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Why AoS Classic Is Better Than AoS On Steam(reviews)

Posted: Sun Jan 20, 2013 3:21 pm
by kingplutoxiao1
What the new AoS needs to do:

S/Q and A.


Q. How would you have made the new AoS.

A.

1. 4 classes PROPERLY(Yes, classes like in the full game where MY idea. But the jetpack and drill cannon weren't).:

+Assault(Uses assault rifles and grenades, a pistol, and a spade, made for infantry).
+Recon(can spot enemies and uses rifles, pistol, and a spade).
+Engineer(master of building, can build health stations, ammo stations, planes, and human operated turrets NO SENTRIES NO MOBILE SPAWN POINTS, . Also uses Carbines and a pistol).
+Miner(Uses shotguns PUMP ACTION ONLY or SMGs, charges, and a PICK AXE that mines faster NOT A DRILL CANNON!)
+The Planes can be shot down with bullets and such, and players can be shot out of the planes. And they only use bullets. No bombing/rockets.
-No tanks
-No Jetpacks
+Squad System
+/-Maybe an air strike.

2. Weapons
+Every class has lets say 5 primary weapons to chose from, and 3 secondaries. Of course this changes with updates and such.
+The Recon can use a single shot with a 1 shot kill to the head, or a semi auto with A LOT of recoil and is always a 2 shot to the head, and 3 to the torso.
+The Carbines are a mix between the ARS and SMGs. At close range, the SMGS and Shotguns outclass them, and at range the ARs dominate them.
+SMGs, lets say you have an Mp40 and a Thompson. The Mp40 can have 32 bullets with a slow reload time, but the Thompsan has more recoil and a higher damage per second and bloom, and a faster reload time.

3. Map design

+The maps need LARGE flank routes, but the maps don't necessarily need to be huge. Take the Bridge Hallway with a fountain for example. You could flank above, through the upper area, the upper top area in the hallway, below the hallway, under the bridge, in the water, etc.
+Most of the maps(except for arena and TDM basically), should remote digging and building. The Bridge map was a great exampleThe Maps should be in more than 1 area(some urban, some arctic, some forest, etc).
+Users should be able to play and share the maps they create(aka MOD SUPPORT).

S. The video seemed bias.

A. Believe it or not, its hard not to make a review not seem bias.

Q. Is There anything you like at all with the new AoS.

A. It looks cool from the outside, that's about it.

Q. I still like the new version over the original.

A. Which version of the original did you play, and did you understand the original?

Q. What's your biggest problem with the game?

A. That they keeping calling it Ace of SPADES when its obviously not anymore.

S. The new version has more to offer than the old version.

A. Gameplay, no, technical point yes. The original game had a much larger modding community, game-modes, and maps. In the new version no one really builds or uses teammate because, whats the point? You could just fly over everything.

S. People build and use teamwork in the new version.

A. Look at 02:31 on my video. That entire fort and the wall was 3 stores high, and built IN ONE MATCH from 1/3 OF my team from SCRATCH, WORKING TOGETHER.

S. You act as if the old version was perfect.

A. Like Pug said, the old version isn't perfect, but it was growing. There was hackers, latency, and glitches. But the game was still getting fixed and growing and growing.


If you have anymore ideas, feel free to share them in this thread or on my YouTube video.

Re: Why AoS Classic Is Better Than AoS On Steam(reviews)

Posted: Sun Jan 20, 2013 4:12 pm
by HeadHunter
I think this fits better into the AoS 1.X Discussions.

Re: Why AoS Classic Is Better Than AoS On Steam(reviews)

Posted: Mon Jan 21, 2013 5:02 am
by H@nkthet@nk
... I don't exactly see what is wrong with the "old version " . As I do not want to run around with an assault riffle in a game that was never supposed to have an assault riffle.
You make a good point of there needing to be specific things that the player can build, but it should be for all of the "classes" not just one. To elaborate on this make one class be able to place land mines and barbed wire, another should be able to place demolition charges and explosive traps and another should have the ability to place down a light machine gun and for fun lets say a radio antenna that allows you to pick up on enemy communications .... at this point lets introduce a limit of how many classes there can be per team just to keep people from spamming on specific classes constructions. On top of that all constructions made by the player stay until they change classes.
Also lets just say that the current realism of a single shot from a riffle and anything else can kill a man needs to stay... no matter what.
You do raise a good point on there needing to be a little bit of a variety, like a semi automatic riffle with iron sights versus a bolt action riffle with a scope with slight magnification.
Also many of the current servers here at build and shoot have a lot of generic maps... which is kind of a problem because you start seeing the same old maps over and over again. I would love to see maps with more features like better houses and or small towns more often.
Other than that only time will tell what will be done with this version of the game rather than the one currently being sold on steam.