Update Released!


(Smooth) #61

[QUOTE=Mustang;484735]Actually I think it would be nice to include enemies in the EV speed calculation rather than stopping it completely.
e.g.
3 allies - 2 enemies = x1, EV moves at normal speed
4 allies - 2 enemies = x2, EV moves at first boosted speed[/QUOTE]

I’d like to see this too :slight_smile:


(shaftz0r) #62

shocked that this hasnt been mentioned yet, probably because nobody has realized how OP this is yet

VASSILI

  • MoA SNPR-1 Sniper Rifle headshots that kill now also insta-gib the victim
  • Reduced Sniper scoped sway when moving
  • Reduced Sniper zoom amount when scoped

snipers not being able to gib bodies is really what keeps them from being extremely overpowered. now a top shelf aimer from cod4 will be able to single handedly decimate 2-3 on a regular, if not entire teams. The ability to fully take out a single merc before the team even arrives is a big advantage, never mind the follow up shots.


(Kendle) #63

Throwing things and using de-fib whilst sprinting isn’t much of an issue IMO, in fact I wouldn’t mind having to stop and crouch to revive (which actually I do as I keep expecting the revived player to shield me as reward for my team spiritedness, but then I remember this game doesn’t like Medics, even proper ones).

Reloading while sprinting is the big thing I miss, every time I slow to normal running pace just for tapping my reload button I feel like the game is slapping me in the face just to be mean. :slight_smile:


(INF3RN0) #64

Learning curve I understand, however the problem I see with a mercs like this is that something like Rhino will never be used seriously due to the inability of a player being able to really reach a maximum potential. You might say Rhino benefits from certain situations and the skill is to produce these situations, but actually playing Rhino will always be a limited experience. Unless there’s something to work towards, I don’t think it’s worth having mercs meant to ease the pain of the below average gamer- that’s what the match making system will do much better.

I’d like to see all mercs competitively viable via attainable mastery of a weapon and proper combination/execution of abilities. Certain mercs like this will end up receiving buffs to statistically balance out their performance or when players get that feeling of limitation, but then it creates a really unfair system of imbalanced effort/performance ratios just for the sake of variety. I’d rather have a perhaps “easier to break-into” weapons/mercs that still have a higher maximum potential that balances out with everything else. Even in the case of a class you think might deserve a “weaker weapon” like a medic, it might be a better solution to simply make the maximum use of that weapon incredibly difficult to achieve rather than applying a hard limit to it overall. I just think too many overly simplistic mercs will confine most serious players to a select few and hurt the general competitive nature of the game. Also I just want to be able to enjoy the variety without ever feeling like there’s nothing more I can do on my end to improve or that my performance is bound by random chance auto-kills and positional encounters. And I don’t even have tournament interests or plans for this game either :wink:.


(Kendle) #65

@Inferno, I see where you’re coming from, but you must remember this game needs to appeal to Johnny Casual as much as it does anyone else. RTCW had the Venom gun, and ET a Flamethrower. Neither were used competitively, but there has to be something for the casual pubber to jump in with and start having fun quickly.

I think the sword that one of the Snipers now gets is hilarious. Someone, I think it was Attack, was using it the other day and doing really well with it. I’m not sure it takes too much skill to use a melee weapon, and it’s entirely situational, but it’s great fun to have stuff like that in the game IMO.


(INF3RN0) #66

[QUOTE=shaftz0r;484769]shocked that this hasnt been mentioned yet, probably because nobody has realized how OP this is yet

VASSILI

  • MoA SNPR-1 Sniper Rifle headshots that kill now also insta-gib the victim
  • Reduced Sniper scoped sway when moving
  • Reduced Sniper zoom amount when scoped

snipers not being able to gib bodies is really what keeps them from being extremely overpowered. now a top shelf aimer from cod4 will be able to single handedly decimate 2-3 on a regular, if not entire teams. The ability to fully take out a single merc before the team even arrives is a big advantage, never mind the follow up shots.[/QUOTE]

I’d say 70-80% of sniper kills are body shots though. It does give a sniper the chance to fully wipe a team, but the odds of that being pulled off I think are a lot more slim than anything a cod4 guy could do on the daily hah.


(INF3RN0) #67

[QUOTE=Kendle;484772]@Inferno, I see where you’re coming from, but you must remember this game needs to appeal to Johnny Casual as much as it does anyone else. RTCW had the Venom gun, and ET a Flamethrower. Neither were used competitively, but there has to be something for the casual pubber to jump in with and start having fun quickly.

I think the sword that one of the Snipers now gets is hilarious. Someone, I think it was Attack, was using it the other day and doing really well with it. I’m not sure it takes too much skill to use a melee weapon, and it’s entirely situational, but it’s great fun to have stuff like that in the game IMO.[/QUOTE]

Well I just don’t think they need to be inherently dumbed down and limited to the casual player, especially when your trying to balance them with much more high skill weapons. Weapons can be user friendly and still have a high skill cap after all too. There’s all sorts of very different, yet high skill capped weapon types as well. As long as players understand what they need to be working towards they usually don’t complain until they are confronted by an outright better player. At a certain point the stability of the game and adherence to cohesive mechanics should come before all else.


(Anti) #68

[QUOTE=shaftz0r;484769]shocked that this hasnt been mentioned yet, probably because nobody has realized how OP this is yet

VASSILI

  • MoA SNPR-1 Sniper Rifle headshots that kill now also insta-gib the victim
  • Reduced Sniper scoped sway when moving
  • Reduced Sniper zoom amount when scoped

snipers not being able to gib bodies is really what keeps them from being extremely overpowered. now a top shelf aimer from cod4 will be able to single handedly decimate 2-3 on a regular, if not entire teams. The ability to fully take out a single merc before the team even arrives is a big advantage, never mind the follow up shots.[/QUOTE]

If we actually see that happen, a 5-man insta-gib head shot rampage, I’ll stand up and applaud the guy who does it until my hands are raw :slight_smile:


(Humate) #69

@Inferno, I see where you’re coming from, but you must remember this game needs to appeal to Johnny Casual as much as it does anyone else. RTCW had the Venom gun, and ET a Flamethrower. Neither were used competitively, but there has to be something for the casual pubber to jump in with and start having fun quickly.

The “hypernoob” or the hyperblaster was used competitively in etqw.
Hardest weapon to master, highest killing potential. KPM wise we are talking around 7 for top level hyper players.
To put that into context it basically doubles the KPM of top level Assault Rifle and Lacerator.


(Ashog) #70

[QUOTE=Humate;484787]The “hypernoob” or the hyperblaster was used competitively in etqw.
Hardest weapon to master, highest killing potential. KPM wise we are talking around 7 for top level hyper players.
To put that into context it basically doubles the KPM of top level Assault Rifle and Lacerator.[/QUOTE]

Yea, shortly until it was disallowed in 5x5 etpro.


(Ashog) #71

Indeed, that’s what came immediately to my mind too. You just can’t make all chars competitive, just can’t. Especially if there will be as many as SD promises.


(Runeforce) #72

I tried uninstalling. No difference, same error.

I checked under the dev options and my branch is the ‘test’ branch. Is this correct?

No Nexon representive is responding or acknowledging my error over at their forums. Another guy has responded he has the same problem.


(Protekt1) #73

[QUOTE=Runeforce;484817]I tried uninstalling. No difference, same error.

I checked under the dev options and my branch is the ‘test’ branch. Is this correct?

No Nexon representive is responding or acknowledging my error over at their forums. Another guy has responded he has the same problem.[/QUOTE]

Did you try posting a thread in the support forums here?


(spookify) #74

No problem.


(prophett) #75

Pretty sure I have at least one clip on my hard drive - Fired 6 shots & landed 5 headies on a 1v5 assault on hack objective on Waterloo.

Stock up on lube :smiley:


(INF3RN0) #76

I’ve had a 4 man CQC all hs spree, but it was with Phantom- and shaftzor was one of them if I remember. Never would dream of doing it more than once in a loooooong while though so not that bothered by it.


(INF3RN0) #77

[QUOTE=Humate;484787]The “hypernoob” or the hyperblaster was used competitively in etqw.
Hardest weapon to master, highest killing potential. KPM wise we are talking around 7 for top level hyper players.
To put that into context it basically doubles the KPM of top level Assault Rifle and Lacerator.[/QUOTE]

I think hyper blaster was the easiest weapon to use at first, but still had a higher curve to it. Maybe that’s what you meant?


(acutepuppy) #78

The fact that you can use the minigun for area denial is huge. You’re not always shooting to kill.


(INF3RN0) #79

It should serve that purpose, however it’s not the question of worth- rather it shouldn’t be mostly automated area denial with such limited player control. Everything should really allow for some noticeable distinction in efficiency between players. At a certain point these types of mercs drop off at higher play levels because their limited capabilities combined with such easy use can’t allow them to be taken further, and as someone who plans to at most pub this game I find a future of higher level pubs only using a handful of mercs a bit discouraging. I really want to see all mercs retain their attraction from the lowest to highest levels of play, and I might be alone in thinking that is an achievable goal.


(Bangtastic) #80

next update inc^^