DUST 514

Rabbit Season and Sniper Rifles

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Rabbit Season and Sniper Rifles

Unread postby sixtus_quinn on Thu Jun 16, 2011 11:28 am

I'm honestly hoping that DUST will not have a jump function.

Need to get over a piece of terrain? Have a button queue that has you hop over it. Not having a jump button kills a lot of the bunny-hoppers and map exploiters that plague many other shooters that I've dealt with. And that quite frankly, doesn't exist in the real world.

Also, I'm frankly hoping the weapons will be unbalanced. Yeah, you heard me. If I spend a month working contracts to buy a bitchin new assault rifle, I want it to kick ass. Like in the real world, if a large-caliber sniper rifle will kill you if it hits you. Period, end of story. You're dead, either from instant organ loss, rapid blood loss or shock. They're also used to take down lightly armored APCs, trucks, helicopters and materiel. That said, they're expensive as all hell, and only the most skilled and experienced of PMCs in the game should be able to even have access to such a weapon.

But there needs to be a stopgap against this so we don't have people with no lives powerleveling their way to .50 caliber heaven. Hence the training, which if done right, won't allow someone to gain access to such a weapon for at MINIMUM six months.

Also, class slots in a game, so we don't get all sniper maps. Nothing irritates me more than an all sniper map that I didn't intentionally sign up for.
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Re: Rabbit Season and Sniper Rifles

Unread postby Da Chucky on Thu Jun 16, 2011 11:39 am

One problem I can see with having "Sniper slots" or anything similar is that there are no classes. You can customise your loadout without as many restrictions.

As for bunny hopping, as someone that has invested lots of time in BF2, I can not agree with you more. Despite the fact that we are being called "Dust Bunnies" by a large portion of EVE Players (and that's it's the rank for 0 posts), I don't want to see anyone grow bunny ears and a fluffy tail.

As for unbalanced weapons, I disagree. All weapons should be good when used properly in their intended role, with better models in the same class having some advantages. An example from EVE is officer modules. They might give only 5%-10% more than their T2 or T1 counterparts, but they cost in the billions of ISK. Each. Outside of it's intended role, it should suffer from it's drawbacks. For instance, sniper rifles are not that great in CQB, due to their size and their (usually) low rate of fire and small magazines. Not to mention that CQB does not allow them to use their advantages, such as long effective range.
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Re: Rabbit Season and Sniper Rifles

Unread postby SSTAGG1 on Thu Jun 16, 2011 2:14 pm

Hmm, I never thought about not having a jump option. Only issue I see is that there will be areas with obstacles and such that make it near impossible to traverse without jumping, or that it makes the fighting areas very bland (slopes and flats, not very exciting...). They could at least make the jump repeat delay very long, thus getting rid of the bullet dodge dancing.

Balancing the game to make each gun 'equal' to each other would not be fair. These differences should be very small, but enough to make each upgrade definitely better than their predecessor in some way (otherwise, why bother upgrading). Something like what Da Chucky suggested with the upgrades is the best option IMO. It wouldn't suddenly make an unskilled player the king of the map, but would be beneficial enough to be worth the time and price.

No need for 'class' slots either. Sniper matches may be good for getting kills, but since it's objectives that are the real reason for the game, assault and support players are going to be the best. With the entire game being based on controlling assets, snipers are going to be hated for being generally useless.

Remember, the whole point is to conquer planets and control objectives. You will likely never find an issue with snipers if you play competitively, since they will have a harder time controlling assets.
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Re: Rabbit Season and Sniper Rifles

Unread postby Da Chucky on Thu Jun 16, 2011 2:26 pm

SSTAGG1 wrote:Hmm, I never thought about not having a jump option. Only issue I see is that there will be areas with obstacles and such that make it near impossible to traverse without jumping, or that it makes the fighting areas very bland (slopes and flats, not very exciting...). They could at least make the jump repeat delay very long, thus getting rid of the bullet dodge dancing.


Well the solution to that is to instead allow you to "interact" with obstacles, allowing you to jump over/onto/under etc. This also allows you to scale larger obstacles that would normally be impassable with just a regular jump. And to balance it out, it takes time to traverse obstacles; time in which you are vulnerable because you a) can not shoot back and b) travel along a predictable path. If of course would take longer to jump on top of a shipping container than to jump over a small fence, but that's part of the system.
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Re: Rabbit Season and Sniper Rifles

Unread postby scarface6174 on Thu Jun 16, 2011 3:11 pm

Bad Company 2 had a great jump mechanic that not only lessened the effectivness of jumping, but also slowed your fwd motion down the more consecutive jumps you had in a row. By the 3rd jump you were effectively standing still jumping vertically.
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Re: Rabbit Season and Sniper Rifles

Unread postby EnglishSnake on Thu Jun 16, 2011 4:52 pm

Bunny hopping

Only other MP game i played without it was MGO which had rolling or box popping to avoid getting shot at but you couldnt heal yourself

Without bunny hopping its either run really fast or actually fight if ther no cover to hide behind

A jump function i wouldnt be too fussed tbh, it would make the game a bit more realistic but also tactically i would think aswell since ppl wouldnt be jumping around from place to place they would have to run and use cover

But ther better be a prone function tbh
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Re: Rabbit Season and Sniper Rifles

Unread postby Zeigfryd on Thu Jun 16, 2011 6:18 pm

I think a jump function is crucial to get over boulders and just random things on the map. This is in conjunction with regular traversing of the landscape as well as finding good ambush points. Battlefield: Bad Company 2 did it right in the lag time and bracing and the escalation of both with each consecutive jump. That is a great example to consider.
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Re: Rabbit Season and Sniper Rifles

Unread postby Gearboy on Sun Jun 19, 2011 5:28 pm

i was just thinking about what you said about bunny hopping, its not going to be a problem if you see them hopping dont aim for the head just shoot them in the chest
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Re: Rabbit Season and Sniper Rifles

Unread postby JonnyAugust on Tue Jun 21, 2011 9:32 pm

How about the act of jumping slows you down. It would allow you to traverse terrain and have freedom of movement but would prevent you from using it as a crazy unrealistic dodge maneuver.
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Re: Rabbit Season and Sniper Rifles

Unread postby Tizian Enel on Wed Jun 22, 2011 5:04 am

I think a combination of climbing ledges and a limited height jump would work fine without any extra penalties if jumping absolutely must be in the game.

If your jumps are 30cm in height, they shouldn't be a big issue. It'd still look stupid, but not quite as bad as jumping a couple meters like you do in some games.
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