Delayed Update


(Ashog) #41

[QUOTE=Smooth;484434]I personally agree with you here, I’m not the biggest fan of quite how spongy some characters are we are right now.

It’s something we’re keeping an eye on but wont rush into any changes.[/QUOTE]

Imagine how many people will prefer to read a book instead of Xt if the TTK approaches to 0. Better take two.
Regarding the graphs: just confirming my feeling of iron sights being too nerfed all the time and less useful than hipfire. Why use IS at all then?..
Will now go and check the patch release notes, looking for some IS buff.


(Smooth) #42

Bear in mind that ironsights are only really used at distances over 20m, where the target is a lot smaller.

Ironsights have significantly less recoil and zero spread, the downside to using them is reduced FoV and movement speed.


(Ashog) #43

[QUOTE=Smooth;484456]Bear in mind that ironsights are only really used at distances over 20m, where the target is a lot smaller.

Ironsights have significantly less recoil and zero spread, the downside to using them is reduced FoV and movement speed.[/QUOTE]

Yeah, but wasn’t spread for SMGs not equal to 0?


(BomBaKlaK) #44

So first reaction :

  • Gunplay with this new set of sound is much better !
    there is still some strange sounds from outerspace when you deploy and ammo station, by the way you just invert the 2 abilities and I dont like this, med packs / deployable, and ammo packs need to be on the same ability key. I really don’t like this change.

  • Look like some little RoF tweak and I like this ! Even if you say you change nothing and that’s just the sounds, you can feel it I’m pretty sure you change something.

  • New interface is much better, but still 3 slots to go I hope for 4 in the futur or maybe 5.

  • Hit sounds are really weird for headshot, whithout the hit beep engaged it’s much better, but I miss some real headshot sound.

  • We test only the “new” trainyard and feel no real differences except the new fences to open. I still don’t like this map really to short. Camden is much better …

  • Spread is still really to high but better than before.

  • And about Rhino I don’t play it so much and I think I will not play this merc so long.
    Look like a bit OP with unlimited ammo, yes there is the over heat and the movement penalty but I dont know. Let’s see hw ppl play this one.
    For the moment it’s full rhino server but it’s a bit normal.

  • All servers stuck on trainyard.

  • I really hope for 1 or 2 Blockout servers soon, the actual maps are still boring to play for the moment.


(shaftz0r) #45

[QUOTE=Anti;484429]Maps take a long time to adjust, we have map changes in the work for some maps, as well as a raft of new block-outs coming, but they’re not ready for this patch (partially to do with how we’ve had to branch for re-factoring Fireteam’s services).

In all likelihood we’ll be adding block-out servers with the first patch of the new year that will include 6-7 different block-out maps for Execution and Objective/Stopwatch modes, you’ll be able to fill your boots then :)[/QUOTE]

thankyouthankyouthankyou. this is all i wanted to hear. balances are fine, i have no issue giving you data with every new balance, but maps need to be addressed badly.


(Ashog) #46

I have played 4 classes by now and at a first glance that’s what I can say:

Rhino gun almost ok, is fun to play, especially with the fat sound, but needs a tiny decrease of initial damage but lower damage fall-off with distance. At distance more than 5-7 m his gun seems to be even more useless than stationary MGs :wink: At least such was my first impression. Pistol is ok, powerful enuff and should not be nerfed under no circumstances - it is a vital asset to slow starting heavy MG. His pistol needs to be powerful.

Fletcher is less agressive now :frowning: The reason is his new pipes. I am all for piptraps but the way it is implemented is hardly viable. Namely the detonation approach. It requires pressing additional button to draw the detonator, then pressing fire to detonate. In the heat of the battle, this combination (together with the prior placing of three stickies using other 2 buttons), is very cumbersome (unless there is a quickweapon bind for detonation, which would mean i have to bind yet another button for this since i don’t use quickabilities apart from knife). There needs to be a way to detonate stickies w/o drawing the detonator, e.g. by use button. That’s the way it worked quite well in TF.

Arty is very very good now, on the borderline with being op. It is now actually fun to play with his tappy AR. Also faster artillery is very useful to quickly clear small areas - that is a very nice modification of the original artillery, which also makes now Arty more different from Skyhammer. The cooldown for arty should be made a tiny bit longer though.

Thunder is now competitive again. I think his gun is now where it needs to be, approximately. The big prob is his conc nade which seems to have become yet even worse than before - the conc effect shows slight smudging and sparks in the air, not impeding the aim and shooting ability even a little. He really needs a very evil, nightmarish conc so that the char is feared enough.


(Glottis-3D) #47

so does that time include time, when a player lies dead waiting for a spawn?
(dead-time is much lower for medics during a match, obviously)


(attack) #48

overall my first impressions are positiv,the new sounds feel better than the old.sawbowez is maybe a little bit to heavy weapon like.
with my upgraded pc this game looks rly good,compared to bf3(which i play a little bit currently).

the fences on trainyard :i dont like this way to balance this map.to cut of the possibility to sneak behind the defenders(which i have done in so much draftcups :D)is rly a big cut in the strategic possibilities on this already small map.
a possibility of a backspawn would still help on every map.

overall i like the patch so far.gj SD

EDIT: ok one big point the server broser is buggy .if i look for best pink it changes the positions in list every milisecond and i cant join with the play button only by doubleclick.


(DB Genome editor) #49

The “Quick Ability 2” will pull the detonator and blow up the stickies in one shot.

The big surprise for me so far is how much stuff was not in the patch notes: new sounds, new nade models for Fletcher and Stocker, new nade throwing animations (including Fragger’s cooking time), completely new arty scheme for Arty, modified layout for Trainyard.


(shaftz0r) #50

[QUOTE=Djiesse;484508]The “Quick Ability 2” will pull the detonator and blow up the stickies in one shot.

The big surprise for me so far is how much stuff was not in the patch notes: new sounds, new nade models for Fletcher and Stocker, new nade throwing animations (including Fragger’s cooking time), completely new arty scheme for Arty, modified layout for Trainyard.[/QUOTE]

new melee hit detection was mentioned, but this is a big and good change. should include that the animation was more defined and cleaner.

the entire new interface is slick and well done. a little clunky currently, but im sure that will progress.

The sound pass is great. i assume you tried to match RoF better? was it across the board or just a few mercs


(Ashog) #51

Well I suspected it existed, but again, if it’s the only char where quickability is useful, I will have to find an extra button just for this char and action.

It would be nice to have a general table as for, what command each ability and quick ability are assigned to for each character, especially after they reshuffled the ability bindings in this patch. This would help to arrange the binds in a more efficient way.