Are you satisfied with the fine tuning patch?


(N8o) #61

Sparks nerfs I am “alright” with (sadly, no more spam revive hits until they actually go down), but I swear to god that they somehow increased the time you have to gib players while they are “getting up” from revival. I can’t seem to get people up fast enough, and I have decently good reaction time (You can ask the guys I pocket for!). Of course, I haven’t really tried more than the few games I played on patch launch, but those few games I felt quite the difference.

P.S: I know that it was completely broken in every shape and form, but I will miss my ungodly damage to objectives with that wonderful revival gun :frowning: haha


(god1) #62

My only issue is the melee speed limit but that received such a backlash that it’s probably going to change soon. Everything else was good.


(MissMurder) #63

Thanks for the feedback everyone. I do think the melee thing will be adjusted in the near future.


(einstyle) #64

melee turn time lock was a weird way of tackling the issue, but maybe it won’t be much of a problem after more finetuning. I still would’ve liked a different approach

also please stop nerfing guns by always increasing their spread. it’s the last variable that should be tweaked when balancing the weapons, at least in my opinion. rather try changing different attributes or even better, bringing the weaker guns up to their better counterparts instead of just making every ‘good’ weapon more awkward to use

pretty good patch nonetheless


(XavienX) #65

PLZ DO.


(Ronan) #66

The melee thing being fixed is one half of my problem, wonderful! That’s great news.

But, onto Phantom. As I’m sure you guys are indeed looking at him, but to question you as a Dev, Miss. And I mean this with all respect as I do love the game, which, I’ve unfortunately uninstalled until I see some changes to Phantom, since I indeed spent $9.99, and an extra $3 on him for a loadout card with his “prefered” thing, the chopper, ability duration, etc.

Someone put a post out there that I really enjoyed seeing.

“He’s not even stealthy anymore, he’s a guy with a sheet thrown over his head, thinking he’s a ghost.” Hell, make his health 120 again, and turn the Refractive Armor into a Refractive Cloak; slow him down when using the katana is fine, too. It’s a decently bulky melee weapon, I can see that. Make the cloak recharge 6 again, maybe 7, instead of 10. That’s… a really hefty number. A lot of people say to cap the damage at a certain point in the animation cycle; that’d be… pretty simple to do, as well.

I didn’t pick up Phantom until 2 days before his nerf on this run of the game. I played him during the closed-beta, and yes, he was broken during that time, and yes, he became nerfed into the ground during that time as well. What I’d like to see, is not a “maybe we’ll come back to Phantom”, what I’d like to see is “We’ll tweak him to a decent standard” like you guys did with Nader.

-Sincerely,

Ronan/Dirty Bomb Lover

To further my point. https://www.youtube.com/watch?v=I7LFIdUr_q8


(Borganism) #67

[quote=“einstyle;52689”]melee turn time lock was a weird way of tackling the issue, but maybe it won’t be much of a problem after more finetuning. I still would’ve liked a different approach

also please stop nerfing guns by always increasing their spread. it’s the last variable that should be tweaked when balancing the weapons, at least in my opinion. rather try changing different attributes or even better, bringing the weaker guns up to their better counterparts instead of just making every ‘good’ weapon more awkward to use

pretty good patch nonetheless[/quote]

I realised the other day just how bad the spread is on the timik. Its meant to be an assault rifle but its pretty much an automatic shotgun. I still love using it as up close it wrecks like nothing else. Thats all that changing the spread does, it makes you get closer to the enemy and unless they have a shotgun, they still lose.


(Pavivier) #68

my main gripe with phantom was that he could run up to you, tank a shitton of bullets while cloaked and then 1 hit kill you despite the fact that you had been shooting him for a good second or two
instead of addressing that they decided to ruin melee and make phantom more visible while they should have made him less tanky and more focused on stealth
i’m still glad he’s nerfed even if it is to much, now it just affects people who play him instead of everyone else who isn’t playing phantom


(Fluffy) #69

You need to fix more than just his melee. He basically doesn’t have a cloak anymore. You can see him a mile away.


(asparagusBureau) #70

I think that aura’s health station needs to be nerfed. I would like it to be half a second before you can start regaining health after you have been shot. Either that or have sawbonez’ health packs nerfed so you can continue gaining health after you have been shot. I’m not sure if these changes would balance the medics more but I would like to hear others’ thoughts.


(affableTricycle) #71

Not sure why they took such an elaborate stance to nerfing Phantom. Removing the armour aspect of the refractive armour and narrowing down the damage frames for the katana would have been enough.


(pumpkinmeerkat) #72

Positive overall - more consistent FPS and reduced aim punch YAY!! The Phantom changes are mostly welcome as well. I think they could have stopped at reduced HP armor damage fix though.

The changes to melee that were directed at Phantom really ruin melee for the rest of the game. Maybe just remove the chopper augment from loadout cards with the katana? Also does this game really need more spread and screen effects?? Feedback from the competitive community should be the basis for game play tweaks. The player base will have more incentive to play the game and improve if the competitive community remains strong.

Again, positive overall!! So glad the augments got some attention this time around as well.


(Captain_Squirtle) #73

I feel the games is more well rounded and i think that your going in the right direction keep up the good work


(SgtCyndaquil) #74

Honestly this patch was pretty good in my opinion, and this Is coming from someone who loves playing phantom. Though the melee speed limit was a tad bit overkill. That being said, I wish that Phantoms cloak would not get any more increases to how easy it is to be spotted while running, because if you’re running along side an enemy with the idea that you’re invisible, when in reality they can see you fairly easily as long as their focused, then you’ve kinda just thrown yourself at their feet. Last time I checked in team fortress 2, The Spy’s cloak has never been nerfed because the spy was “too invisible to deal with”. I also wouldn’t really mind if say you made phantom harder to see when cloaked and moving, but removed the armor component of his cloak, and simply renamed it to refractive cloak.

Alot of people wonder why Phantom gets armor for going invisible, and its because its called refractive ARMOR, not refractive cloak or just invisibility.

The other thing that would be kinda nice to see would be able to buy the silver, gold and cobalt equivalents to the bronze cards in the store, just so that people can get the amount of bling they want, with the loadout that they want, without having to play RNG with trade ups and case openings.

So in TL:DR.
melee speed limit needs to be increased really badly.
It would be nice to be able to Buy specific silvers, golds and cobalts, instead of just bronzes though I doubt that will happen.
and Phantom shouldn’t have his cloaks visibility increased, His cloak is his whole identity, and as a character he shouldn’t be nerfed just because some people can’t pay attention to their surroundings. Though maybe his cloak will get buffed against when Red Eye comes out, who knows.


(brawnyJester) #75

The problem with spinning melees wasn’t exclusive to Phantom.

With hard slashes on any weapon the amount of active frames the attack has after you press the button is huge, you can literally drag your knife into someone 1.5 seconds after you press the button and it will register.

This might be an engine issue if they’re using tracers for melee attacks. Since Chivalry Medieval Warfare has similar properties and is also on Unreal.

This was a retarded bandaid fix for a problem that wasn’t exclusive to Phantom and was only fixed because the problem was hilighted with the release of that merc.


(GhostEntity) #76

i don’t think this is a fair poll… bug fixing and balance issues are a never ending, resource heavy, time consuming thing… instead, how about a poll that says “how much should we thank the devs for working at it?” lol


(Fap Fap Master) #77

Fix the sticky bomb issues already, seriously its been in for ages and its making me lose games. Sticky dealing no damage to people on MG, randomly vanishing off people. Fix this ASAP


(camouflageArtist) #78

The Fletcher sticky pick up nerf has no logic. All this does is add an pointless annoyance. I pick up half a sticky now? Not really a big deal given that as a Fletcher player I almost never have to pickup my stickies… I suppose you could reduce the overall CD but that in itself is overkill. Don’t understand why he needs adjustment.


(Bam_MacGonzo) #79

What a load of tosh… Missions have always said “play X merc for X games” or “earn X xp in X category” and “play X game mode X number of times”. The new system is really no different.

You won’t be missed, and don’t let the door hit you on your way out.


(perfumedCoin) #80

Less and less freedom in this game. More and more casual. The skill ceiling is going down every patch, meaning that competitive scene is not happy ( http://forums.warchest.com/showthread.php/44823-sick6-newb-s-feedback-post-Is-it-that-time-again )
In the current state, GL staying alive when overwatch will be out.