Is it just me, or did they nerf the turret? I put it in the same sneaky spots as always and I can usually stay nearby and get easy kill streaks, today I was dying and so was sentry. I’d at least get the assist on the kill but it seems to hit softer now.
Are you satisfied with the fine tuning patch?
[quote=“Ylla;51699”]
-Also Arty still needs some tweaks, his ability is so sluggish and takes way to much time to activate (specially because it requires you to stand still), also you cant aim directly at the EV, and he has no backup ability for corridors like Skyhammer does.[/quote]
He needs his airstrike go to through glass and maybe add an EV lock on system or something like that, and the actual air strike needs to come down faster. I feel like this would help arty be more combat effective and not just a sniper sitting back.
I don’t really understand it. They respond to a specific issue with a specific merc by adjusting the way melee works for everyone.
Good job on this patch. I am sure more fixes will come. No need to whine.
not much of a fan of the current blishlock sounds, its like a popgun now, although on the plus side the firing sounds match up with when the gun actually shoots now.
Phantom it seems they have no clue what they want him to be, still boggles my mind they re-released him in this state. Still seems like they should make him a pure stealth class that can really mess with the enemy if they’re cautious, but just die if caught in rather bad situation. He really needs some actual recon abilities instead of just being a tanky troll that’s slightly harder to see.
Was really hoping for some fletcher fixes, but didnt see anything on him this patch.
Guess Im crazy but I kinda like the lack of turning on the katana heavy attack, but I feel its really stupid for everything else especially for light melee attacks, even for the katana. I think they could do something with the katana heavy attack to make it more for executing someone you caught completely unaware and leave the in-your-face fighting to the quicker left click slashes. Especially to differentiate the katana further from other melee weapons, even more so from the cricket bat, otherwise its just a much better version of the bat.
I hate the competitive credit missions especially with the state competitive is currently in, having to deal with way more hackers in it or just some rage-quitters leaving the game in a shitty team balance.
The augment fixes and some optimization is great, hope they keep doing more of that.
The lack of objective damage on her REVIVR makes sense, but I worry the other nerfs were based on sparks pretty much all using the charge speed augment loadouts . I think that augment needs to be replaced since it really messes with the balance of her REVIVR.
Still want them to change Sparks healing method to better fit her ranged medic play style, especially since all other medics have a different way of healing form each other. Its just incredibly lame for one of the most interesting medics to have bad medpacks. Things I would suggest would be an alternate mode for the REVIVR or possibly using the grenades on her model to heal.
The kek 10 definitely need some small nerf, not sure if this was the right one though. Much less sure about the crotzni needing one especially one as big as this. K-121 buff is nice.
Really wish the aimpunch/flinching would just go and have them replace focus, it affects everyone else more than the intended target, snipers. A good sniper will have no trouble killing you with a good headshot even if you make his screen jerk a little, especially with reduced damage from the damage drop off and missing some shots from the long ranges, and a bad sniper isnt likely to hit you regardless of the flinching.
I haven’t noticed any difference in frame rate but I’m happy with the phantom and melee changes. IMO melee should be a last resort in a shooter or in Phantom’s case is something you do to unsuspecting enemies, before the patch phantoms would cloak up to people and then charge around swing wildly doing loads of damage, it wasn’t stealthy.
Adding RNG to combat is never a good thing imo. Idk why they decided to add more spread to the KEK and Crotzni. Melee changes make no sense along with a few other things.
I feel like they went overboard and tried to tweak too many things at once with this single patch.
I don’t think that’s true but maybe the turn lock is a bit much, perhaps it could be reduced slightly or get rid of it and reduce melee damage.
I dislike the ‘win’ missions, and for some reason I still get them. (I thought those were removed) Honestly, those just lead to uneven teams and people switching over to the winning side on the first chance they get. Heck, if not out right logging out to save their own time simply because their team is both spawn camped and out numbered.
On the plus side, the experience missions do seem little bit more sensible as you are not required to grind 10-20k worth of experience. But then again, I am not too happy about the specific merc requirements. Different mercs play differently, require loadouts, and I do not like being forced to play as something I dislike. I wish there was a ‘fourth squad slot for missions.’ You know, so that the forced compulsory merc does not screw you, and your team, over.
Oh, an update:
“Win one competetive mission” - is a load of bull. Five attempts to join a game and all failed because not everyone managed to lock themselves in. Well, on the fifth try there apparently was a game, but somehow I was added too late and didn’t get in, and got some kind of competetive penalty out it?
Ugh… That mission and missions like that will be discarded from now on.
Why it didn’t satisfied me??
Competitive mission for daily reward to force players into going to that mode which is a bad
move.
Less fps after patch and bigger ping after the patch.
No fletcher fixes,no phantom fixes when it comes to making bugs on invisibility.
Adding execution mode missions before adding execution mode into game is very strange(i do know that it will be in next or after that upcoming patch).
The patch has it’s pros and cons, for sure.
For example, my game is now running significantly better than it has ever done (GTX 670, i5 3570K @ 4GHz), despite the config limitations, so thanks for that, devs!
I’d love to know what was done to achieve this.
The HUD is messing up, though, really messing up. Spawn timer is just above the crosshair now, and blocking the view. I think it’s related to using a custom HUD, prior to the patch.
I’ve also seen screenshots of all kinds of weird interface bugs, and such, since the last patch.
They went pretty hard with the nerf hammer on Phantom, probably too hard, and I’m not a fan of the changes to melee attacks.
I value performance over all these other things, right now, so I’m pretty happy with this patch.
what are you people thinking? Phantom is a waste of space now. . . you made The Electric Cowboy out of that class, what a backwards and half thought knee-jerk reaction to a bunch of whine’n lil girls who only wanna mash buttons . . . Phantom needed a bump in STEALTH cause even before patch it was way too easy to counter when the team paid attention. . . and his BUMP in health needed a real drop when cloaked. . . maybe what 10-15 points, so that a random fire or splash wouldn’t wreck him, but make him reroute and think or die . . . FPS adjustments were right on, weapon tweeks at least for the Cro & KEK were knee jerk too and tweeked those weapons into annoyances mostly. . . .it’s crazy. . .one step forward two steps back y’all . . . your community is a great resource. . . they come up with good ideas. . . but YOU are the devs, you MUST hold the games playability and intent at heart. . . not placating a bunch of over entitled 12 yr olds with unchecked interwebz ><
[quote=“Fap Fap Master;51330”]Fletchers numerous sticky bomb issues have not been addressed. Lock on still exists. I believe phantom was over nerfed.
[/quote]
No problem with the phantom nerf, you need to be skilled to use him now. END of argument IMO, which is how it should be.
What is really bad is the MZ flash and blood, there is really no need for any of it.
What makes me most unsatisfied is how they could -not- look over Fletcher.
What stirs me a bit is the way they fixed some things, such as the melee system. I’m a fairly avid melee-user regardless of merc and… well I just gotta alter how I play, but I dislike how melee is in my opinion noticeably unusable at the current state.
But on the other hand, what made me jolly is that some of the non-working augments now work. Will probably pop up more as a Bushwhacker from here on once I get him.
Not really, the game does not flow well at all now, flashing, blood, nerfs to things that really didnt need nerfing (apart from phantom) Stuttering even on low settings. Overall i think its 1 step forward with the phantom stuff and 2 steps back with everything else.
Still at least a proper FPS from tripwire is out next year. Not so long to wait.
What was going on at splash damage headquarters when they created this abomination…
“What does the community want shoe?”
"They want… 1. Nerfs to phantom 2. No skewring people with melee weapons, and last of all, a new blishlock sound.
“Alright let’s start with nerfs to phantom, which population base is saying phantom is op?”
“The people under 50 hours.”
“Ah ok, between me and you, I can’t really be bothered discussing nerfs today, let’s just nerf every aspect of him and make him useless. alright let’s do number 2… suggestions anyone?”
“Apply a hard cap of 2 people injured per stab”
“No, horrible idea”
“Lock their screen when they melee?”
“PERFECT, let’s implement that with the patch…Alright now number 3… give blishlock new sound… someone pass me the sound of a diesal engine starting up.”
The problems are melee turing time and the carry top-left, mid-left, or even back to bot-left randomly chat WOW