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A return to tactical gameplay?

Got a great new idea for the game?

Does this seem like a good idea to you?

Yes.
23
72%
No.
0
No votes
Maybe.
3
9%
I don't know.
2
6%
Can you repeat the question?
4
13%
 
Total votes : 32

Re: A return to tactical gameplay?

Postby Paratrooper » Sun Apr 15, 2012 8:09 pm

Putin wrote:Building and Tactical game-play would only come back if the weapons get movement accuracy decrease and Some use-fuller roles. Now a bunker isn't helping a soldier even 10% so why build? If he can simply run and gun like everyone does this times.
I Think About Defensive weapons like A Bunker with MG's on it would make much players go build again. Or Mortars That are fired from fox-holes. Maybe even cannons that shoot from the forts windows. Aos should not be a run and gun game if its meant to be tactical. Run and gun isn't going with tactics.

So Ben has to realize That aos is now more a " Static Run & Gun FPS " Then what he said a tactical build and fight game.


I strongly believe that building, flanking, and sabotage should be a very big part of the game. One could easily defend themselves against a horde of enemies using a 2x2x1 block formation. I believe this is mainly because crouching is instant - the player immediately ducks at light speed when he/she crouches.

Crouching should have a rather short animation to prevent people who duck out, shoot, and duck into cover in a blink of the eye. This should make it so that a strong and stationary bunker is more important that cheap 2x2x1 blocks. Strong defenses should open up sabotage. By crumbling enemy fortifications, you essentially disable the team's means of defense.

For the people who set up servers, I would strongly suggest removing squad spawns as they are very often used to surround the spawn of the opposing team. This is especially the case when the wave spawn times is very short. The ones I just killed could simply respawn at the hill right behind me where his teammate was hiding.
Last edited by Paratrooper on Sun Apr 15, 2012 8:42 pm, edited 1 time in total.
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Re: A return to tactical gameplay?

Postby Putin » Sun Apr 15, 2012 8:37 pm

@paratrooper
You made my post complete ;)

I would like to see Mortars cause its shells fall at somewhat 80 degrees (near 90) Making a Roof structure finnaly overcome the simple wall of 2 block height
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Re: A return to tactical gameplay?

Postby VilgO » Sun May 13, 2012 11:32 pm

Bump why can't i just write "Bump"?

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Re: A return to tactical gameplay?

Postby Putin » Sun May 13, 2012 11:44 pm

" why can't i just write "Bump"? "
You cant....
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Re: A return to tactical gameplay?

Postby SLoW » Mon May 14, 2012 12:59 am

A reminder for everyone reading this thread, the rules specifically say not to bump without new content or ideas.

viewtopic.php?f=2&t=1
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Re: A return to tactical gameplay?

Postby TheGeekZeke101 » Mon May 14, 2012 1:09 am

Thanks for the bump SLoW ;)

Anyways, looking onto this, maybe Ben could add a third person animation? Maybe like the one in Elite Sniper V2.

You might be saying, "Zeke, this is a third person game." Well, third person animations involve actually moving, instead of instantly crouching. The main problem is people can simultaneously crouch. The third person movement would take away 4 second having to move both bake and forth. Kinda helping the problem in this situation.

You'd also need blocks to hide behind.If not, you would not be able to crouch jump like o'l Zekey here. This whole thing could lead to a bunch new crouching and prone features.
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Re: A return to tactical gameplay?

Postby ThisFrickinSite » Mon May 14, 2012 11:46 pm

I agree that theis game would be very cool if it were more tactical, but you must also not get around much on here because i have seen some people build some amazing shit in the very middle of a battle. Also, removing the defensive advantage would also ruin the need for more team work and tactility around their advantage, however this would also help tone down the camping that everyone is complaingin about for no obvious reason. im not sure where i throw my vote, but still very good most of it.
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Re: A return to tactical gameplay?

Postby Putin » Tue May 15, 2012 2:30 am

^ Defensive advantage 5% Run and Gun Attack 80% advantage

Building in aos is totally "useless" no one builds any more , a simple wall is totally enough to do all the work , cause bunkers make no tactical or any advantage they are even making you easier to spot and make you less move able so you are a easy target for the Rifle what is a Run and-Make headshot weapon so building is totally died out in aos. Wit the now Weapon balance of a rifle being 100% accurate its totally worthless making cover cause he will run and snipe you anyway. And All other weapon's got no tactical or defensive usage,I made a appeal for HMG that would be set-able at bunker windows but Ben and Mat are rather adding medi-crates and sh*t , that even a 1 year old wouldn't make. So we have to live with aos being a Fast paced shooter like TF2 (cause of run and gun rifle) and tactical like Cod (cause of Bens fear of additions , that are so much needed) .
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Re: A return to tactical gameplay?

Postby VilgO » Tue May 15, 2012 7:29 pm

Trenches are useful even now, i always do them in infiltration. Also, bunkers are useful to prevent being blown with grenade spam.
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Re: A return to tactical gameplay?

Postby Putin » Tue May 15, 2012 8:22 pm

^ Sure ... They are usefull but not 1% of the Real bunker/trench advantage. Cause we got to offensive weapons(rifle!) the most is rifle cause it can easily cut off heads of entrenched units while running so... No it isnt usefull its just usefull to lose all nerves and show what a moron you are if you build bunkers/trenches nothing more.
But Ben said he want Aos to be TF2 so run and gun is the only opinion in his ---- head.
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Re: A return to tactical gameplay?

Postby Monsteri » Sat May 19, 2012 10:06 pm

Buff building. Buildings should be overpowered.
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Re: A return to tactical gameplay?

Postby PXYC » Sun May 20, 2012 12:10 am

I really want Ace of Spades to be like it was a long time ago, where people would build giant forts, make tunnels, and create trenches. I know we can't return to that without removing a lot of features, because that's where we went wrong, but maybe some sort of official squad system (much different than the script) would encourage teamwork? Also, you can't tunnel with another person right now, because you'll accidentally teamkill them, or they'll get in the way.
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Re: A return to tactical gameplay?

Postby harlsberg » Sun May 20, 2012 1:25 am

I think the squad system should have highlights or some sort of indicator on your squadmates so you know to stick with them in favor of the squad spawn system. The SMG could have a damage drop off where it does miserable damage at long range, and at long range headshots only count as a damage multiplier. I also like the idea of the crouch animation and nerfing block damage on the rifle.

I think the machine gun should be innacurate as all hell when fired standing or crouching, and have no ADS ability. It always bugged me in games when you can reasonably shoulder a 28 pound LMG and be pinpoint accurate with it. Special forces are the only soldiers that even fire LMGs like rifles.

Instead you should be able to go prone and use the bipod for accurate fire with the sights, or fix it on top of like a ledge in other FPSes.
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Re: A return to tactical gameplay?

Postby NapalmFlame » Sun May 20, 2012 4:26 am

I guess I'm the only one that recognises the malcolm in the middle reference. Aside from that, I personally think smg's standing accuracy needs a buff, crouching accuracy needs a slight nerf and rifle shot deviation at range needs to go down by at LEAST 80%.
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Re: A return to tactical gameplay?

Postby Putin » Sun May 20, 2012 11:17 am

I guess I'm the only one that recognises the malcolm in the middle reference. Aside from that, I personally think smg's standing accuracy needs a buff, crouching accuracy needs a slight nerf

YES YES YES YES YES! Its stand accuracy is sh*t its unacceptable crappy.
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