delete post not bringing myself down to rex’s level.
Breaking: Closed Beta launch pushed back to 15 October
to late i already saw it XD Don’t listen to rex. I think you are skilled and have a great future!
[QUOTE=Smooth;475139]Apparently you only really used ironsights in revision 22519 (24% of the time, with 6% higher accuracy) mostly with the SMG which was originally given to Phoenix (self-revive medic).
In the last two patches I expect you’ve unbound the button :mad:[/QUOTE]
My problem with ADS is that it blocks too much of my view, hence my preference to use it infrequently, also the option to have crosshairs enabled whist ADS isn’t available yet.
Is probably unlikely to happen but would be great if there was an option to have ADS behave more like a zoom, i.e. has the exact same speed/spread/recoil/FOV changes as regular ADS, but the weapon model does not move from it’s hipfire position.
P.S. Thank-you. 
[QUOTE=Smooth;475145]
Most Kills - analysed to date
[ol]
[li].N.E.R.D. - 9468 kills[/li][li]Winnie - 9521 kills[/li][/ol][/QUOTE]
Maybe my maths isn’t great, but shouldn’t Winnie be 1st?
This is the exact thing I’d be interested to see at launch, i.e. top 5 in each category are made public, everyone else’s is private for them only.
Would also be good if stats were done only over the last 3 months or something rather than over lifetime, that way players that are late to the party or take a sabbatical have an equal chance of making it to the top.
It’s 9648, fixed typo 
[QUOTE=Mustang;475202]This is the exact thing I’d be interested to see at launch, i.e. top 5 in each category are made public, everyone else’s is private for them only.
Would also be good if stats were done only over the last 3 months or something rather than over lifetime, that way players that are late to the party or take a sabbatical have an equal chance of making it to the top.[/QUOTE]
Yes, probably all of this.
[QUOTE=Ruben0s;475209]Ah… now I’m interested in my kill death ratio.
I bet it’s around 2 :([/QUOTE]

Can I get mine the other way round so it looks bigger, Death / Kill ratio?
I like stats.
All mine suck though since I can’t stick with a game longer than 4 days. I need to make a new series on youtube. “What not to implement in your game” and reference all the mistakes I feel current FPSs etc have. BF4 would get reamed pretty hard right now. 
[QUOTE=Smooth;475145]
Highest Accuracy - for over 500 Kills - analysed to date
[ol]
[li]Bitey - 40% Acc
[/li][/ol][/QUOTE]
nice lg ~~~~~
I take everything back about this game being close! Its a f*ucking noob fest no skill shots ppl are just using shotguns and snipers one hitting ppl f that vs my 5 hs ha!
yeah ive basically stopped playing after this last patch. between shotguns, and proxy mines, snipers one shotting, yet being useless, and people like baitfana baiting the internet as fops, it makes pubbing bland and not fun at all. pugs are still a blast though
Not so many ppl around with this last patch … waiting for the CB.
with maybe some adjustment who finally fit this game
Had a play again just now and either suddenly everyone is fantastic or I’m suddenly the worst player in the world :). (been the same for the entire patch, unless I’m sniping lucky to get 1 frag per 10 deaths, which is ragequitworthy). I think the good players have scared off the bad and the ones left playing are too good for us mere mortals. I hate tbh having to ADS to even have a chance to frag so I don’t and always die in 2-3 shots despite hearing 5-10 beeps on the opponent, its getting really old :(. Whoever headshots first wins, whether its the killing blow or not.
First of all I have no idea how you can say those things considering your always asking for a Panzer. It’s no different than how the shotgun achieves “balance”.
I’ve tried to suggest it many times already. Avoid balancing weapons around something that doesn’t have the same learning curve as other weapons and don’t make automatic abilities result in unavoidable kills. Why should weapons have extreme restrictions in exchange for being incontestably stronger in a specific situation? It’s best to make every weapon have its strong points, but still allow it to be flexible in use. Also, if all abilities are just tools that indirectly influence combat, then you have no reason to restrict weapon types in accordance with abilities.
Hard counter weapon designs are very boring… other games have proven you can achieve great variety through much more progressive means of creating varied weapon mechanics instead. For example, shotguns could be much more versatile instead of one-trick wonders. Mines and turrets could provide debuffs rather than raw damage. Snipers could have moderate body damage (say 60) and more complimentary secondaries (ex. deagle). It’s not that these things are overpowered per say, but they are incredibly simple and don’t take very much effort to use well- also having overall less intensive learning curves in their general use. There’s no reason to keep streamlining these weapon/ability types just because that’s how they have always been.


