Good luck with Nexon


(INF3RN0) #41

[QUOTE=prophett;483466]SD’s idea of competitive play won’t be ideal :confused:

I am with Fubar on some points. A team full of shotties with mines could be problematic (among other things).[/QUOTE]

It would never win. The most shotties and mines do is get kills without much skill. Still they are limited in terms of how consistently they kill. That’s what is really wrong with them. The fact that they are balanced by extreme limitations of effectiveness with very little variable of player skill to use them well.


(prophett) #42

Never? Never ever? (didn’t read the rest)


(Humate) #43

It would be strong for lemming rushes, and it would have a decent mine/health pool.
But overall i dont think a shotgun focused lineup would be viable.


(Kl3ppy) #44

I bet we will see some “balance” at Airstrikes/arty. I hope we will see somethinh like this:
1 Fops, reload speed of ability is 100 %
2 Fops, reload speed of ability is 75 % (so it does take 25% longer)
3 Fops, reload speed of ability is 50 %
4 Fops, reload speed of ability is 25%
5+ Fops, reload speed of ability is 10%

With this settings, you wont see any spam with abilities.
Also you can apply this on the mines/turrets/HB Sensor etc


(Smooth) #45

[QUOTE=Shifty.;483495]I bet we will see some “balance” at Airstrikes/arty. I hope we will see somethinh like this:
1 Fops, reload speed of ability is 100 %
2 Fops, reload speed of ability is 75 % (so it does take 25% longer)
3 Fops, reload speed of ability is 50 %
4 Fops, reload speed of ability is 25%
5+ Fops, reload speed of ability is 10%

With this settings, you wont see any spam with abilities.
Also you can apply this on the mines/turrets/HB Sensor etc[/QUOTE]

We’d much rather the lack of other abilities to balance out the fact people are stacking one class.

If you lack in killing power, health & revives, ammunition, objective proficiency or intel gathering then you’re not going to fare too well against a nicely balanced team.

Of course we’re not there yet but this is the end goal. Class & ability limits are absolutely the last resort and wont be seen any time soon, hopefully never.


(Kl3ppy) #46

[QUOTE=Smooth;483498]We’d much rather the lack of other abilities to balance out the fact people are stacking one class.

If you lack in killing power, health & revives, ammunition, objective proficiency or intel gathering then you’re not going to fare too well against a nicely balanced team.

Of course we’re not there yet but this is the end goal. Class & ability limits are absolutely the last resort and wont be seen any time soon, hopefully never.[/QUOTE]

Auto heal gets removed? :wink:


(Smooth) #47

It’ll be tweaked rather than removed. At 5hp/s with a 6s delay before it kicks in I think that Medics are definitely a much better option than just waiting around.

Plus there’s always the ALMIGHTY revive.


(Kl3ppy) #48

5hp/s sound fair, it does take 18 secs + 6 secs to get back to 100% when down to 10%. So its better to get a medic or respawn.

Is it fix that the defib wont deal damage to teammates? tk with defib and instant revive will be missed :frowning:


(Smooth) #49

Yes it is.

TK revives were emergent gameplay but not ever intended (atleast not in XT). We’re hoping that with packs getting you to full health and a lower revive HP (but with longer immunity) that we’ll discourage it because it honestly doesn’t make much sense to kill someone to give them more health.

PS (this isn’t W:ET - it’s still around if you want to play that) :tongue:


(Kl3ppy) #50

lol smooth :smiley:

I’m not interested in W:ET :wink:
If I want xt to be a former game, I want it to be like ETQW :tongue:

Ok, when the med packs heal fast enough from low hp than its fine, at least for me :slight_smile:


(Smooth) #51

I was just poking fun. We’re always trying to build on what we learnt, I personally started here on ET:QW and it’s by far my favourite SD game that we’ve ever released.

I’m very much an XT fan boy now, just can’t wait until it’s in a releasable state. I’m mostly looking forward to our 5v5 ranked game mode, that’ll be when things go up a gear for me :smiley:


(Kl3ppy) #52

Then lets play some quake wars together :smiley:

I was a xt/dirtybomb fanboy but the recent changes pushed me back to be “just” a SD fanboy only :frowning:


(n4ts) #53

Will that be in closed beta?
And will that be like League of Legends, in the way that you have to queue up solo and get automatically placed in a team with same elo teammates?
And will this all be possible without having to communicate and/or have to hear from Nexon in any way?


(n4ts) #54

While typing the above post I came up with the following idea that Nexon/SD has to think about:

IMO Nexon is placing themselves on the foreground instead of the game ( has been said multiple times by others ). So think about how to change this. Cause we don’t want to know about Nexon, we don’t even care about Nexon. We only give about Extraction. That’s why I paid to become a Alpha tester. I want to make this a great game. Not to give Nexon the right to shove themselves and their games into our world…
Splash Damage, you guys should definitely compare your launcher with theirs. And at LEAST discuss the differences with them. I mean, this is your game. And it is ABOUT the game. not about them, with their “NEXON launcher”… Instead of “Extraction launcher” (with a small logo of nexon and sd on the bottom of the launcher’s page, and no additional stupid games of nexon which - almost all of us - will never EVER play ).

So at least think about Extraction, instead of their other games, nexon, NX cash and other stuff I (we) don’t care about.


(Smooth) #55

Indeed, but probably not in closed beta.

Queue up solo or in a party, matched and balanced by skill rating, penalties for leaving early, character choices in the lobby etc…


(n4ts) #56

[QUOTE=Smooth;483512]Indeed.

Queue up solo or in a party, matched and balanced by skill rating, penalties for leaving early, character choices in the lobby etc…[/QUOTE]

You guys are bosses. <3
Made my day.

Now the Nexon issue remains.


(bishy) #57

^ Yes there still lies the problem with Nexon and it is definitely a huge problem imo, or at least atm it is.

That would be nice :stuck_out_tongue: Are SD able to get things moving on at least ONE Australian server? It became ridiculous long ago and considering the Aus community is pretty large they are absolutely ruining it for you guys.

I don’t want a refund because I do enjoy the game and want to wait but how f****** long are we going to have to wait?


(Rex) #58

I’m mostly looking forward to a non-balancing patch.


(Glottis-3D) #59

[QUOTE=Shifty.;483495]I bet we will see some “balance” at Airstrikes/arty. I hope we will see somethinh like this:
1 Fops, reload speed of ability is 100 %
2 Fops, reload speed of ability is 75 % (so it does take 25% longer)
3 Fops, reload speed of ability is 50 %
4 Fops, reload speed of ability is 25%
5+ Fops, reload speed of ability is 10%

With this settings, you wont see any spam with abilities.
Also you can apply this on the mines/turrets/HB Sensor etc[/QUOTE]

[QUOTE=Smooth;483498]We’d much rather the lack of other abilities to balance out the fact people are stacking one class.

If you lack in killing power, health & revives, ammunition, objective proficiency or intel gathering then you’re not going to fare too well against a nicely balanced team.

Of course we’re not there yet but this is the end goal. Class & ability limits are absolutely the last resort and wont be seen any time soon, hopefully never.[/QUOTE]

THere are some choke points at both of EV-maps (several ones in whitechapel) where the amount of air-strikes damage gives you way too much advantage.
plus FOPS in defence do not need object proficiency, and they have great killing power with ARs.

so i think you should consider a well balanced team cooldown.

i mean at white chapel defs do not need to have as much as 5+ field-ops, 3fops+2medics will easily do the trick - i remember countless hours of both deffing and attacking pre-elevator place. Molotov is 30 secs of cooldown. 3 fops = molotov every 10seconds.


(Smooth) #60

Like I said, we’re not there yet when it comes to balance.

The last thing we want to do is impact how YOUR character performs because a couple of players happened to pick a similar one.

Imagine if they were new to the character and didn’t even use the Molotov (or used it badly) but your cooldown increased because they joined the server. I bet you’d be angry with them / the system.

Also how to Molotovs relate to Artillery Strike Salvos. How about Frag Grenades? What are the cooldown stacking rules there? The system would become far too complex and not obvious to players why things are changing, we want to keep these things simple.