its getting better :)


(trickykungfu) #1

After 1000000 times of complaining and flaming i really have to admit things are getting better :slight_smile:

White Chapel plays very nice. The longer offense routes to “backrape” the defense work very well. You don’t have that meet grind/spam feeling! Wonna see more of that on all maps and stages!!!

Walljumps work surprisingly well. There are many new routes to explore. And thank god its not like Titanfall, way to easy to master…

Increasing the hit boxes makes aiming a little bit more pleasing but i don’t think this is the right way. Soldiers now feel even more over powered. You literally die in seconds…
For my feeling you should decrease the spread drastically. Hope to see this soon!!!

Medics really don’t work at this stage of the game. They don’t have the firepower to compete in a 1on1 and the healing ability just doesn’t work probably or at all is not really needed because of short spawn times and short walking ways.

Think thats all :slight_smile:


(k1ruaa) #2

So we all agree that things are going in a good direction but the gunplay and especially spread is still a big problem.


(Snotling) #3

Yes, I think like that too.


(spookify) #4

Getting better yes BUT fun to play… NO… Reward feeling for kill… NO…

I can not feel every bullet yet like other games.


(Anti) #5

We’re making a lot more changes to this stuff over the next few updates. Expect the balance to get quite a bit out of shape whilst we make those changes, then we’ll rein it back in again over the 2-3 releases after that so that it should be much more polished.


(attack) #6

good to hear


(FireWorks) #7

What is the lenght of the testing cycles depending on? Currently about 1month? Any chance that CC invasion will speed them up a bit?


(Mustang) #8

The aim is 2 weeks, sometimes it slips, but they want it and we want it, so keep reminding. :tongue:


(INF3RN0) #9

Aside from the performance, I’ve been happy with most all developments. A stable frame rate really makes for a comfortable experience though, so crossing my fingers that we get to the point that low fps isn’t as much of an issue. Looking forward to the day it gets to OBT :).


(FireWorks) #10

Meh, those SD guys are always already a step ahead :stuck_out_tongue:


(Scarhand) #11

I like the bigger hitbox size, but it isn’t bullet spongey enough anymore (even though I had previously said it was too bullet spongey). Increase health or reduce damage to compliment the hitbox change?


(RasteRayzeR) #12

I really like the new hitboxes. I can finally get headshots again because last patch it was really hard to hear a single “ting”, was only “tong tong tong ahhhhhh” -> you’re dead …


(Kendle) #13

If anything the guns are now too weak. I’d rather they increase damage, guns should be buffed until they’re balanced, not nerfed. I know this goes against the ET grain where tracking is supposedly the be all and end all of skill, but it’s gone too far IMO. I can live with it because the head-shot multiplier just about saves the day, but even so it’s right on the edge of acceptable, and probably completely unacceptable for anyone not from an ET / ET:QW background.

I know the prevailing wind around here is to herd SD towards an entirely ET-esque gun model, and I happily acknowledge that a COD / BF level of lethality doesn’t fit an objective game, but I worry for the success of the game when it goes live when to the uninitiated to may appear that the guns simply don’t work.

However, I’d reserve judgement until SD have done whatever it is they’re thinking of doing with spread etc. For me the issue isn’t spread (if you test the weapons you’ll find there’s hardly any spread at all when burst-firing), the problem is feedback. Fall-off damage has a dramatic affect but you’ve no sense of when or by how much damage is reduced at distance, perhaps audio clues would help like increase / decrease the volume of the hit-beep depending on distance / damage?


(trickykungfu) #14

[QUOTE=Kendle;493834]If anything the guns are now too weak. I’d rather they increase damage, guns should be buffed until they’re balanced, not nerfed. I know this goes against the ET grain where tracking is supposedly the be all and end all of skill, but it’s gone too far IMO. I can live with it because the head-shot multiplier just about saves the day, but even so it’s right on the edge of acceptable, and probably completely unacceptable for anyone not from an ET / ET:QW background.

I know the prevailing wind around here is to herd SD towards an entirely ET-esque gun model, and I happily acknowledge that a COD / BF level of lethality doesn’t fit an objective game, but I worry for the success of the game when it goes live when to the uninitiated to may appear that the guns simply don’t work.

However, I’d reserve judgement until SD have done whatever it is they’re thinking of doing with spread etc. For me the issue isn’t spread (if you test the weapons you’ll find there’s hardly any spread at all when burst-firing), the problem is feedback. Fall-off damage has a dramatic affect but you’ve no sense of when or by how much damage is reduced at distance, perhaps audio clues would help like increase / decrease the volume of the hit-beep depending on distance / damage?[/QUOTE]

For me TTK is also to long. Others in my Team like Rex think its ok. With a shorter TTK it should be easier to kill more then just 1 and then die…


(Glottis-3D) #15

[QUOTE=Kendle;493834]If anything the guns are now too weak. I’d rather they increase damage, guns should be buffed until they’re balanced, not nerfed. I know this goes against the ET grain where tracking is supposedly the be all and end all of skill, but it’s gone too far IMO. I can live with it because the head-shot multiplier just about saves the day, but even so it’s right on the edge of acceptable, and probably completely unacceptable for anyone not from an ET / ET:QW background.

I know the prevailing wind around here is to herd SD towards an entirely ET-esque gun model, and I happily acknowledge that a COD / BF level of lethality doesn’t fit an objective game, but I worry for the success of the game when it goes live when to the uninitiated to may appear that the guns simply don’t work.

However, I’d reserve judgement until SD have done whatever it is they’re thinking of doing with spread etc. For me the issue isn’t spread (if you test the weapons you’ll find there’s hardly any spread at all when burst-firing), the problem is feedback. Fall-off damage has a dramatic affect but you’ve no sense of when or by how much damage is reduced at distance, perhaps audio clues would help like increase / decrease the volume of the hit-beep depending on distance / damage?[/QUOTE]

i agree, that sometimes the amount of bullets, that did hit (judging by hitsound), but didnt kill is enourmous. fall of damage makes it worse.
i literaly dont know during a fight how well i am doing with all these dozens of hits.

i feel, that all weapons have to be more alike, less diverse. that will lead to more alike mercs in the sense of HP - i am for that as well.


(k1ruaa) #16

Well the TTK isn’t the problem imo, the problem is that with that spread/hit registration it’s already hard to kill the first opponent sometimes and it’s even harder to chain with a second opponent when you’re max spread.
When it’s actually hitting enemies die very fast already.


(attack) #17

how many games are succesfull next to cod/bf .simply none,exept titanfall.they all try cod gunplay ,but it looks like the people dont want it outside of cod.
too have a longer ttk is simply smth fresh.

for me horizontal unpredictable recoil and spread are the problems.


(Glottis-3D) #18

TTK differs too much. For some mercs TTK is very nice, for some (phoenix) is far too long


(trickykungfu) #19

[QUOTE=k1ruaa;493843]Well the TTK isn’t the problem imo, the problem is that with that spread/hit registration it’s already hard to kill the first opponent sometimes and it’s even harder to chain with a second opponent when you’re max spread.
When it’s actually hitting enemies die very fast already.[/QUOTE]

loooooool But this effects the TTK XD I don’t care if you lower spread or increase damage… i only think the TTK in general is to long…


(k1ruaa) #20

Hmmm… Right :XD
I was rather considering hits to kill.