<!--quoteo(post=1968178:date=Aug 29 2012, 08:18 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Aug 29 2012, 08:18 AM) <a href="index.php?act=findpost&pid=1968178"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There need to be a downside in battles when you got this much fire power and armor. Also your example is easily answered by: Move not alone. Cover each other.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmmm, guise I think the fade needs more downsides guise too much firepower guise. Why dont we make it so he has to stand still to attack guise, like in the exo trailer guise. Guise. Guise?
<!--quoteo(post=1968105:date=Aug 29 2012, 02:09 AM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Aug 29 2012, 02:09 AM) <a href="index.php?act=findpost&pid=1968105"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you limit his turn speed he cant fight off skulks at his feet which would be annoying as hell.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1968106:date=Aug 29 2012, 06:10 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 29 2012, 06:10 AM) <a href="index.php?act=findpost&pid=1968106"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Remind me why the grenade launcher is no longer an LMG attachment? Lets not go down this road again.<!--QuoteEnd--></div><!--QuoteEEnd-->
The same reason the flamethrower isnt an lmg attachment?
I also find it funny how you are so offended that I "present thoughts in my post as yours". You then continue to state that absolutely nobody enjoys mechanics which limit turning and emphasise positions and teamplay, and that camping a room like a turret is fun for no one.
I think our disagreement comes from how we see the exo, and what we think its role is. It is evident to me that you view the exo as light marine 2.0, and is essentially just a way to roll out and get many many kills, without the risk of being killed. However, I see the exo almost as a stationery emplacement. I think it is meant for static positioning and fire, ideal for locking down an area against an incoming attack, or, for slowly creeping against enemy defences. I see the exo as being good for three things. Killing large numbers of enemies coming from a single predictable point of attack, killing Onos, and killing structures.<!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe we should make the exo have to deploy to fire as well? Cant have them moving around while shooting things, it just doesnt fit the role! While were at it, why not make it so the comm has to drop them and the marines have to build them. Just imagine the tacticalliness of it all! The escorting, the deployment, the bombardment! It will be glorious!!! Oh... wait... fast-corridor based shooter... right.
<!--quoteo(post=1968900:date=Aug 30 2012, 11:59 AM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Aug 30 2012, 11:59 AM) <a href="index.php?act=findpost&pid=1968900"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If only the exosuit could have flamethrower attatchments. Dual flamers would be kill it with fire mode.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was thinking maybe making it so the exo could only get ammo from visiting a certain structure (idc which one) or having MAC's deliver it to them.
It would have to be that way because it would just likely be too cheap to supply ammo with ammodrops imo for the amount of benefit an exo would still get. Especially the dual wield exo which can literally just go kill hives by itself if it has a mac or two following it.
<!--quoteo(post=1968902:date=Aug 30 2012, 12:01 PM:name=1dominator1)--><div class='quotetop'>QUOTE (1dominator1 @ Aug 30 2012, 12:01 PM) <a href="index.php?act=findpost&pid=1968902"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1 for heavy 40k dreadnought style flamer.<!--QuoteEnd--></div><!--QuoteEEnd--> Hell, I want to be able to put any weapon I want in the exo's off hand. Minigun and flamer, minigun and gl, minigun and shotty. Yummy.
Blergh, what a name for a natural selection game. That is what it has become though, I was just trying to suggest things that would make it go in the opposite direction.
At the very least, I would like the playstyle of the exo to be different from that of a normal marine. At the moment it really isn't. Fast swiveling and pretty rapid move speed just means that it is light marine 2.0, bigger and better. Not being able to build or phase doesn't change your play style, it just changes where you play.
Don't mess around with mouse sensitivity and don't make the game more turret-like. I don't even want to defend those views because they seem so obvious.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I was playing Insurgency 2 a few hours ago at my friend's house and I liked a feature:
"In the game the first person weapons actually move around the screen realistically and have first person physics that simulate a "spring" effect when the weapon is moved from one position to another."
Add this into the Exo in some way, so the screen is a bit slow to turn but the miniguns can aim anywhere on the screen just as fast as it is now. Hmmmmm :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I think this would be a good compromise. It would still allow quick aiming in your view, but still make the exo feel unique with its own disadvantages and advantages and not like an super marine.
If you're in an exo, you shouldn't allow things to get right up to your feet. I know, hard with the kharaa movement speeds, but it is a risk you take wearing the exo. If some skulks get on you, you should have marines backing you up. Exo's shouldn't be ramboing on their own.
They can't rambo. Two skulks take down an exo most of the times. But I do like the screen movement idea. It would give an even greater mechanical feel to it.
<!--quoteo(post=1967956:date=Aug 28 2012, 10:34 PM:name=Ryne)--><div class='quotetop'>QUOTE (Ryne @ Aug 28 2012, 10:34 PM) <a href="index.php?act=findpost&pid=1967956"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My mouse, as do many gaming mouses, has an on the fly sensitivity adjustment.... Hit "+" and do a rapid turn, hit "-" and be back to normal aiming sensitivity.<!--QuoteEnd--></div><!--QuoteEEnd-->
Why would anyone want to use such tricks /exploits ? Let's just play the game the way it is intended.
<!--quoteo(post=1968986:date=Aug 30 2012, 03:57 PM:name=Darkomicron)--><div class='quotetop'>QUOTE (Darkomicron @ Aug 30 2012, 03:57 PM) <a href="index.php?act=findpost&pid=1968986"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They can't rambo. <b>Two skulks take down an exo most of the times</b>. But I do like the screen movement idea. It would give an even greater mechanical feel to it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Those are some bad marines then. I bet they still blame bad performance on why they can't hit ###### too.
Aim at your feet and jump. You'll kill skulks easy that way.
<!--quoteo(post=1968994:date=Aug 30 2012, 03:12 PM:name=Melancor)--><div class='quotetop'>QUOTE (Melancor @ Aug 30 2012, 03:12 PM) <a href="index.php?act=findpost&pid=1968994"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why would anyone want to use such tricks /exploits ? Let's just play the game the way it is intended.<!--QuoteEnd--></div><!--QuoteEEnd--> People like to win, and if a game allows uncapped sensitivity, nobody should be surprised when very high and low sensitivities appear. That's how the game works, in that case.
I don't think sensitivity needs a cap. There's nothing wrong with rapid 180s, and it won't save you from being ripped apart by the two blurs orbiting your chassis.
Comments
Hmmm, guise I think the fade needs more downsides guise too much firepower guise. Why dont we make it so he has to stand still to attack guise, like in the exo trailer guise. Guise. Guise?
sure you can... dont miss
The same reason the flamethrower isnt an lmg attachment?
<!--quoteo(post=1968184:date=Aug 29 2012, 08:34 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 29 2012, 08:34 AM) <a href="index.php?act=findpost&pid=1968184"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pretty hilarious.
I also find it funny how you are so offended that I "present thoughts in my post as yours". You then continue to state that absolutely nobody enjoys mechanics which limit turning and emphasise positions and teamplay, and that camping a room like a turret is fun for no one.
I think our disagreement comes from how we see the exo, and what we think its role is. It is evident to me that you view the exo as light marine 2.0, and is essentially just a way to roll out and get many many kills, without the risk of being killed. However, I see the exo almost as a stationery emplacement. I think it is meant for static positioning and fire, ideal for locking down an area against an incoming attack, or, for slowly creeping against enemy defences. I see the exo as being good for three things. Killing large numbers of enemies coming from a single predictable point of attack, killing Onos, and killing structures.<!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe we should make the exo have to deploy to fire as well? Cant have them moving around while shooting things, it just doesnt fit the role! While were at it, why not make it so the comm has to drop them and the marines have to build them. Just imagine the tacticalliness of it all! The escorting, the deployment, the bombardment! It will be glorious!!!
Oh... wait... fast-corridor based shooter... right.
+1 for heavy 40k dreadnought style flamer.
I was thinking maybe making it so the exo could only get ammo from visiting a certain structure (idc which one) or having MAC's deliver it to them.
It would have to be that way because it would just likely be too cheap to supply ammo with ammodrops imo for the amount of benefit an exo would still get. Especially the dual wield exo which can literally just go kill hives by itself if it has a mac or two following it.
Hell, I want to be able to put any weapon I want in the exo's off hand. Minigun and flamer, minigun and gl, minigun and shotty. Yummy.
Blergh, what a name for a natural selection game. That is what it has become though, I was just trying to suggest things that would make it go in the opposite direction.
At the very least, I would like the playstyle of the exo to be different from that of a normal marine. At the moment it really isn't. Fast swiveling and pretty rapid move speed just means that it is light marine 2.0, bigger and better. Not being able to build or phase doesn't change your play style, it just changes where you play.
"In the game the first person weapons actually move around the screen realistically and have first person physics that simulate a "spring" effect when the weapon is moved from one position to another."
Add this into the Exo in some way, so the screen is a bit slow to turn but the miniguns can aim anywhere on the screen just as fast as it is now. Hmmmmm :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I think this would be a good compromise. It would still allow quick aiming in your view, but still make the exo feel unique with its own disadvantages and advantages and not like an super marine.
If you're in an exo, you shouldn't allow things to get right up to your feet. I know, hard with the kharaa movement speeds, but it is a risk you take wearing the exo. If some skulks get on you, you should have marines backing you up. Exo's shouldn't be ramboing on their own.
Why would anyone want to use such tricks /exploits ? Let's just play the game the way it is intended.
Those are some bad marines then. I bet they still blame bad performance on why they can't hit ###### too.
Aim at your feet and jump. You'll kill skulks easy that way.
People like to win, and if a game allows uncapped sensitivity, nobody should be surprised when very high and low sensitivities appear. That's how the game works, in that case.
I don't think sensitivity needs a cap. There's nothing wrong with rapid 180s, and it won't save you from being ripped apart by the two blurs orbiting your chassis.