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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

A return to tactical gameplay?

Postby KillingTime1 » Sun Apr 15, 2012 4:50 pm

Oh no! A user posting a suggestion with his first post! Worse, it's about guns!

We all used to love gen, but that era is long gone. I think that by adding in support weapons, and tweaking existing ones, we could possibly move more towards that tactical gameplay era, when AoS felt like a battlefield, rather than a CoD or counterstrike style game. The main point of these suggestions is to encourage deep teamwork, which was all important, and is what should set AoS apart from most any other shooter.

The first step is reducing block damage at range. Right now building isn't paramount, because cover is easily destroyed, unless you are very good at building. This is less of a problem on servers where trenches can be dug, but how often do you see people doing that any more? Building (moreso than destruction) is what sets Ace of Spades apart and makes it fun, but very few people will bother to build nowadays.

The second is reducing the defensive advantage this would give by adding in support weapons, which will also hopefully increase teamwork. I feel that what AoS needs is weapons that aren't just different ways to kill, but ways to support your allies. For example:
Suppression: A weapon that allows a soldier to keep his enemies heads down. Although wiser heads than me will probably work out the specifics, I imagine it would be a GPMG of some sort. Low damage, Wildly inaccurate when standing, but standing SMG levels of accuracy when crouched, though higher recoil, very low block damage, and a large ammo belt. Because the player will be fighting the recoil when firing, and will use an SMG if he wanted to burst fire, this weapon won't be great at killing. It will, however be excellent at suppressing enemies, especially dug- in ones. Because the user is vulnerable against anyone with a decent weapon, it creates an incentive to move with other players, and for other players to watch out for him. Being shot at makes even the best players panic a bit, and no-one wants to stand up into a stream of MG fire. If we do eventually get vehicles, this provides a nice weapon for them to use, maybe with increased accuracy. High volumes of MG fire will also contribute to the epic feeling when the minimap is a haze of yellow in a violent firefight, and everything is drowned out by pew-pew (Which is the real reason we love Goonhaven 1).

Block-Destroying weapon:
This is the one that has me stumped. Although it should be made harder, we do still need a way to destroy cover at range, and in a way that won't allow for deuces to get easy bazooka kills. My thought was a grenade launcher of some sort. Excellent at breaking blocks, but with relatively low damage to actual players (55ish for a direct hit). The shorter range will mean that bunkers won't be destroyable from the edge of the map like they are now, and the users vulnerability provides another incentive for teamwork. The GPMG and block destroying weapon will be useful in concert, suppressing a bunker to allow the squad to move up, then destroying it.

This would hopefully make people work together again, as well as seeing a return to strategically-placed bunkers being the king of the battlefield, rather than an inconvenience.

I'm sorry about the awful sentence structure, I'm not exactly on top form at the moment.
Thank you for taking the time to read this post, unless you didn't.
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Re: A return to tactical gameplay?

Postby TheSupernatural » Sun Apr 15, 2012 5:19 pm

Cruising around the suggestions on this site, it seems like one of the only good ideas.
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Re: A return to tactical gameplay?

Postby Putin » Sun Apr 15, 2012 5:27 pm

Yes Yes Yes I want tactical gameplay!!! Not the new Aos called "Call of spades!"

That aos gets the way you say I would buy it for 50 bucks!! Now I wouldn't give 2bucks max... sadly.

I Totaly agree with you 200% :D
Here what I would do

1.Rifle
Damage to Player- Same
Damage to Block- 3 shots
Acc Stand/duck- 100%
Acc Move etc. - 50%
RoF - Make it shoot 1bullet at 0.8sec.
( NOW ALL BUNKERS CAN BE EASILY PENETRATED WITH RIFLE AND THE DEFENDING SOLDIER EASILY HEADSHOTED IN MOVE. MAKING A BUNKER USELESS. Yesterday I made a great bunker and I waited ( it was 5 vs 2 ) And from once a blue comes out of fog i shot him 2 times in torso and he shots back from the move and kills me with headshot. My reaction was F**K u Aos i dont gonna play you ever again stupid game i go play cod its more tactical then this crap!!!)

2.SMG
It needs a Fix its really op now but I fear Ben will make it useless like before :( ( I Feel like they dont knew what a smg is its a gun to rush out and kill not to duck like a moron and shoot.)

3.Shotgun
Its totally ok

4.MG
This is what we need a weapon to place at our bunker walls windows. And make Aos a Tactical shooter like it was!
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Re: A return to tactical gameplay?

Postby DrPockets » Sun Apr 15, 2012 6:14 pm

The shotgun is not ok. The shotgun is the weakest gun, I was fine at .70 but then it got nerfed.
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Re: A return to tactical gameplay?

Postby Paratrooper » Sun Apr 15, 2012 6:24 pm

Remove zooming upon aiming down the sights to make way for a sniper rifle-type weapon.
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Re: A return to tactical gameplay?

Postby ChaosTLW » Sun Apr 15, 2012 6:45 pm

Make SMG accuracy suffer at range while being just like now at med-range. This way, no more Submachinegunners sniping Riflemen.
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Re: A return to tactical gameplay?

Postby demo123 » Sun Apr 15, 2012 6:48 pm

Paratrooper wrote:Remove zooming upon aiming down the sights to make way for a sniper rifle-type weapon.


Comon.This is the only multyplayer fps game with functioning iron sights.It would be dumb if only a sniper rifle(if there is gonna be one) has a zoom.Your idea sir equals dumb.Plus why would that make way for a sniper rifle.You can have the iron sights and zoom for the sniper rifle idiot.
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Re: A return to tactical gameplay?

Postby ChaosTLW » Sun Apr 15, 2012 6:53 pm

When you aim down sights IRL it doesnt zoom...

I'd rather have something like this:

Shotgun: Almost no zoom.
SMG: Between the zoom we have now and Shotgun zoom.
Rifle: The zoom we have now.
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Re: A return to tactical gameplay?

Postby Putin » Sun Apr 15, 2012 7:07 pm

ChaosTLW wrote:When you aim down sights IRL it doesnt zoom...

I'd rather have something like this:

Shotgun: Almost no zoom.
SMG: Between the zoom we have now and Shotgun zoom.
Rifle: The zoom we have now.


Hm... no I use smg zoom and Shotty zoom like binoculars. So I don't want that. It isn't a bad idea but only if all weapons got no zoom , and then make a sniper with zoom x2,x3 or leave it.
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Re: A return to tactical gameplay?

Postby ChaosTLW » Sun Apr 15, 2012 7:19 pm

Putin wrote:
ChaosTLW wrote:When you aim down sights IRL it doesnt zoom...

I'd rather have something like this:

Shotgun: Almost no zoom.
SMG: Between the zoom we have now and Shotgun zoom.
Rifle: The zoom we have now.


Hm... no I use smg zoom and Shotty zoom like binoculars. So I don't want that. It isn't a bad idea but only if all weapons got no zoom , and then make a sniper with zoom x2,x3 or leave it.


Well, the Rifle's role is already kinda sniping.
What about binoculars? It has already been suggested, but if you have a Shotgun or a SMG with the zoom I said, then you could use the binoculars as, well, Binoculars.
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Re: A return to tactical gameplay?

Postby KillingTime1 » Sun Apr 15, 2012 7:20 pm

I get the feeling this thread is getting derailed.
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Re: A return to tactical gameplay?

Postby SICKfudge » Sun Apr 15, 2012 7:36 pm

I dont think its the weapons that are encouraging non tactical gameplay, more the players:

for example, on several good qualitly servers there are players (either in clans or otherwise, serious, experienced players) that understand that AOS is about teamwork and as such, find them communicating, building structres and as you said, playing tacticly. However, sadly on many other servers there are many inexpreienced players or 'lone wolves' who dont understand the basic principals of aos gameplay and just want to run and shoot :/

Unfortunatly a soluttion for this will be harder than ajusting or adding in new weapons
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Re: A return to tactical gameplay?

Postby KillingTime1 » Sun Apr 15, 2012 7:45 pm

SICKfudge wrote:I dont think its the weapons that are encouraging non tactical gameplay, more the players:

for example, on several good qualitly servers there are players (either in clans or otherwise, serious, experienced players) that understand that AOS is about teamwork and as such, find them communicating, building structres and as you said, playing tacticly. However, sadly on many other servers there are many inexpreienced players or 'lone wolves' who dont understand the basic principals of aos gameplay and just want to run and shoot :/

Unfortunatly a soluttion for this will be harder than ajusting or adding in new weapons


I completely agree. Not enough has changed in the gameplay to justify the change in attitude of the average player. However, I think this could help somewhat. Baby steps.
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Re: A return to tactical gameplay?

Postby Paratrooper » Sun Apr 15, 2012 7:59 pm

demo123 wrote:
Paratrooper wrote:Remove zooming upon aiming down the sights to make way for a sniper rifle-type weapon.


Comon.This is the only multyplayer fps game with functioning iron sights.It would be dumb if only a sniper rifle(if there is gonna be one) has a zoom.Your idea sir equals dumb.Plus why would that make way for a sniper rifle.You can have the iron sights and zoom for the sniper rifle idiot.


Looking down the iron sights don't really do anything, it just helps you in aiming. In my opinion, looking down the iron sights SHOULD make the weapon more accurate than when hipfiring.

Also, don't be rude, dude. Talking like an arse isn't the best way to get people to agree with your opinion.
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Re: A return to tactical gameplay?

Postby Putin » Sun Apr 15, 2012 8:01 pm

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.
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