« Last post by Messatsu on Today at 02:53:07 AM »
The main game is terribly unfocused. The slow pace is kind of a result of that. The game is in the genre of "Arena Shooter", or at least that's my general understanding, but the design choices completely counteract this. Constantly nerfing powerful weapons is not a terrible idea on paper, but in practice is drags down the speed of the game terribly. In damn near every other Arena Shooter I ever played, OHKO weapons were common(SSG, Flak Canon, Rockets, Grenades etc). These were usually mitigated somewhat by armor and other powerups that could reduce the damage taken or increase your damage (Quad Damage). In addition, the OHKO weapons usually had some sort of drawback (Slow projectile speed, or close range requirement) to offset their power. The advantage of having such powerful weapons available is that it would allow a freshly spawned player to pick up one, and if properly utilized, they could score a frag or two (or more if they were skilled) as they traversed the level and they could hopefully gather a better selection of weapons and defensive abilities. In general, it allowed the player to grow more powerful the longer they survived. There would still be a threat from the OHKO weapons, but glancing blows could be mitigated by armor and shielding. In this game, since everything is projectile based and slowish, the battles are more protracted, and in general, you aren't walking away from most fights unscathed. The slower movement speed coupled with the projectile speed makes combat mostly close quarters since past a certain range, it's either luck or crazy prediction if you hit someone. You might walk away from a fight with 40-50 health sometimes, which would make any future fights incredibly dangerous. You practically need to be at full health to deal with equally skilled players. It's also far easier for kill stealing to happen in Deathmatch (which is probably one of the most aggravating things about that mode) since it's fairly difficult to take someone down quickly. I said in another post, that the focus needs to be on a single mode and I still stand by that. Putting hazards in a stage is interesting for DM, but annoying as hell in LMS. Having the shield retract when charging Proto Buster makes a ton of sense in Duel, but drastically reduces the weapon's uniqueness in DM/TDM. That's just a few basic examples. I'm not suggesting that this game needs OHKO weapons all over the place or anything, that'd be idiotic. What I'm saying is that there needs to be an examination on other games in the same genre for an understanding on why game balance decisions were made the way they were. Lemme put it this way. In that 50 health situation I mentioned, if you could take down a player in a single well placed shot, rather than 4-5, would you be more or less apt to take that risk?