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RUNNING WITH RIFLES Multiplayer

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PostPosted: Mon Sep 02, 2013 7:35 am 
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Joined: Mon Sep 02, 2013 7:32 am
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Hey, just got the game- gotta say... Fun.

Now, I love shields in games- the idea of being able to soak up fire for allies is awesome. What direction do you plan on taking the riot shield, if any? At the moment- although COOL in some situations, it does seem lack luster, and some what clunky in the sense you can't move all the time while facing them (If crouched).

About RP, seems a bit hard to get and keep. What direction is it going in? Maybe it's just me, but unless I find an item worth 400 or so, I don't feel like I should protect myself overly to stay alive.

Also, progression: Anyone else feel like if this game had a universal offline/online 'rank' they could use, it would feel a bit better to rank up?


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PostPosted: Mon Sep 02, 2013 8:38 am 
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KingArthur wrote:
Now, I love shields in games- the idea of being able to soak up fire for allies is awesome. What direction do you plan on taking the riot shield, if any? At the moment- although COOL in some situations, it does seem lack luster, and some what clunky in the sense you can't move all the time while facing them (If crouched).

I somewhat agree. At the stage it is, it's mostly meant for cooperative gameplay, although AI too tries to get behind the shield guy. The reason the AI can't use it too effectively is that their accuracy is mostly a bit low, so they are worse shooters than players unless you crank up the accuracy which will also affect enemy AI.

My biggest grudge with the shield mechanic is that it's so easy to get the shield guy + everyone behind him killed with single grenade, I'd prefer the grenade to destroy the shield, possibly e.g. stunning or wounding the shield guy, leaving the others unharmed behind him. This would mean that the shield guy wouldn't have to bail out when a grenade is coming, exposing everyone behind him.

Moving while crouched might make the shield OP as, without grenades, the AI wouldn't be able to do one thing against a riot shield guy approaching him, it would make riot shield + stab -mechanic a bit too easy I guess.

All in all, it is a lackluster currently. I personally could live just fine with it removed from the game, as we have the barrier now which is much more useful.

KingArthur wrote:
About RP, seems a bit hard to get and keep. What direction is it going in? Maybe it's just me, but unless I find an item worth 400 or so, I don't feel like I should protect myself overly to stay alive.

I haven't tried RP much in quick matches lately, but in Invasion it seemed fine the much I was trying it. I seem to be obtaining RP about the same rate I'm getting XP, leaving me with 2000-3000 RP when I finally get to make the calls. I haven't played Invasion completely through with the current settings yet, so I might not have the best opinion about this overall.

I seem to collect about 2-3 items until I head back for getting RP, unless I found something big, so usually it's at least 100 RP coming from the gig. The cover resource item as secondary weapon is a huge RP waste if you plan on dying a lot, each of them costing 20 RP, you being able to carry 2 of them, so each respawn 20*2 + less than 20 for weapon and grenades makes single life worth about 60 RP, which is a lot.

In later versions, campaign will need to have a few settings to control the difficulty level, one aspect could certainly be an overall multiplier for how common valuables are or how big RP rewards they have.

KingArthur wrote:
Also, progression: Anyone else feel like if this game had a universal offline/online 'rank' they could use, it would feel a bit better to rank up?

The campaign is the universal offline rank. The campaign is supposed to take closer to 10 hours from a non-rookie player, quite possibly more for a rookie. You could reach the "normal" max rank which is at 10k XP marker during that. I'm not sure if people would like to start another campaign with that same profile after you're done with the first, I know I wouldn't as there would practically be no progression involved anymore (all weapons are unlocked, every call is open, you've got the squad maxed out).. it would be about the same as playing quick matches with maxed out initial settings.

What comes to online rank, I think that could be a problem with balancing PvP. That's why PvP servers are normally expected to set a rank setting everyone starts with and no persistent profiles.


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PostPosted: Mon Sep 02, 2013 8:45 am 
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Joined: Mon Sep 02, 2013 7:32 am
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Cool! Thanks for the response.

EDIT: Playing so far it seems the enemy have more units then I do on my team. Do they get a boost? Or are my team mates goofing off as they zerg rush?


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PostPosted: Mon Sep 02, 2013 9:27 am 
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Joined: Tue Jan 03, 2012 9:58 am
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Location: Western Europe
the riot shield, if used correctly can be pretty awesome. In single player it still lacks in rewarding value, even if you get a certain amount of XP when an AI kills an enemy while protected with the shield. In multiplayer it's a bit different as when you see that the player which uses your shield cover makes a kill it's emotional rewarding ;)
Here you can see a quite good shield/gunner cooperation in the last multiplayer session we had: http://www.twitch.tv/jackmayol/c/2820619
The shield part starts at around the 8 minute mark.
Crouching+moving while in full cover would be bad and especially against the AI imba. In singleplayer a barrier might be more interesting, even though it's pretty static but at least you can use it yourself. In PvP I am pretty sure the shield is more effective, as it's more versatile.

About the valuables, I pick them all up as long as I dont have to risk my life to do so (unless it's a Lona Misa hehe). I often use a vest (which makes me die MUCH less). I also often end up with 3-4 valuables before I go to a stash or an armory.

I want to clarify something which still isn't known by many people:
you CAN pickup valuable by just pressing "F" once you are around (the item will be displayed on the left part of the screen along with other things). Even if there are other stuff lying around, you will automatically pickup the valuable instead of weapons, support items, etc as it is prioritized. I saw recently again someone which was standing on top of a gem-valuable for a few seconds, I think he kept "F" pressed and drag and dropped it into his backpack, which of course is cumbersome and takes way too much time.


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PostPosted: Mon Sep 02, 2013 9:46 am 
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Yea! That video is exactly what I love- we need to play some time and form a riot shield wall :)


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PostPosted: Mon Sep 02, 2013 11:24 am 
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KingArthur wrote:
Yea! That video is exactly what I love- we need to play some time and form a riot shield wall :)


hehe ya or a turtle formation and make a mod out of this: "Asterix&Obelix vs. the Romans" :)


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PostPosted: Mon Sep 02, 2013 2:05 pm 
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KingArthur wrote:
Playing so far it seems the enemy have more units then I do on my team. Do they get a boost? Or are my team mates goofing off as they zerg rush?

The faction that holds the most bases has the most soldiers. The relation isn't strictly linear tho, for better balancing.

In Invasion (=campaign), the player always starts outnumbered when starting a new map.


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