Forum Discussion
@pandareno1999
I feel your pain, and I need to apologize because I'm exactly the guy you're describing. But I'll say this by way of explanation: If, in twenty thousand matches, this game had even once done anything to instill any confidence in me as far as close-quarters gunplay is concerned then I would be maybe a little more willing to be that Johnny-on-the-spot who mixes it up face to face at the drop of a hat. But I can honestly say that the gunplay in this game (and in most every modern shooter I've tried) is seemingly designed to actively discourage anyone from wanting to get into a gunfight. Weapons are spectacularly difficult to use, with rare exceptions, and unlearnable because they never EVER behave the same way twice due to configurability, and even if you could get the same set up more than once then you would still have the developer constantly changing the weapon under the guise of "fine tuning." If the weapon is aim-able then the clip is too small. If the clip is big enough then the rate of fire is too low. If the rate of fire is high enough then... blah blah blah. It's just a crap shoot. It's rock scissors paper with better graphics. This is why I don't want anyone getting closer to me than about thirty meters. This is why I snipe. If your experience with close-quarters in this game has been better than mine then you have my envy.
- reconzero3 years agoSeasoned Ace@hayhor
@EdwardDLuffy
I know there is a pattern, and that for some people it appears to be learnable, but I feel as if I can honestly that I've put in the time, got virtually no tangible result, and am happy to abandon cqc in favor of my tripletake and charge rifle, and that's now the game that I play. Sorry for whatever my teammates may feel about that.
I can understand building a learning curve into the game. Is the curve too steep? Is there too little return on investment? These are questions that every player has to answer for themselves, but I have to say that any game with a cheating problem on the scale that this one has... should probably inspire some careful consideration on the part of the developer. Maybe there is such a thing as a game that is too easy to be good at, but I'd rather see developers flirting with that end of the skill spectrum than pushing the skill envelope so hard that players in their legions feel justified in turning to strikes, anti-recoils, aimbots, and wall hacks.
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