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A Suggestion list addressing .70 game mechanics

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A Suggestion list addressing .70 game mechanics

Postby Dubstepcat » Mon Feb 06, 2012 3:50 am

As you [may]/should already know, Ace of Spades is a wonderful FPS combining elements from both Minecraft and a good example could be Counter Strike.

The environment is fun to play with and easily destructible, making the gameplay very dynamic at times. It can be great fun for hours upon hours of spare time. There is however, many flaws that appeal to numerous players, one of them such as I.

This game attracted me long ago for it's destructive and retro-modern appeal, allowing for great fun, even at the stage I joined at, which was well before .4 (I believe it to be .26).

The one recent problem is the degrading use of structures, in .50 it was great fun to build massive bases and defend/assault it with your life. After the release of the SMG it created MANY new possibilities, both structure wise, and strategy wise.
After the shotgun and many tweaks after that, comes .70, where structures do not have to be used at all to defeat entire enemy waves. I feel that suppression is no more, such as in pre .70 versions where you would be instantaneously killed if not in proper defense, and even then you could still have a small chance to run and gun perfectly, hugging small terrain features.

But now any one with a longer ranged gun can walk entire map distances, dodging every single round that comes toward them, and defeat an enemy snuggled up in their trench/bunker with ease.

I believe that better defensive weapons is a must have, to restore this game to it's original, 'stay in moderate cover, or get killed easily'.

A few of the following suggestions could fix this, First implemented could be a deployable/very non-maneuverable hmg/lmg [respectively]. With a fire rate that could exceed the SMG by twice-or maybe even thrice, and accuracy that can compare between the rifle and the SMG. But with block damage very minimal, this can force players who run and gun exceedingly, into a quickly made bunker or trench, bringing back the values of using structures and terrains defensively.

With urban warfare on the rise with this implementation, things to combat dug in structures could be launchers, mortars, AT grenades (besides tanks, they are good at destroying structures), off-map call-ins (such as airstrikes, mortar barrages, etc...), and more of the like.

I feel that suppressive weapons are all that this game needs to bring back it's "INCOMING INFANTRY, INTO THE TRENCHES AND BUNKERS"/"THAT MG IS PINNING US DOWN ON THE BEACH, GET TO THE COVER!" **see below for more quotes**

Overall, the real fun of my glory time in AoS was the imaginative gameplay one can passively have.


Quotes:
"THOSE MG NESTS ARE PINNING US DOWN, TUNNEL UP THERE AND LODGE A GRENADE INTO THAT NEST!"
"MORTAR BARRAGE! I SUGGEST WE GET INTO SOME AERIAL COVER!!"
"THOSE SNIPERS HAVE US PINPOINTED, WHERE ARE THOSE FOXHOLES WHEN WE NEE"-*blood splatter*

I was bored, so I just made some quotes of what It would sound like in our TS channels during our team play if these defensive weapons were implemented.
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Re: A Suggestion list addressing .70 game mechanics

Postby Dubstepcat » Mon Feb 06, 2012 4:42 am

bump :3
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Re: A Suggestion list addressing .70 game mechanics

Postby MrChucklez » Mon Feb 06, 2012 5:06 am

I not sure. One, i think this would create camping. And 2, would gun be still, or could players move it around?
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Re: A Suggestion list addressing .70 game mechanics

Postby Dubstepcat » Mon Feb 06, 2012 7:47 am

MrChucklez wrote:I not sure. One, i think this would create camping. And 2, would gun be still, or could players move it around?

1. Camping can easily be solved by building trench lines up to the target, or by using anti defense weapons. (eg. Launcher of some sort, grenades)


2. That's what some testing can figure out, if it should take time to deploy and undeploy, or be a player-slowing LMG

I'd say deployable would be best, because it would be easy to counter via flanking, and it would take like what? 5-10 seconds to undeploy then redeploy on the flanks, allowing for quick take downs, Most likely ending up in balanced gameplay.
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Re: A Suggestion list addressing .70 game mechanics

Postby Leonzable » Mon Feb 06, 2012 5:57 pm

Am I the only person not aware what .70 is going to add which makes structures useless?
The only thing I can imagine you're talking about is click-drag building, which should only increase the use of structures not decrease it
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Re: A Suggestion list addressing .70 game mechanics

Postby Dubstepcat » Mon Feb 06, 2012 11:12 pm

.70 is the current game version. Read all the changelogs up to it and play atleast 6 hours worth of the game, and then come back and tell me that this game hasn't turned into a cod run and gun game.
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Re: A Suggestion list addressing .70 game mechanics

Postby Gorman » Thu Feb 09, 2012 5:11 pm

Stepping out of cover already guarantees a swift death.
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Re: A Suggestion list addressing .70 game mechanics

Postby thedoctor1212 » Sat Feb 11, 2012 2:51 am

Gorman wrote:Stepping out of cover already guarantees a swift death.


Ditto
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