Closed Beta update v31970: Wall-Jumping, Lobby Tweaks, Mercs, Maps, and more


(attack) #101

[QUOTE=BAMFana;492781]And yet somehow, mysteriously, some players are able to consistently track and hit targets regardless of your personal difficulties with hitting things, and you consistently see them on top of the scoreboard every round. I very much doubt that players like chump, Draelor, INF3RNO, potty and Ryder have less recoil and spread than you, so the reality is that your aim and movement skills simply aren’t good enough comparatively.

The fact is that the differences in recoil/spread/hitboxes in Extraction compared to for example W:ET do not significantly reduce the overall skill requirements, they simply distribute the skill requirements across several different mechanics. Instead of a firefight being solely decided by movement and tracking skill (gross simplification for the sake of argument) you now also have to know how to adjust your movement patterns and shooting technique to account for the recoil and spread growth of the particular weapon you’re using. It’s perfectly fair to argue that you personally prefer less spread and recoil, but it is not at all valid to claim that it is somehow qualitatively better than the alternative, or that “the spread owns me”.[/QUOTE]

i never said that im a good aimer. im definitly not!but i can handle quakelive and et and also tf ,tf2 .i can even hit in warsow without any hours spend in.
you have to compare the invested time ,i never said that some people dont do well and can maybe handle it betetr.but if you want to jump in for some hours the week or are new and cant hit smth than smth its wrong!


(rookie1) #102

There are Datas, graphs about different weapons recoil/spread falldamage /IS /movements technics…etc that new users or casuals that will not know about XT, that will make Alpha/Beta regulars players superior at this game .Hope to see these datas/how too/ and everything to be a better player made public once final


(attack) #103

one more point.
lets talk about lowsens again.
the ql proplayer strenx(played on nearly all big tournaments, as eample quakecon) .
Strenx - 2 sens, 0 accel, 51.95 cm/360.
i dont think that you can handle as a low sens player heavy recoil.

http://www.youtube.com/watch?v=zTQkRHJDRgA for all who have no idea how heavy lowsens movement rly is.


(attack) #104

that doesnt change ,that if you only wnat play some fun matches in the week,you get forced to the same mercs every time.


(rookie1) #105

Found this cool gamers training little apps site for aiming/accuracy /reflex/quickness
http://aim400kg.ru/en/


(.Chris.) #106

Not played in a while so thought would hop on today, was rather fun, can actually hit people now and do reasonably to say not played in ages. Not played all the updated maps yet so don’t know if they’ve improved much. Slowly getting there regarding movement and shooting.


(Hundopercent) #107

Glad to see you guys are still open to change!


(spookify) #108

Any additional thought to prone? I really do miss having it and it really does add a skill movement. People are just strafing heads right now.

COD and BF both have prone! Its not like its out of the norm and not to mention ET but at the end of ET it was so nerfed because of the hitboxes it was pointless. COD prone has the same feel that early ET prone did. (IE shoot on the way down while not pressing any buttons other then fire)

Thought #2 (Crouch Reward):
It has been said this this might be looked into and I am very happy about this. My question now is when does the current reward for crouching start? I did some testing and it felt like I need to be fully crouched before by spread was spot on… Is this correct? (Not on the way down or in the middle of crouching - fully down)

Thought #3 (Fall off Damage):
I can for sure notice the fall off damage but not as much as I would like. It still feels like I am getting hit by a ton of bricks from across the map. It was said this was going to be looked at but with no clear line of fire and the small maps this needed to be looked at hard :smiley:

Thought #4 (Euro Servers and Hit Sounds):
When I am playing on a Euro server with 140 ping I always hear my hit sounds but nothing happens and I die! Please look into this.

And Finally Guns:
Phoenix - Put Damage back to 9 instead of 8
Arty - Reduce spread time. (He is a single shot, lets him spam it but lower his damage by 5) (Not Spam Spam but only a few ms between shots)


(Smooth) #109

This isn’t on the cards right now. We feel it’s too restrictive and really doesn’t fit with the pace of our game.

[QUOTE=spookify;493011]Thought #2 (Crouch Reward):
It has been said this this might be looked into and I am very happy about this. My question now is when does the current reward for crouching start? I did some testing and it felt like I need to be fully crouched before by spread was spot on… Is this correct? (Not on the way down or in the middle of crouching - fully down)[/QUOTE]

The crouch-state is entered instantly, but the spread does take a short time to transition. This really depends on how far the spread has to shrink. Typically this will be ~100ms from running but will take longer if you were jumping or firing.

[QUOTE=spookify;493011]Thought #3 (Fall off Damage):
I can for sure notice the fall off damage but not as much as I would like. It still feels like I am getting hit by a ton of bricks from across the map. It was said this was going to be looked at but with no clear line of fire and the small maps this needed to be looked at hard :D[/QUOTE]

Now we’ve fixed some bugs, damage fall-off will be a little more severe in future updates, dealing slightly less damage at max range and falling off slightly sooner. We’ll continue to tweak this until we’re happy.

[QUOTE=spookify;493011]Thought #4 (Euro Servers and Hit Sounds):
When I am playing on a Euro server with 140 ping I always hear my hit sounds but nothing happens and I die! Please look into this.[/QUOTE]

Currently if the server registers your death, it ignores any bullets you sent after that point. This is to prevent HPBs always getting a killing blow before they receive the ‘death’ from the server. We have added a window after death of 100ms where any rounds fired will still count, obviously this will result in a few double KO’s but it’s preferable to bullets doing nothing and the duration of the window itself can be tweaked so it doesn’t feel unfair.

[QUOTE=spookify;493011]And Finally Guns:
Phoenix - Put Damage back to 9 instead of 8
Arty - Reduce spread time. (He is a single shot, lets him spam it but lower his damage by 5) (Not Spam Spam but only a few ms between shots)[/QUOTE]

I’ll have a look at Arty soon but Phoenix isn’t going to get more damage :stuck_out_tongue:


(k0k0nat) #110

[QUOTE=Smooth;493019]

I’ll have a look at Arty soon but Phoenix isn’t going to get more damage :p[/QUOTE]

Can sawbonez get his deagle back?? :3


(Smooth) #111

Also a no, we want the DE. 50 to be punchier and slightly more powerful than it was. That’s not really befitting a supporting character with awesome healing abilities :wink:


(Glottis-3D) #112

i as well dont think prone is any good for this game. it is too fast for prone, and i liek it!

[QUOTE=Smooth;493019]Now we’ve fixed some bugs, damage fall-off will be a little more severe in future updates, dealing slightly less damage at max range and falling off slightly sooner. We’ll continue to tweak this until we’re happy.
[/QUOTE]

  1. is fall of damage the same for heads and body?
  2. the spread becomes much more significant. i mean with max distance stoker can easily kill fragger. i dont like this. it should be like ‘slight advantage’ at long range.

(spookify) #113

[QUOTE=krokodealer;493030]i as well dont think prone is any good for this game. it is too fast for prone, and i liek it!

  1. is fall of damage the same for heads and body?
  2. the spread becomes much more significant. i mean with max distance stoker can easily kill fragger. i dont like this. it should be like ‘slight advantage’ at long range.[/QUOTE]

I dont understand how prone will slow down the game. Its an advanced move. Its in COD and that game is crazy fast… Its a down then up LOL! People arent going to be laying in the streets haha.

It would be perfect for Snipers and give the game a vertical up and down in a fire fight.

Slowing down of the game is IMO a poor excuse. Did it slow down ET? How often did you see people prone for more then 2 seconds?

Does it slow down Battlefield? Battlefield is huge so hard to compare but on metro did it? Again the question is slow the game down and the answer is no. Only the defense proned and those people where the large set up guns.

The maps in xT are too small for prone to slow down the game. People can’t go run and hide and prone from someone 30m away. That person will just run to them and kill them.

As long as the hitboxes are correct and the animation is good prone would only add to a competitive shooter.

Also please entertain the idea for push :smiley:


(spookify) #114

[QUOTE=spookify;493032]I dont understand how prone will slow down the game. Its an advanced move. Its in COD and that game is crazy fast… Its a down then up LOL! People arent going to be laying in the streets haha.

It would be perfect for Snipers and give the game a vertical up and down in a fire fight.

Slowing down of the game is IMO a poor excuse. Did it slow down ET? How often did you see people prone for more then 2 seconds?

Does it slow down Battlefield? Battlefield is huge so hard to compare but on metro did it? Again the question is slow the game down and the answer is no. Only the defense proned and those people where the large set up guns.

The maps in xT are too small for prone to slow down the game. People can’t go run and hide and prone from someone 30m away. That person will just run to them and kill them.

As long as the hitboxes are correct and the animation is good prone would only add to a competitive shooter.

Also please entertain the idea for push :D[/QUOTE]

Edit: I just want to see an accorarte shooter with advanced moves but not go over the top with a slide or something else. Again though I want it to be accorate! That means faster recover times of speard :cool:


(BomBaKlaK) #115

Still huge FPS drops, especially tonight. Maybe it’s server related I don’t know but there is something weird.


(stealth6) #116

I think I can count the amount of times somebody’s used prone against me in a close quarters gunfight on 1 hand. I can’t count the amount of times they’re lying on they end of alleyways, in tight corners, somewhere completely out of the combat area…
In CoD people would spawn and then go lie somewhere where they can see the spot they spawned… (so when the enemy spawns there they get a kill)

When I saw it removed for the first time (BFBC2) I didn’t miss it. I praised them for removing it, improved the gameplay imo.


(spookify) #117

[QUOTE=stealth6;493082]I think I can count the amount of times somebody’s used prone against me in a close quarters gunfight on 1 hand. I can’t count the amount of times they’re lying on they end of alleyways, in tight corners, somewhere completely out of the combat area…
In CoD people would spawn and then go lie somewhere where they can see the spot they spawned… (so when the enemy spawns there they get a kill)

When I saw it removed for the first time (BFBC2) I didn’t miss it. I praised them for removing it, improved the gameplay imo.[/QUOTE]

I remember when they removed it from BFBC2 and the maps got so much slower and didnt even get into the second phase! Good players can carry an entire team and that was very evident in BFBC2. When prone was taken away the attackers had like 50% less cover! In a game where you die as fast as BFBC2 that is a huge deal. Those split seconds to reload and get behind enemy lines and push the enemy from the side were basically gone when they got ride of prone. It turned into a straight forward game… Run forward and die blaa blaa.

Something big needs to be added that isnt cheesy and can set apart the good players from the great players to the best players.

I can tell you wall jump isnt the answer… Yes it will get you to some places on the map that have an advantage but in a 1 v 1 whats the point you wall jump and your spread is crap.

SD, what is your answer for a 1 v 1 OR heck even a 2 v 1 that will set the best player apart?

I love the idea of hopping in a ranked server, but with the randomness of the game whats the point.

I dont know if body shots are to powerful or ROF is to fast, spread is to great, hit box problem, medic’s are too weak or many other things but the game is still blaa.

I also do not see how add’on ironsights are going to work with out turning this game into COD, but I will test it.


(tangoliber) #118

It’s been about 2 days since I tried it, but I liked the bounciness you get after a wall jump.

(When going from wall to wall, you seem to get a diminishing bounce off each wall. Is this how it works?)

What might be cool would be if the long jump would reset the force of your bounce, and if we could combo a long jump upon touching the ground to keep momentum. Then you could maybe find routes where you go wall to wall to ground - do a quick long jump (ground hop) to the next wall to wall to ground… etc.

That probably makes zero sense.


(BAMFana) #119

No comment on the rest of your post, but I think the impact of movement on spread should differ between mercs/weapons. SD may already have done this to some degree, I have no idea, but I think that, for example, the spread of SMGs should be less affected by movement than assault rifles, and shotgun spread shouldn’t be affected by movement at all. This should make for more interesting combat usage of movement mechanics while also further differentiating the fast mercs from the slow mercs.


(k1ruaa) #120

This is an interesting idea, to allow the faster mercs to get advantage of their movement more than the heavy dps ones.