake here, I just find it hard to enjoy some of the questionable mechanics in the game at times. |
RoundEy3
Metal Mind Industries
256
|
Posted - 2013.08.01 16:40:00 -
[5] - Quote
Cosgar wrote:hated Replicaton. Everyone had even more HP and SG scouts were something you had to call out to your squad back then because of their blinding speed. But at the same time, combat was fast paced and more strategic. Heavies (though a bit OP) were something to be feared as you needed to either chip his HP away from a distance or rush em' with 2-3 guys. (God I miss those days)
Back to the point, that's where gear comes in. If you're that twitch guy, bust out some damage mods and a duvolle. Even when strafing, that damn gun will chop me up in the blink of an eye. Gank vs tank is a huge thing in EVE and it's no different in Dust, you just have to fit accordingly. But hit detection/aiming is still a big issue too. You probably lost a lot of fights you should have won. Keep that in mind.
Yeah, plus I insist on using the scrambler rifles because I want to use something hi tech in a scifi game Which I am overall very satisfied with. It's just sometimes....sometimes you have those total wtf, near rage moments when trying to shoot dancing queen wannabe's. |
RoundEy3
Metal Mind Industries
257
|
Posted - 2013.08.01 17:21:00 -
[6] - Quote
Theresa Rohk wrote:The AR's get even more ridiculously good when you compare them to the assault scrambler rifles, good luck using that to hit long range when the kick from fireing pushes you off your target. Yet the duvolle manages to stay right on track.
Someone tell me why the **** a laser gun has a kick? IT IS A LASER, LIGHT, THERE IS NO PROJECTILE TO FIRE, THERE IS NO REASON FOR IT TO KICK/JUMP/WHATEVER when fireing.
Except for of course, to make it worse than the AR.
I don't know, the assault scr is much easier to use in my experience. The semi auto one is very difficult to hit small dance strafers with. Sometimes you can drop heavies and proto suits so fast with either of them. They seem to be weapons of opportunity. IF you can land a short series of shots your target will probably die, but tracking with them is more tedious.
I like hip firing with my ASCR no complaints there.
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