Is this a tactical shooter or just a game where people simply run around and spray dakka like COD kids?
At the moment it's an arcade shooter as the main goal for the developers is to get the shooter aspect working well in both technical respects and in being fun to play. The long term goal is for it to be a tactical shooter, more thinking, more communication and a deeper game on the whole. At least that is my understanding of the process. We're in the dakka dakka pow pow phase and we will be for some time, till all the factions are in at least. Try to enjoy it for what it is and sit tight for when tactical play hits the game.
Well considering there is nothing persistent, communication can be difficult, both through chat or voice, can't join with your friends quite yet who are probably easier for that person to communicate with, there is no customization or restrictions in a sense, playing on the same maps for four months excepting the new one of course, so I'd say that many are simply playing just play or are new and unlucky enough to not see some degree of the tactical part, but devs said we were starting small, then working up, so if that means we're testing its COD scale, by all means, but I'll have you know played some COD and I was astounded about how many times we died and killed within such a short time. The k/d turned out the same as EC, but one is over the course of ~15 minutes, the other is 40, so call me insane buts that's s notable difference.
Pretty much what the others said, just keep in mind its closed alpha and there are many things to come: character progression/customisation/shittons of weapons (bolter variants, etc.) elite/hero classes who will be tougher but will require some in-game "points" to call-in (so no spam and some strategically sound choices to make here to contribute to the assault/defense). A bigger world, where controlling area X will give the faction some bonus to help the war efforts. When better communication will be established, people will be able to better coordinate themselves, but a lot of people are still new/learning. I learned yesterday that the apothecary heal was pressing F...because I was trying to smash my allies in melee...XD. Some people don't yet know that ammo cashes on the map (the three ammo icon) restores health too. People don't already know all the "routes" for a possible assault (pipes for sneaking, using the sides of the map, climbing and using high aground like in the fortress when you attack if you sneak by the left, take the bastions lift and go to C and D instead of A and B, hiding rhinos, etc). As people will have learned and growned from the game, knowing the weapons, loadouts, strenghts and weaknesses of each class, knowing the maps, etc. you can expect more tactical play. Right now is basically the time to do anything. be stupid, roll over stuff see if things get stucked, charge headlong without aiming and see if you happen to do more damage and kill 5 guys all alone (should not happen), etc. etc. It's not all about killing, it's about opportunity, seizing it, taking control of the map, creating "kill zones". sure there is killing involved. but it's not about having the OP weapon hidden in a secret room that you must collect, if you take the high ground, use military tactics when going around corners, use cover, brace yourself with heavy bolter, know how to use grenades when fighting as a tactical, etc. Also, when you sneak, you can have a high kill ratio just because you catch opponents off guard, if a tactical strikes 2-3 heavy bolters, like on fortress, from behind AND above, believe me...if they dont now how to get to cover... So yeah...the game will be fine, it will be a good tactical game, as long as people actually try to be smart. of course, if you are an ork and want to charge...well for orks I'd actually expect charging to be smarter like you get a bonus when you charge headlong like a waaaght effect...but that's an exception. It's astonishingly realistic for a fiction game: limited weapon range/strenght, bullet deviation, weapon spread, heavy bolters can be used for suppressive in a "zone" rather than targeting someone (yeah, thats what cover fire is, you don't target, you spray to make an advance easier or slow down an enemy assault). grenades rebound. A guy with a giant shield receiving bullets will get tired after eating some bullets to the face, even if he is a super soldier. When something exploses right on you, if you're not dead you are still stunned. If you fight in melee and you're weapon hits the other guys weapon with same strenght and speed, you don't end up doing both damage to each others, the strikes just clashes and rebound. like if you and another guys would strike 2 swords together in real life...sure...its exhausting, but you're not going to actually get damaged like that...To me, lot's of stuff that makes it more than just an arcade kill ratio team deathmatch without tactics. Sorry for the long response. Thought your concern is legitimate. The devs put a lot of heart and work in this game, this question comes often since it's still early, I believe it can get tiresome and even a bit insulting to them for people to actually think this is all there is to their very hardwork. I mean no offence I know you mean no ill will, but I empathize with the devs who could potentially find it disappointing to see people actually think they can't/won't pull this up right. They have all my trust in the long wrong. This is the best alpha I have ever played. I've played betas with more issues...
Why would it be a realistic tactical shooter, this happens 40,000 years from now. What do you mean by tactical, because this game will only get as tactical as something like planetside 2, in the sense of Meta. the core gameplay mechanics won't change that much.
I'd prefer something more in depth than COD but less realistic than Arma 3. I think we're heading in the right direction.
You should wait before you start phishing for category changes, possibly wait for: - Load Outs - Beta Optimization (so most people can play and have accurate depiction of the game) - More than 2 factions - Larger Weapon Pool - Larger Unit Roles - Confirmed actual maps that will be in game - Party system - P2P communication - Talent system. * Even though I am building a race car, and the interior is missing, the engine isn't tuned, its still in framed out, and missing most gauges.. I will call this car a sedan, because I enjoy defining non-finished products. ** This is what the thread sound like to me. How can you define something without knowing its extensional value? This is a achieved by naming it wrong, to only go back and change the definition. *** The OP should ask, what are the extensional values of this product, and what are they aimed to be when completed ? Outside of that wording, I will watch as the spin doctors go to work /sips tea
Currently it's an arena shooter through and through. Alpha is alpha though, and the goal was to be a tactical shooter. Right now I'm a bit skeptical of that claim, but we'll see how it pans out.
I think the following would make it more tactical, I am however ignoring fluff for the sake of gameplay. -Revamp melee (this is coming) -Alter damagemodels so that if you're caught in the open you still have a chance to survive It's too fast paced for any amount of mikro-tactics, just makro. Reminds me a lot of battlefield tbh; get caught in the open and you have little opportunity for counterplay other than ducking.