Forum Posting and Feel after Game Play


(spookify) #1

First off I am going to post here because I feel this Forum will get more feedback and possible more attention from SD…

I have finally put in a few hours of game play the past few days and just want to bring up the feel of the game.

First TTK, it feels to short and also to long at the same time… ROF along with the sound and lag also throws off the feel of the game…

The fact that I never know if I am going to be killed or get the kill erks me…

SD has said every class will have it straights and weaknesses and that fine just needs a little tweaking.

Suggestions: Once out of a first fight make the Regen just a little big faster! I hate hidding in a corner on a fast paced map which they all are right now… Or just get ride of the health regen as a whole which would make the weak medic gun more powerful.

Very thing feels very weird with no goal and confusing with all classes doing objectives. No one has a clear roll. I find myself searching for the most powerful and accurate gun then sitting in a corner forever waiting to heal up.

Or

Going medic to heal and the gun feels the most accurate but not being able to back rage someone and kill them before they can turn around and take a few chucks out of you. Plus while back raging you hear 2 or 3 HS and they are still at 48% HP? Really?

It just seems like the gun, classes and Health are in no man’s land and are confused which game they want to be like and at the same time having all games mixed into one with slow movement and laggy game play.

I do not see a reason for teamwork right now. Why revive someone?

Hearing 4 or 5 hs and not getting a kill is very disheartening especially with how much smaller the hitboxes are then ET for example…

I would love to give more suggestion but I dont know which way SD is leaning for this game to go… It can go two ways right now…

Here’s and example of what bugged me last night a Medic vs a solder with 150 HP. I was crouched in the narrow half and knew he was going to just down. I had 2 med packs laid out. I got 1 dink right off the bat as he was jumping down then around 4 body shots and 2 more head shots while starting to strafe the hall. He ran right at me and plowed me over… I was like really… Didnt even phase him… Med packs didnt do crap… Worthless… the prob game me 2 HP total because they dont heal in a fire fight… Making the medic weak gun weak…

Conclusion:

Pick one please:
Faster Health Regan (All Players)
No Health Regan (All Player)
Medic Packs (Chunk Heal like ET and RTCW)
Revive Shield for Medics
Revive’e takes even less damage or something with the timing or hp after rev…

Running, sprinting and reloading
Running, sprinting, running, firing, sprinting and gun wont fire…
Running, sprinting and holding a nade with out throwing
I have been have trouble cooking nades when I sprint and walk and not sprint and sprint again. My nade throws…


(Hundopercent) #2

[QUOTE=spookify;477830]First off I am going to post here because I feel this Forum will get more feedback and possible more attention from SD…

I have finally put in a few hours of game play the past few days and just want to bring up the feel of the game.

First TTK, it feels to short and also to long at the same time… ROF along with the sound and lag also throws off the feel of the game…

The fact that I never know if I am going to be killed or get the kill erks me…

SD has said every class will have it straights and weaknesses and that fine just needs a little tweaking.

Suggestions: Once out of a first fight make the Regen just a little big faster! I hate hidding in a corner on a fast paced map which they all are right now… Or just get ride of the health regen as a whole which would make the weak medic gun more powerful.

Very thing feels very weird with no goal and confusing with all classes doing objectives. No one has a clear roll. I find myself searching for the most powerful and accurate gun then sitting in a corner forever waiting to heal up.

Or

Going medic to heal and the gun feels the most accurate but not being able to back rage someone and kill them before they can turn around and take a few chucks out of you. Plus while back raging you hear 2 or 3 HS and they are still at 48% HP? Really?

It just seems like the gun, classes and Health are in no man’s land and are confused which game they want to be like and at the same time having all games mixed into one with slow movement and laggy game play.

I do not see a reason for teamwork right now. Why revive someone?

Hearing 4 or 5 hs and not getting a kill is very disheartening especially with how much smaller the hitboxes are then ET for example…

I would love to give more suggestion but I dont know which way SD is leaning for this game to go… It can go two ways right now…

Here’s and example of what bugged me last night a Medic vs a solder with 150 HP. I was crouched in the narrow half and knew he was going to just down. I had 2 med packs laid out. I got 1 dink right off the bat as he was jumping down then around 4 body shots and 2 more head shots while starting to strafe the hall. He ran right at me and plowed me over… I was like really… Didnt even phase him… Med packs didnt do crap… Worthless… the prob game me 2 HP total because they dont heal in a fire fight… Making the medic weak gun weak…

Conclusion:

Pick one please:
Faster Health Regan (All Players)
No Health Regan (All Player)
Medic Packs (Chunk Heal like ET and RTCW)
Revive Shield for Medics
Revive’e takes even less damage or something with the timing or hp after rev…

Running, sprinting and reloading
Running, sprinting, running, firing, sprinting and gun wont fire…
Running, sprinting and holding a nade with out throwing
I have been have trouble cooking nades when I sprint and walk and not sprint and sprint again. My nade throws…[/QUOTE]

Too bad I can’t make a youtube montage of all these posts reiterating the same thing over and over for the past year. =P


(Protekt1) #3

Just set it to locked link lol

And I am pretty sure soldiers only have 115 hp… not 150.

Medic self heals slower, thank god, to combat medic being too self sufficient.


(Hundopercent) #4

[QUOTE=Protekt1;477919]Just set it to locked link lol

And I am pretty sure soldiers only have 115 hp… not 150.

Medic self heals slower, thank god, to combat medic being too self sufficient.[/QUOTE]

Why is it ok for an lt to be self sufficient but not a medic, who can:

Not supply ammo
Has a mediocre to below average weapon
Near useless ability


(Glottis-3D) #5

HP regen has to be decreased.
it can prbbly start earlier, but be slower…much slower so the guy has to ask for medpacks.


(spookify) #6

[QUOTE=strychzilla;478003]Why is it ok for an lt to be self sufficient but not a medic, who can:

Not supply ammo
Has a mediocre to below average weapon
Near useless ability[/QUOTE]

First off Strychzilla it was fun to play against you last night :slight_smile:

Strychzilla and I finally agree on something haha! Balance the classes with skill/abilities if you arent with weapons. Medic has below average weapon with 5ish HS to get a kill and no way to stay in the fight because his heal is useless.

Suggestions:
Reduces Movement bullet spread
25% Heal Chunks Like ET and RTCW
Tweak Reviving (Bullet Shield in front, Extremely less damage taken, something so medics can rev and stay alive by being smart)
Reward Reviving (If a medic runs in and rev’s a player and dies give him something…) (XP, Gold, Reduced Death Time, Extra Ammo Upon Respawn, Super Speed out of spawn for 5 seconds, Extra HP for Next Life something because he sacrificed him self…)
I also miss my nade to throw as cover to go in for a rev… Something like a nade or smoke or flash or something is needed or suggested…

Biggest thing insta HP chunks for Medics. I think this should come next update and see how it balances. I only saw around 2 or 3 medics all of last night… Every time I played Medic I felt like I was getting hit by a brick house solider and almost insta dieing…

SD how much faster is the Medic gun then the rifle and big solider gun? ROF seems funky just wondering. (Could be the sound :/)


(trickykungfu) #7

[QUOTE=krokodealer;478031]HP regen has to be decreased.
it can prbbly start earlier, but be slower…much slower so the guy has to ask for medpacks.[/QUOTE]

slower will only result in more bamfana style camping. Get shot wait 10 Seconds to regen and go back into battle. It should completely remove it or just make regen up to 50hp…


(trickykungfu) #8

I watched a couple of www.warface.com youtube videos. At there early closed beta 1 year ago they had like 30 totally full servers in Russia. Will you guys invite more people so this will be possible? Playing 24/7 would really be nice…


(BAMFana) #9

My impression is that Sawbones is at least on par with the top combat mercs (Stoker, Skyhammer, Thunder, and Fragger) in combat that occurs inside the falloff range. His faster movement speed and lower recoil increase make up for his slightly lower dps, not to mention his highly superior sidearm. Considering how important his abilities are for the team – something one doesn’t notice as often on public, but was readily apparent during the alpha cup – I think it’s more than fair that his gun has less flexibility due to the shorter minimum falloff distance.

I do think that the ammo limitation is a problem, however. Just like the slow hp regen has removed the absolute necessity of medics, while still keeping them highly relevant, I think there needs to be a similar mechanic for ammunition to ensure that players can enjoy the game without being absolutely reliant on ammo drops. I’m not saying that we should have ammo regen, but there should be some way for players to somewhat replenish their ammo without having a field support merc on the team.

Camping all day long, yet still doing more damage per minute than you, even when I’m on the losing team. Man, you must be really terrible at this game.


(Volcano) #10

we tried this but SD decided to put ammo stations everywhere so there was no fighting for it, and this was when noone played fops because solly was broken


(DarkangelUK) #11

In the very early days of the alpha, gibbed bodies would drop a half clip of ammo and a small box of health, I didn’t think that was a bad idea really.


(Volcano) #12

it also gave universal ammo which what was wrong with it, heavy dropped ammo from his LMG would give smg ammo


(n4ts) #13

It makes fights more fun, since you can survive longer and maybe kill more then 1 opponent at once if you’re moving smart.
I would like this.


(Hundopercent) #14

It was terrible because everyone went rambo medic. That’s why medics are in such a below average state right now. Fall off damage is too much for SMGs and makes them all pretty much unviable and a complete joke vs Lt and Sold.

4 headshots is excessive, 5 is retarded. I can’t think of any game that requires you to land that many HS with the high spread XT has right now.


(trickykungfu) #15

[QUOTE=BAMFana;478043]
Camping all day long, yet still doing more damage per minute than you, even when I’m on the losing team. Man, you must be really terrible at this game.[/QUOTE]

haha XD I never said I am as good as the big bamfana. I only dont camp that much. Maybe you have better stats because you played vs nubs in the fist match? think about that NS2 Pro.

that would be a good Idea for Public. To make playing Medic more pleasing. But should really be disabled for competition because it would make Field Ops Useless…


(spookify) #16

[QUOTE=strychzilla;478051]It was terrible because everyone went rambo medic. That’s why medics are in such a below average state right now. Fall off damage is too much for SMGs and makes them all pretty much unviable and a complete joke vs Lt and Sold.

4 headshots is excessive, 5 is retarded. I can’t think of any game that requires you to land that many HS with the high spread XT has right now.[/QUOTE]

+1
Agree!!!


(BAMFana) #17

At some point I assume there is going to be some sort of per-game progression, with xp gain from completing/defending objectives and killing enemies, as well as upgradeable abilities to spend those points on. My suggestion would be to add an option in the upgrade screen to spend <x> experience to buy an ammo pack for yourself. That would give players the option to replenish their ammo if they need to, but at a cost, so that having a field support actively dropping ammo is still a significant advantage to your team. It might make sense to do something similar with medpacks, too.


(BAMFana) #18

I only played one match in the cup, against ducks. We had seven players online, so I let one of the other guys take my spot in the match against biAtch.


(trickykungfu) #19

like that. Could work!


(trickykungfu) #20

ya sure XD