Fine tuning opinions


(charismaticProvolone) #1

As the humble title of this here forum post says , what do you think about the recent fine tuning update.For me the 2 highlights of this update was the fact that they removed that very annoying melee turn speed limit and that they increased Rhino’s movement speed by a little (that’s his only downside , why would you do that ? ) Nevertheless, I am not here to ramble on and on , instead I am here to read your ramblings ! So with all the unnecessary information said … commence rambling ! (or you know , just voting )
*EDIT 1 : Just realized that with the new anti cheat I don’t have to turn my firewall of every time I start the game up. Today was truly a glorious day.(Except for all the weird shit that’s going on in my games)


(Ghosthree3) #2

Fine is too humble for such an awesome patch.

Also movement is Rhino’s greatest downside but the amount gained is insignificant, he’s still completely useless.


(Anaconda) #3

I like the changes, but hate the new feature they added where your binds randomly disappear during gameplay.


(LifeupOmega) #4

I can’t fault an update that introduces a new anti-cheat, tones down aimpunch, and doesn’t drastically alter weapon mechanics outside of small tweaks of buffs and nerfs. Prettygood/10.


(titaniumCrouton) #5

That isn’t new o/ that has been a bug for a long time now


(Yak) #6

Everything was great about this patch but the crotzni nerf. Just because better players gravitate towards it (it’s a very common gun, appearing on many mercs), the gun is now inaccurate even at the start, when every other gun is pinpoint accurate for at the very least the first shot.


(Amerika) #7

You’re assuming that they didn’t do what is taught to you in day 1 Statistics 101 class where you chop off the top and the bottom to remove outliers and remove the bottom/top tier players. They might have done exactly that which would make the numbers a bit more reasonable. So you might want to ask that question in the dev stream or in the forums before you assume the worst.

The numbers would still be a bit skewed with that method but it would provide more realistic feedback.


(Edzer) #8

Really like the changes but damn, the game is glitchy as fuck right now.

Regarding what I liked from another thread:

Meh, kinda sad about these Timik changes. Would have rather seen it deal more damage rather than making it even more similar to the m4a1 :confused: Nice patch overall, though. K-121MG changes are very interesting, definitly gonna try out Fragger’s K51 loadout again.

Also, new anticheat hype.


(watsyurdeal) #9

You’re assuming that they didn’t do what is taught to you in day 1 Statistics 101 class where you chop off the top and the bottom to remove outliers and remove the bottom/top tier players. They might have done exactly that which would make the numbers a bit more reasonable. So you might want to ask that question in the dev stream or in the forums before you assume the worst.

The numbers would still be a bit skewed with that method but it would provide more realistic feedback.[/quote]

Even so, the thing is that people are getting fed up with all these adjustments.

Each gun should feel a certain way and have that feel be consistent, not random.

It was clear they wanted the Crotzni to be this tap fire beast compared to the SMG 9, so why not instead of increasing the overall spread, and starting spread, increase the bloom per shot, and increase how much bloom is removed when you stop firing. Encouraging bursts rather than spraying, and with the SMG 9, do the opposite, lower bloom per shot, better accuracy overall, but not so great for tapfiring.

There’s a number of ways they could solve the balance problems with the SMGs, but nerfing the best gun and buffing the weakest one to compensate is not one of them, they could’ve easily left the Crotzni alone.


(Mister__Wiggles) #10

@EdSir
So im not the only one thats getting some pretty glitchy shit happening? Arty strikes are dealing damage before they even land and Airstrike markers don’t make any noise when they explode.


(Sinee) #11

Would’ve liked to have seen Phantom to get more of a look at. Mostly, I’m quite satisfied. This was a good patch. The melee fix seems great, but I mean… at least make the dude’s cloak less visible? Jesus. Still holding out hope he’ll get more tweaks in the future. I’m actually kind of surprised he was barely touched, but, I’m feeling positive about the melee turn limiter being fixed.


(Edzer) #12

Yeah alot of weird shit. Grenades disappearing when you throw them as fragger but still doing damage to where you throw them, mine killed someone and the game showed I killed him with an airstrike as fragger lol.

Also stuff like respawning seems laggy/glitchy now.


(Gi.Am) #13

Overall good patch, new AC is welcome despite not knowing how good it is, but the fact that the publisher/devs seem to be in control instead of a third party is propably for the better.

Audio improvements sound nice. Tho I must say after a couple of rounds I don’t like the killsound.
Did we really need another synthesizer bleep, telling us, that the guy ragdolling infront of us, who’s name shows up in the top right, besides my name (and hopefully a head icon) is truly dead? granted could have missed all of that because I was marveling over the finisher XP message.
I mean it is admirable to make the game more acessable for the blind, but I’d rather have the mercs do a final scream or my merc muttering a oneliner for every kill. Would blend into the scene quite a bit better.

Weapons is a mixed bag. I can see and actual agree with the general Idea to take the two guns that were regarded as the best in game (read OP) and take them down a notch, while bumping everyone else up a bit.
Not sure I like the general direction of less spread/recoil/more range making the game overall deadlier and the weapons easier to handle. Some buffs are weird aswell I’mean 10% recoil reduction on the hochfir 10% of 0 is 0 right :wink: .

Buffing the shotguns I don’t like at all. shotguns are black and white when it comes to balance they are either UP or OP there is no balanced for shotguns (atleast none everybody can agree on). And to be honest I rather have them UP than OP.

Overall when it comes to buffing the weapons I’d rather see some QOL buffs or atleast changes that diversives the handling rather than making them all the same.

Not sure how I feel about the Nader nerf/buff basically she got reverted to the way she was on release but I kinda prefered the faster Nader on the other hand surviving a bullet more can be good aswell.

But anyways my first thoughts as usually propably gonna do a 180 in the days to come. Overall a great patch with alot of fixes good stuff, personaly I haven’t seen any glitches so far (and I did play 2 rounds with Arty) but maybe they show their ugly head later.


(B_Montiel) #14

Good patch overall. But there’s a lot happening with the servers right now. As a couple said above, tons of glitchy things appeared. Ammo/med packs and deployables showing on the floor like 2-3 seconds late, unregistered moves, trickjumps harder to do for unknown reasons… That’s just a few of what I noticed so far.


(Gi.Am) #15

hmm sounds a bit like they might have moved more stuff unto server side, propably to thighten up on the cheating, having more control over things. If they are flooded there is propably more hickups now if they did that.


(Ottah) #16

melee turn limiter removed from M1 ALL OF MY EFFING YESSES!

But please do it for the M2 attack aswell, i just love the smoothness and now consistent sensitivity when i duel people with the katana. Also see more people whipping out their melee now and be like ''Ya wanna kill me ghostboy? lets go" love it 100%.

You already changed the damage window from an obscene 1~2 seconds to a few mili seconds (like it should have been from the start) on the second attack, so is there any special reason to keep the melee turn limiter in, or perhaps it isent Phantom related?

Anyways, i dont want to say Meh to this patch. i really like it, but would have loved to see

“Turn limiter is now completely removed since damage windows are tuned right”

really happy with the weapon changes aswell, especially for the Dreiss and the BR16. oh my god this thing was already rewarding superior aim by dumpstering any merc besides rhino in a mere second, this thing is gonna be downright scary to face now heh.

Soo yet again i dindt want to vote Meh, but it was setup so by the OP. overall i have to say 9/10 patch! :slight_smile:


(CCP115) #17

Usually someone else says this. I guess I’ll say it this time:

0/10 WORST PATCH NO FLETCHER FIXES WHERE IS MY MONEY I WANT IT BACK.

Now that’s over with, I actually liked the patch, contrary to my vote. A little confused with some changes, but overall satisfied.

Wish a dev could comment on the Nader health buff, and the Dreiss changes.


(ttownjoe) #18

This happened to me twice, my sprint and weaponswitch became unbound


(ttownjoe) #19

nader buff was wrong, she should stay were she was and have nade count reduced to 4, dreiss is still underpowered, ROF needs restored to where it was at a minimum.


(handyHeirloom) #20

Phantom has been nerfed in both fine tuning updates, like fuck man.