Ragethread about the current state of XT.


(INF3RN0) #21

[QUOTE=OwNLY;469664]What if we give everyone grenades, but remove the cooking feature? No refill by Ammopacks.
Maybe a cooldown to prevent selfkill for another nade.

Works great for stopping the EV and Area Denial / Area Capture / Suppressing Enemys.

But no longer guys coming around a corner with a nade timed on 1 second.
Even i have abused that a lot. Timed nade on the objective -> quad kill.[/QUOTE]

Removing nade cooking for all non-soldier classes would be fine by me. Nade cooking makes using them ridiculously easy in combination with a large radius. I think the issue was more or less tons of nades raining from the skies.


(Seiniyta) #22

A less reliable shotgun and one that also damages the one that shoots it.


(attack) #23

+1
we need nades but should be used whisley


(Nail) #24

[QUOTE=attack;469700]+1
we need nades but should be used whisley[/QUOTE]

yep, for killing or severely damaging lots of enemies


(twincannon) #25

You say the airstrikes, which is on a minute cooldown is too much, and you complain about Nader (who is still pretty much useless, especially her martyrdom) yet you want everyone to have frag grenades…

and snipers and shotguns are fine, if not underpowered. Shotguns can be OK some of the time and snipers… well I haven’t seen a sniper player who wouldn’t have been better off being support yet. Same story as just about every other game, why be restricted to close quarters or long distance when you can have a rifle that handles everything.


(Hundopercent) #26

Patch just came out. Everyone will use it to test. It was way too weak before, seems solid now, and bbq is still the best LT.

You trolling? The hotdog dispenser is a niche weapon. You’re essentially complaining that its good at what its intended to be good at. That doesnt make it OP, that makes it working as intended. Try not being such a good reciever.

Ok, now you’re definitely trolling. I think I may have died to it once, If anyone should be complaining about this, it would be Inferno. I’ve killed him 100x with it. Still not OP and not that annoying.

It takes 2-3 shots if you’re not within 6 yrds. There isnt much skill but 1v1, auto always wins over shotty at 6 yrds+.

Snipers are only good in certain areas. Mostly, WC, BS damage could be lowered (70% tops) but honestly, as a sniper, if you cant duck behind cover and/or always land HS. You will die before your second shot or while switching to your secondary. Keep in mind this game has the smallest head hitbox of all time. Snipers are strong in certain areas, thats about it.

I can. Less spam. Its been nice shooting and dying to bullets than explosions and gimmicks.

Indifferent on this. Jump ducking for combat seems kinda lame but its not hard to do so w/e.

As for lack of medics, dont make me go back to my Jan/Feb posts about medics being fine and not needing to be nerfed. Now they’re nerfed so hard no one wants to play them. The issue was ammo, that was fixed, then it was taken to a whole nother level with multiple nerfs after that.

As for the current patch, I barely notice the weapon accuracy changes, movement still feels sluggish. Honestly, feels like nothing was changed. =/


(Kendle) #27

^ pretty much what Strych says.

Of course Shotguns are effective at very close range, they’re supposed to be, and if they don’t kill you with that one in-your-face shot they’re dead, so it’s all good.

Snipers have got to be > 50% and < 100% for a BS otherwise they’re not viable. Whether that’s 60% / 70% / 80% can’t see that it matters, certainly can’t see any problem with them at the moment.

The only thing I agree with, and that I really miss, are 'nades. Not having one makes it much harder to weed out entrenched defenders / campers. I’m sure some of the stuck in spawn situations that have been occurring recently could’ve been avoided if we each had one of those nice little pineapples again. :slight_smile:


(DarkangelUK) #28

I still press my nade bind when I feel the situation arises only to be met with dire disappointment when none appear in my hand :frowning:


(iwound) #29

i expect you will be able to buy characters of all classes with nades.
after all doesnt FreeToPlay take out the good things about a game that people want then sell them to you.
only flaw in that is to have a nade you lose something else. like the soldier with the nade, its all about that. thats your ability.
i think it was said they were removed due to too much spam. Hmm!
but once proper spawn waves are introduced that should be less of a problem and further balanced.
i think having a nade as your ABILITY is a mistake. it seems that ££ is controlling gameplay.
all characters should have a nade plus their ability and all other weapons have a huge reduction in damage/rof across the board.
if not immediately then added or bought through XP gain.


(INF3RN0) #30

[QUOTE=iwound;469744]i expect you will be able to buy characters of all classes with nades.
after all doesnt FreeToPlay take out the good things about a game that people want then sell them to you.
only flaw in that is to have a nade you lose something else. like the soldier with the nade, its all about that. thats your ability.
i think it was said they were removed due to too much spam. Hmm!
but once proper spawn waves are introduced that should be less of a problem and further balanced.
i think having a nade as your ABILITY is a mistake. it seems that ££ is controlling gameplay.
all characters should have a nade plus their ability and all other weapons have a huge reduction in damage/rof across the board.
if not immediately then added or bought through XP gain.[/QUOTE]

Why are you making that stuff up? The crying is just getting repetitive.


(k1ruaa) #31

[QUOTE=.Chris.;469671]I don’t understand what is so OP about nade launcher? I’ve not seen everyone flock to that weapon and getting massive amount of kills with it. In the past few days since I decided to give it a try I’ve not seen anyone use it for a whole map and get a positive k/d ratio with it
[/QUOTE]

Well actually I think it is well balanced right now, and the few times I used it I ended up with a pretty good positive ratio. You just need to use it intelligently and yea, you’ll get for sure a lot of assists but it’s ok when you can damage several people in one shot.


(Violator) #32

[li] The new Airstrikes from the FOPS are being used way too often.[/li]The flops have (imho) the best guns in the game currently so everyone is playing them + the class is more fun with the special abilities compared to other classes. Should have a (cvar configurable) restriction on concurrent airstrikes like we had in ET:QW iirc. esp. for comp.

[li] The Nade-Soldier is very overpowered due to the small combat areas.[/li]I think this does need toning down a bit but I’ve kind of got used to it - it adds a different dynamic to the game.

[li] The Nade-Soldier hat ****ing matyrdom.[/li]Not had any real issues with this (or scored many kills with it either but not played the class much).

[li] The Shotguns are too strong, again due to the small combat areas.[/li]Agree with this, though they feel responsive for the first time in the last couple of patches but still too powerful.

[li] The Snipers are too strong for the long and small corridors, they do too much Body-Damage.[/li]Agree with this totally. Headshot should instakill but maybe reduce sniper body shots to 40%. Quite happy with ttk now for regular weapons. That revolver of dazzler’s though is totally useless, shame as its pretty cool looking and sounding.

[li] I can´t think of a reason why we shouldnt have nades.[/li]Ditto.

[li] Why do we get such a big penalty for jumping?[/li]This has got better but still a lot of work to be done :).

[li] Netcode! Serverside and as fast as possible and without anything that isnt necessary please.[/li]This is better but still get raped round corners by hpbs & hpbs have their own issues.

[li] Performance!!! Without good working game no good testing.[/li]Tbh this last patch has made a massive performance boost, but I am on a high-spec CPU now (70fps up to 130+fps now even 8v8).

[li] Last but not least: The Crosshairs. Give them to me. Currently i have a Crosshair-Overlay (which is not the best, i dont wanna pay for it), and the option to go no crossair. With these two options i do better than with the options i have available now.[/li]I’m sure this will come. I’m happy with the dot though :).


(Hundopercent) #33

Put the sniper under 50% body damage and no one will touch it. You will literally be better off playing any other class and shooting 2 - 3 rounds from long range.

A lot of people are mentioning sniping, headshots, and skill yet, you are all body shot warriors with the automatics. Very few players right now that headhunt and I can understand that. The head hitbox is about as large as a BB and the BS damage is high. Why miss with 2-3 bullets when you can kill just as fast making 100% hit the chest?


(Anti) #34

Lot of complaints being shared here that to me don’t reflect what it feels like when I play the game, what I see when I watch others play the game, what I hear from other players or what I see in the data.

Some examples from Echo over the last 3-4 weeks of play:


Medics are still the most played class by a reasonable margin, especially Sawbonez. Fire Support style characters have gone up in usage for sure but not by much and they are mostly taking away from Assaults and Engineers.

We need to improve a lot of the characters but I wouldn’t say Fire Support is over powered or dominating the game right now.

You’ll note here that the Recon characters and Nader (Assault 03) are the least played characters right now, which is very confusing behavior if their guns are over-powered as suggested.

When you look at the weapons you start to see why.


Across the board the kills per minute being gained by the Sniper and GL are average at best. There are much more effective weapons for getting kills if that is your goal.

Interestingly the GL does perform well on damage per minute, but this value comes largely from tagging players rather than killing them, and removing deployables and damaging the EV.


That’s just a quick example of what we’re seeing, which backs up a few opinions expressed here and debunks a few of the more questionable bits of feedback in this thread.

Obviously these examples are pretty high level but we are drilling down on these per map, mode, game format (PUGs vs pubs), we can even do per specific player in some areas, but I have other work to do so I’m not going to spend the entire afternoon copy-pasting stats to you folks :smiley:


(DarkangelUK) #35

Off the back of the character usage, is Medic_01 the default class you’re put onto as you join a game? Quite often i’ll just go the default class till I can determine how the team is distributed then change if need be… but quite often will toddle along as the medic. I wonder how many others do this as well.


(.FROST.) #36

Lol, isn’t that^ like showing us “rats” the blueprints of our maze. From now on I’ll exclusively pick Soldier 2, and that’s your fault :tongue: :wink:


(.FROST.) #37

OFF TOPIC

When I mentioned in the “grenade-thread” a potential virtual battle-commander for each side, I thought, with the immense amount of data you got from Echo, you are almost forced to implement such a mechanic(or do something else more active with it, than “mere” balancing the game). The virtual commander would suggest/strongly encourage the players to go for a certain mix of classes that is best used*, depending on the stage of the map and the faction you are on.

*Based on Echo’s data and wich set is most similar to the momentary situation in the team. And you’d get a small XP boost by changing your class. That commander feature, could be generally, or just on casual-/newb-servers, or part of a certain game-mode(kind of a live/online tutorial)


(Violator) #38

[QUOTE=strychzilla;469803]Put the sniper under 50% body damage and no one will touch it. You will literally be better off playing any other class and shooting 2 - 3 rounds from long range.

A lot of people crying about sniping and skill yet, you are all body shot warriors with the automatics. Very few players right now that headhunt and I can understand that. The head hitbox is about as large as a BB and the BS damage is high. Why miss with 2-3 bullets when you can kill just as fast making 100% hit the chest?[/QUOTE]

No crying here - I mainly play recon with reasonable success :). It just feels a bit overpowered doing 80% damage with a body shot. I do find I don’t get outsniped by non-snipers LR as much now though which was a real issue in older builds. If the sniper rifles are reduced to say 40% we don’t want medium-range weapons dealing that kind of damage so they would have to be nerfed to compensate I guess, but then we will get players complaining about too long ttk - you can’t please everyone :).


(OwNLY) #39

The Stats on the GL are definitely showing what we are experiencing ingame.
They spam nades in tiny spaces, doing a lot of damage.
The map design with A LOT of such tiny spaces in key areas does not allow such a weapon (like the shotguns).
And stuff like martyrdom and self-revive reminds me too much of CoD random gameplay.

But there is the problem with ECHO.
We see only KPM, but on the larger scale.
Weapons like Shotguns, Nadelaunchers and Snipers can only be effectively used in special areas,
while SMGs, ARs and MGs are more allrounders. You can use them anywhere anytime.
A smart Shotgun-player would never engage on open field medium range combat, a AR would.
Here comes the difference. If the SG-Player finds enemy in these small areas (which isn´t that hard), he just destroys.
Same as a sniper who has to play on a long range.

My theory:
There is a issue with the skill level of the players. We have some comp players, and some pub players here.
Comp players go mostly for the teamwork, play medic or engineer, and do good stats with it.
Then there are pub players, who play more sniper or soldier.
Now ECHO tells you that the players with sniper do not so good and the class needs to be stronger.
But when a better player picks up that class, he is too strong with it. (Sometimes i see guys like N.E.R.D. play sniper…)

About the medic:
Normally medic would be the base class.
One ammo-guy, one engineer, one Soldier. Maybe a FOPS.
But now medics are rare to be seen, noone is reviving.
If the team doesn´t advance forward, people even switch to other classes instead of revive train.

Just some quick thoughts from me today:

It would be awesome to see a Americas Army 2 - like class system:


The first 5 classes are already free to joins, but as more players join, more “teams” of two players get available.
That would prevent the spam of classbased abilities, “lemming-rushes” with engineer to repair the EV, and no more teams full of snipers.
Class-abuse/“trolling”, etc. gets a votekick/vote out of class-option.

I have very sweet memories back to Americas Army 2.
Teamplay worked on public, and if you earned some respect with a GL/Sniper, people would let you play the class.

That brings me to my next point: The K/D.
Why not use a good Elo-System instead of a K/D?
If there is someone with a higher Elo-Rank on the server, you will try to kill him because he is worth a lot of points.
But if he kills you, you lose very few points, because of the system. 1 Kill maybe equals 3 deaths.
Nobody plays a K/D of 3, they just hold their Rank.
Nobody plays a K/D of 0.5, they just hold their Rank.
Of course they can get a K/D, but only “hidden” back in their profile…


(Hundopercent) #40

Crying was a wrong choice of words. I edited my post.