Are you satisfied with the fine tuning patch?


(Sinsanatis) #121

I really don’t see how killing melee is a step foward.[/quote]

I dont find a big difference in melee. Yeah its noticeable but not game breaking like others have said. Plus this is a FPS, not a melee game. I personally hate it when people are running around with fast mercs like proxy wall jumping all over the place meleeing. This is a shooter game so IMO melee should be a last resort.
[/quote]

Yeah but when it DOES become a last resort, you want it to be reliable…

Like yesterday, i was defending on chapel at the rock. A bunch of enemies were coming and i was down to my last revolver cylinder. When i used it up they were still there so i had no choice but to melee. There was at least 4 people there and i hit a few but only got 1 of them. Luckily my teamates got the rest. But the only way i got ammo was by an enemy kira rushing with those other 3 placing her ammo station right in front of me. To which i was very great full, since so much people playing ammo support classes dont get the concept of having to give ammo to teamates.

In fact, that same match, when i died, i was spectating a nader down to her pistol. She went to the skyhammer next to her and started knifing him to get his attention. He just ignored her.


(Anaconda) #122

The problem is that the “fix” makes you lose control of your character. A game should NEVER let you lose control of your own character, as long as he’s still alive. That’s a fundamental part of bad game design.


(oG_Dayton) #123

Aim punch should still be in the game right now its making it to easy to use guns with high damage outputs like the driess ar … etc. I understand alot of players complained about the competitiveness of this but there should be some sort of way the bullet makes u lose aim. In other games aim punch isn’t in it because it has recoil patterns that are hard to nail down but in this game there isn’t much recoil. So aim punch kept this game balance.


(p4v) #124

I don’t play Phantom and I hated them but what you have done to them is beyond any criticism. Their stealth is not stealth anymore. You as developers go from one extreme to another. Why you can’t find the balance but release obvious overpowered mercs and then do obvious overnerfs? What’s wrong with you?

What you should have done to Phantoms: take their tank ability and keep their stealth untouched. This class is supposed to be played smart by flanking opponents that get disoriented by other mercs. Phantom is supposed to be a silent assassin, not a tank whose stealth is not stealth. Return their cloak to the previous state.


(shockingSpout) #125

i believe the nerf for phantom is relatively ok but he was already extremely easy to see while moving and he had very little objective purpose besides thinning out enemies before they got there so people would find you way to easily while your running and is becoming more and more like halo cloaking which is practically useless in game and his cloak was his only saving grace from almost no damage besides his sword please consider this phantom is my favorite character and i dont want him to become as useless as the spy from TF2


(Lispy) #126

They hit the mark on somethings and totally dropped the ball on others. Aimpunch is reduced and at least some broken augments were fixed but Phantom was over nerfed to hell and the melee changes hurt the flow of the game tremendously. At least they acknowledged the the melee thing will be changed soon but overall it did improve the Quality of life a bit


(GRUARRR) #127

I don´t like the new changes.
I don´t like changes to melee weapons.
I think the game should be as arcade as it could be.


(GhostEntity) #128

after some more playing, I really really don’t like the changes to knives/bats/swords. I have enough trouble tracking people in close quarters and now can’t do it when locked into a direction when I swing. Even worse that you can still spin 180 and face shot kill people with shotguns.


(Fap Fap Master) #129

We should nerf guns, make it that when they fire their sensitivity goes down, its too easy just to track people and kill them. You did it to melee now do it to guns.


(bumbertyr) #130

really hate the changes to the blishlock, the sound change especially. It feels like the blishlock isn’t even an smg anymore, it honestly feels like it’s an assault rifle at this point. had to drop phantom sadly because of it, i never used his katana cards i always cloaked with the smg, found it a lot more fun that running around like a scrub one shotting everyone. It’s fairly sad how my gold phantom card got demolished just because it doesn’t have a katana in it’s loadout. in general i feel the changes to the smg’s were a bit harsh. i have no problems with the melee changes, i’ve yet to see the issues so far.


(Uriei) #131

In short terms, I like the Phantom nerf, I play as Phantom sometimes, but the global melee nerf is horrible, not only for Phantom, just for everyone, I understand a Katana should have less ability to swing like a knife, but this is affecting the knife, even when you try to hit someone with a container in your hands, I hope the new system were each melee weapon will have its own mechanic will solve this, but until then, this is unplayable.


(srswizard) #132

Yea, the melee thing is really starting to piss me off.
All it takes is two steps to the side, to dodge vertical/stabbing melee swings now, and in a game with such fast movement, it’s just unacceptable.


(capriciousParsely) #133

After Playing more with Phantom post-nerf I’ve realised he doesn’t have a purpose anymore. He’s just an assault class with 110hp that only uses a gun. I’ve played on alot of lvl10 servers and he’s just way too easy to spot. It’s hard to flank with stealth because the ringing sound and his clear visibility while running removes his purpose as an ambush kind of class.

He needs a stealth buff.


(Kaos88) #134

You should of just put the option as “Yes and no, certain issues were ignored” as the over nerfed part is clearly for Phantom which a lot of people don’t think he was overnerfed but agree with the 1st part of “Yes and no, certain issues were ignored” so click it anyway.


(Jesus.Christ) #135

I mostly played Vasilli and Fragger and some other random mercs. I tried Phantom recently and had a rough start learning but soon I got used to him and realised that he was not that OP as many suggested. Sure he needed some fixes here and there but to actually make him more visible as he is a STEALTH character and his main ability is to be unseen is just unfair. And the changes to the SMG feel like it was specificly for Phantom, which is a poor fix. The shield needed either small balancing or completely removed and the cooldown made shorter to 5 ish and being less visible. That way his focus would be stealth and not tank. Now he is weak and visible to all which makes him hard to use against skilled opponents and against good teams. No use for any competitive games. Hell, u could even remove that one kill katana since ur adding a shorter cooldown and fix the smgs and lmake the phantom use his smg to finish off targets after a slash.


(x3H) #136

The new “Knife-System” is bad, very bad.
Phantom…well, he’s basically useless now, his stealth is not stealth anymore.
Hope you will do something soon, because this Merc. isn’t playable.


(joshstylegaming) #137

I’m new, and I haven’t been playing for TOO long but I do have some suggestions:

  1. Improve matchmaking balance, Several times I have been paired with people around my same level, only to have the enemy’s team contain people with (Upto) 10+ levels more than us. Needless to say the outcome isn’t favorable for us. Also, more clarity of the ranks, as I have no idea where “Gold - 5” is in terms of the ranks
  2. A nerf of Rinho I believe is needed, probably along the lines of a slower rate of fire for the minigun, or less overall health. Also a buff for Proxy would be nice, probably along the lines of a bit more health or speed.
  3. I would like to see some more weapons in the game, or make some universally available weapons for all classes to use as I feel it would add something to case openings.

Anyway, those are my thoughts so far, but I have to say that this one of the most fun games I’ve come across in a while!


(Sinsanatis) #138

[quote=“Joshstylegaming;54498”]I’m new, and I haven’t been playing for TOO long but I do have some suggestions:

  1. Improve matchmaking balance, Several times I have been paired with people around my same level, only to have the enemy’s team contain people with (Upto) 10+ levels more than us. Needless to say the outcome isn’t favorable for us. Also, more clarity of the ranks, as I have no idea where “Gold - 5” is in terms of the ranks
  2. A nerf of Rinho I believe is needed, probably along the lines of a slower rate of fire for the minigun, or less overall health. Also a buff for Proxy would be nice, probably along the lines of a bit more health or speed.
  3. I would like to see some more weapons in the game, or make some universally available weapons for all classes to use as I feel it would add something to case openings.

Anyway, those are my thoughts so far, but I have to say that this one of the most fun games I’ve come across in a while![/quote]

I agree with most of what uve said. As of now, the game doesnt have a team balancing system and only has a vote for shuffle. which in my opinion doesnt really make sense.
Its basically saying that if a team is ok with a 3v6, they can leave it.

Nerf towards rhino? maybe. the only thing i would say is to knock his hp a tad bit, not too much but just a smidgen. And i feel that proxy is good just the way she is.


(RenLou) #139

It’s fine, just wish they released more updates or at least made us more certain of their intentions. Right now I can’t actually say what sort of game they’re going for, if it’s competitive or casual.


(PastrySama) #140

I liked somethings and dislike some other things.