SPREAD pattern. (hit distribution inside the cone)


(rookie1) #41

Very usefull link Phandy .I hope XT could have something similar at one point:)


(Glottis-3D) #42

i hope not =)


(BomBaKlaK) #43

same for me ! I dont play CS for some reason this one is a reason


(Rex) #44

[QUOTE=Smooth;490538]Indeed, the spread spread reductions we’ve introduced over the course of the alpha and beta have had very little impact on player accuracy.

Actually the biggest change was when we increased player movement speeds back around October, that resulted in quite a noticeable drop.[/QUOTE]

I wouldn’t say no to a small speed reduction.

No matter what it is in the end, the current shooting feels so random and unrewarding that it’s not funny anymore. More skilled players can’t evolve their full potential as the game just doesn’t allow it. Best example therefore are the missing multikills, haven’t seen a won 1on3 yet from the players. (If anyone has one though, video please! pm me!)


(INF3RN0) #45

There’s been plenty of multi-kills in this game even in higher skilled matchups… no idea what your on about with that.


(Rex) #46

I mean the situation where you face 3 opponents at once. I’ve only seen the soldiers doing that.


(Glottis-3D) #47

agree with this. kinda obvious. though =)


(Humate) #48

Would like to see team-damage turned on, to see if this impacts the frequency of multi-kills.


(INF3RN0) #49

I’ve seen it happen on FOPS plenty and even Medics, but it usually takes smart play most times. This is a different game and I don’t see many people being that much better at aiming in xT to really complain they can’t multi-kill 1v3. If you 1v3 people who are as good as you, you can’t expect to win by just running straight into them.


(Violator) #50

I did get a couple of 3-kills last night (one as bushwhacker, one as fragger), but I did get the drop on at least one or two each time. If you can land headshots you have a chance, but if the clip runs out you are dead unless you can use cover (kind of obvious). I actually found this harder as fragger due to the spread, despite the large clip size.


(INF3RN0) #51

I didn’t record it, but I got a very fast 7 kill streak in one clip on Stoker in close quarters the other day on more average-lower level players on the NA server (low ping) so I know for a fact it is possible. At the time I’d say about 90% of my bullets landed on the head. It’s harder to kill better players like that for obvious reasons, but I’ve still been able to get decent streaks (and have seen plenty of other people do it also) even in higher skilled games. I highly doubt anyone is tracking perfectly around here, but I know that when I have had moments of perfect tracking I’ll kill a lot of people very quickly. Even if the skill gap isn’t as big as other games it’s not like anyone is actually aiming perfectly or always picking fights they should actually win. The advantage of soldiers is that your doing more damage and have more health overall so you can win poorly thought out engagements just because.


(spookify) #52

USA servers for USA players is Key…


(BAMFana) #53

I frequently get multikills and I see other people getting them on a fairly regular basis as well. The key is to hit the initial shots before the spread starts blooming, releasing fire while switching targets, and utilizing the map to your advantage (kill one, retreat behind a wall to let the spread cool down slightly and then pop out and kill the other two, for example). I frequently see 1v1s where two players will empty their entire clip at each other without releasing mouse1 a single time, which tells me that probably a) they missed their initial accurate shots (the first 5-10 shots are accurate at mid range with good recoil compensation, depending on weapon), b) their tracking did not properly compensate for the spread (aiming for the head when you’re at full spread bloom is a really bad idea, for example), and c) the players don’t understand that spray n’ pray isn’t necessarily the most effective way to deal damage in a protracted fight.

The gunplay mechanics in Extraction actually have a reasonable skill curve at the moment, what’s missing is a good movement system to add further depth.


(Anti) #54

Something will be in the next update that will make it a lot more obvious how often things like streaks are occurring.


(BMXer) #55

d-d-d-d-d-double kill! t-t-t-t-tripppple kill!


(Mustang) #56

Yes this was fun in execution. :smiley:


(spookify) #57

I would like the HUD notification, hit registration and gun play fixed way before cheesy audio like this is added…


(Mustang) #58

audio guy != hud guy != gameplay guy != etc.


(Ashog) #59

PLEASE, keep the Yoda-kill (triple-kill) sound from execution :smiley:
It’s just too much fun. Makes me always wanna go for triple-kills :stuck_out_tongue:


(tangoliber) #60

2 years ago, I think the majority of FPS players would riot if they didn’t have an aim-down-sights mechanic. I think the situation is very different now…I don’t think developers should feel required to include it anymore if it doesn’t fit with the game.

In the case of Extraction, I think that choice and depth of having aim-down-sights just muddles the game’s gunplay identity, where it will struggle to feel like the best of either spectrum. It might be better just to have satisfying, and skill-based gunplay…then put the choice and depth in the class system. I think that removing aim-down-sights would be the best change that could be made to the game…though I would feel bad for the artists and developers who spent all that time including it.

I respect BF4/BF3 for its vehicle craziness. I don’t like it’s gunplay, personally.