Medic Stats request


(montheponies) #121

Caps lock stuck?

While there are problems this game is nothing like COD. The movement speed and TTK alone set it miles apart, and that’s before you introduce the differing mercs and objectives.

Give constructive feedback please, not just ill founded rants.


(acQu) #122

The game never really supported that in a truly fun way. It was, from the start, always imposing limits AKA slowdowns, no sprint while attacking. Of course you could crouch, hop, sprint during firefights, but was it fun to begin with? So you basically complain about something which was dead from the start.


(tokamak) #123

The TTK is highly diverse. There’s a huge difference between bodyshots and headshots. I feel it doesn’t really stroke well with the accuracy of the guns and it makes the outcome of fights quite random.

Would it be an idea to have headshots damage increase exponentially with each consecutive headshot? IE first is the same as a bodyshot, then the second is much more and the third one is instant death?

That way you discount lucky spreadshots and reward the players who are actually aiming for the head over the ones who don’t bother and get lucky.

Just feeling there’s a bit too much chance going on. Some kills don’t feel deserved and some deaths don’t either. In ETQW there isn’t nearly as much a standard deviation in the outcome of fights. And that’s important because it allows you to puzzle with opportunity cost. It allows you to figure out your odds in the battle much better and build plans from that.

In Extraction, which such variability it’s almost always better to throw a hail Marie and geronimo your way through combat.


(INF3RN0) #124

I actually really like the idea of increasing the damage multiplier with consecutive headshots. Even if it meant having to manually tap-fire more often, as long as the spread catered to practiced player control and the advantage of consistent headshots was significant. A really excellent thought I must say though. My vote is for greater flexibility for spread management and significant reward for consistent headshots; a mechanic that I believe would actually fit the weapon design goals of xT.

My biggest problem with the spread has always been how little a player can actually do to keep it under control and the lack of reward for trying to manage it to begin with.


(prophett) #125

Interesting idea to reward headshot accuracy, but I certainly don’t agree with the first headshot being the same as a body shot.


(tokamak) #126

More control over spread would also be very welcome. Or at least better feedback on what your spread is doing.

A ****it. I just really really want this game to be ‘infantry QW set in London’. Can we have that please? QW is awesome. It works. There’s nothing you can improve on the way QW functions. The lukewarm popularity or cult status was down to Activision’s poor marketing otherwise it would’ve shoven BF and COD out of the way easily.

Import a random Extraction map into QW and it will already be more enjoyable to play. Mark my words.

@Prophett. The idea is that there should be a huge difference between the first and the second headshot without whittling body damage being a factor.

2-3 headshots = death regardless of the system. Flat or expontential. Making the damage accumulate though, stops body shots from making the headshots lucky jokers.


(Kl3ppy) #127

I rather have a better spread control than some artificial accuracy/HS bonus.


(shaftz0r) #128

agreed. i dont really see a huge issue with the current system, they just need to decide a direction with it and stop mucking about.

in any case, the maps are a much bigger issues than anything else, and i think we’re all just nitpicking because deep down we really want to see this game succeed, i think we all need to sit down with the devs, with a large bottle of whiskey and hash out the current issues.


(Glottis-3D) #129

i dont get ‘spread control’ isnt spread random?


(Kendle) #130

I think they mean tapping the fire button (burst-firing) to reduce the overall amount of spread, not control the spread directly. This assumes spread increases the longer you hold down the fire button (which I assume it does?) albeit within pre-set minimum and maximum values.

The problem at the moment though is that even if taking your finger off the fire button reduces spread / increases accuracy the rate of fire of most weapons is such that holding down the fire button gets more bullets on target in a shorter space of time even if lots of them miss (due to the spread). For burst-firing to be truly beneficial you need to reduce the rate of fire and / or reduce the time it takes for spread to fall back towards minimum once you release the fire button (assuming it currently takes “some” time, which I’m only guessing it does).

Tbh though I agree with shaftz0r, I think this is mostly nitpicking, the state of the maps and the lack of side objectives / forward spawns (and the spawn system itself) are much bigger issues IMO.


(Kl3ppy) #131

Yeah, with spread control I meant to reduce the spread with burst fire etc :wink:


(k0k0nat) #132

YES, PLEASE! This is really needed. Hate it when you dont get rewarded for your HS, because the weapon DMG is so low. “plong, plong, plong” and solderis are still running around SUCKS!


(Humate) #133

Would it be an idea to have headshots damage increase exponentially with each consecutive headshot? IE first is the same as a bodyshot, then the second is much more and the third one is instant death?

Have you considered how that would play with high rof weapons that require more than 3 headshots?


(spookify) #134

Just tweak the spread on the high ROF weapons.


(INF3RN0) #135

Many of those high RoF weapons should benefit from spread management more, and perhaps you can always unload more bullets into a player with more ease- but going for the headshot consistency via manually lowering RoF should be the most sought after. The damage values could easily be adapted for those types of weapons, but at least they would not be so strongly limited.

What I see as a beneficial part of such a system is firstly eliminating spray and pray from the highest level of play, and then widening the potential skill gap for those with the most consistent aim. This would alleviate the situation of being outnumbered and dying to sprayers even if your aim is much more superior. The only thing that has to happen for this to work though is to allow for much greater spread control, as Kendle described. I’d rather have a better weapon control system with higher headshot reward, than a disfunctional auto-spread system I can’t manage. Obviously the system would be flawed if it wasn’t possible to consistently land headshots. So with adequate opportunity for spread management, you would end up with a system that allowed you to maintain consistent spread and would eliminate any spraying techniques from intruding on the superior aimer. I see this allowing for multi-kills and a complex opportunity for widening the skill gap by developing the goals of the xT weapon system further; in a unique forward direction and not towards another game.


(NeroKirbus) #136

I wouldn’t want another mechanic that would make the game even more complicated in a way. With consecutive HS damage bonus people could “hold” the shot to wait until their spread is less to make the shot count, unless the bonus goes away once you stop shooting. If the former is how it would work, it would make the game feel much less natural as a FPS and the design of it would just feel so… cheap… It would be a bandage over a bleeding wound rather than trying to fix the source of the problem.


(prophett) #137

Thought it was an interesting idea - Definitely don’t want it in the game (just to clarify)…


(tokamak) #138

A lower accumulation curve would be more appropriate.


(spookify) #139

I just played again and i think spread should be increased to counter ttk… Little more recoil and tweaks on the maps and we are there.


(BomBaKlaK) #140

NO MORE SPREAD !!! Remember …

Massive maps tweak and new maps are needed !