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(Volcano) #21

yes lets reward ****ters with 80% damage because they cant land a headshot from the back of the map, once damage fall off comes in youll notice how broken it is


(acutepuppy) #22

With the current accuracy of guns across the map, scoring a body shot isn’t some fantastic amount of damage, even above 50%.


(Mustang) #23

Damage falloff is already in BTW.

But I agree, for me I’m thinking 50-55%, so it’s still a two shot kill, but doesn’t make you super squidgy if you happen upon an enemy in the mean time. Although it also means an assault would be three shots, not sure if this is a good thing or not.


(Ashog) #24

[QUOTE=Mustang;469212]Damage falloff is already in BTW.

But I agree, for me I’m thinking 50-55%, so it’s still a two shot kill, but doesn’t make you super squidgy if you happen upon an enemy in the mean time. Although it also means an assault would be three shots, not sure if this is a good thing or not.[/QUOTE]

Make it 60%, everyone is happy.


(Ashog) #25

Hope they won’t do that. I was just wondering what is this killing of fluidity by interacting with objectives is, some people are talking about?
Do you want newbies accidentally picking milkjugs and running across map unknowingly before getting yelled at ot tked to get the keg back into game like it was often in ETQW?

Also, w/o pickup interaction with current small maps, short spawns and short transmit times the carriable objectives would turn into lemming trains. We have had this in the first builds already - no fun, really.


(stealth6) #26

They could also change it so that you don’t have to stare at the milk jug to pick it up, just be on it and hold F to pick up.


(Ashog) #27

That would be nice indeed.


(Seanza) #28

IIRC, ET:QW didn’t have the “You are carrying the objective” text in the centre of the screen like Extraction does. I’m all for more fluid gameplay. Nothing is more exciting than racing your opponent to pick up the doc for that final mad rush in a match. Racing there, stopping, interacting, then gaining momentum again is such a mood killer and stale way to end a game.


(Ashog) #29

Which map did you have to race some1 picking obj?


(Seanza) #30

I’m talking about general doc run objectives, not in Extraction. Think back to last-minute rushes on Outskirts in ET:QW. That objective is easily my #1 objective in the entire game because it’s so thrilling to play! Incidently, Outskirts is actually one of my least favourite maps in the game but that objective realllly makes up for it.


(Violator) #31

If we are going to have F to pick up, a nice crouch down and lift anim would be a nice touch (it takes about that amount of time to pick it up as it prob would IRL).


(Volcano) #32

what is in the milkjugs anyway? could it be transported in a bag to make it easier than you can swap it to run over to pick up instead


(acutepuppy) #33

If the PRESS F is kept, then it should be in a big enough radius that you can sprint through without stopping.


(Volcano) #34

[QUOTE=Ashog;469251
Do you want newbies accidentally picking milkjugs and running across map unknowingly before getting yelled at ot tked to get the keg back into game like it was often in ETQW?
.[/QUOTE]

they aren’t going to be scrubs forever it’ll take 1 game for them to pick this up. and youll have a icon on your screen to tell you they are carring it, et had the green ! in a circle


(Ashog) #35

Well, yes, but the problem of lemming train still remains. Would like to refer you again to the first Camden builds.
Outskirts was fine but remember that the distances there were huge in comparison to Xt, plus the vehicles for fast carrying.
I don’t think though that the gameplay on Outskirts would have changed any bit to worse had ETQW f-pickup button. This imho doesn’t apply the other way around unfortunately (I’d also like to have no interaction pickup as in ETQW if it worked well) - it doesn’t apply well to Xt w/o interaction time :frowning:


(Humate) #36

Do you want newbies accidentally picking milkjugs and running across map unknowingly before getting yelled at ot tked to get the keg back into game like it was often in ETQW?

Usually the inexperienced players that have it that dont know, get destroyed before it becomes an issue.


(Seanza) #37

[QUOTE=Ashog;469294]Well, yes, but the problem of lemming train still remains. Would like to refer you again to the first Camden builds.
Outskirts was fine but remember that the distances there were huge in comparison to Xt, plus the vehicles for fast carrying.
I don’t think though that the gameplay on Outskirts would have changed any bit to worse had ETQW f-pickup button. This imho doesn’t apply the other way around unfortunately (I’d also like to have no interaction pickup as in ETQW if it worked well) - it doesn’t apply well to Xt w/o interaction time :([/QUOTE]

I’m talking about if somebody were to drop the databrain on Outskirts after being killed, you’d have to race your opponent to get to it to secure it for your team otherwise they can return it. That’s the exciting bit about that objective and other doc runs.

I could care less if I need to press F to activate the carry, but if somebody drops it, I want to be able to run through it to pick it up and not have to stop.


(maxxxxlol) #38

[QUOTE=Volcano;469151]removal of press F to pick up and return milk jugs, pretty please it affects the flow of the game

hand held c4, really preferred it when it was dropped as you could come back to planting if you had to start shooting the enemy instead now you have to restart it
[/QUOTE]

agree with these.

Having to press F makes the whole dock run a pain in the ass.


(TheFray) #39

love the patch get 10x better fps


(Ashog) #40

[QUOTE=Seanza;469296]I’m talking about if somebody were to drop the databrain on Outskirts after being killed, you’d have to race your opponent to get to it to secure it for your team otherwise they can return it. That’s the exciting bit about that objective and other doc runs.

I could care less if I need to press F to activate the carry, but if somebody drops it, I want to be able to run through it to pick it up and not have to stop.[/quote]

Ah now I see the precise situation that you meant. Yeah, it was fun in ETQW, but I still doubt it’ll work well in Xt. Due to the level design and map size, your happy racing in ETQW turns into lemming train in Xt - that’s exactly what it is. Theoretically a team of 5 attackers could just cap a jug on camden by just running after each other from spawn w/o stopping to shoot or pick up the jug. Try to do same in ETQW…
In Xt defense needs these 1,5 pickup seconds (or how much it is) in order to manage to stop the train. Maybe there could be a way to swap back to instapicks if the jug TRANSMIT times were longer (they were in the beginning longer). But here comes a problem of spawns in Xt. For example, on Camden jug objective, the spawn of def it very close to the copter, plus the spawntime is relatively short. Longer transmit time would make it extremely hard for attackers to kill all def at least twice in order to transmit. And we have 3! jugs. Imagine the map times and frustration if that is how it goes. On the other extreme side we have instapickups with quick transmit, which as I already mentioned has been tested and leads to lemming.
I admit I might be wrong but it seems to me that the only way currently to make it fun (the map layouts aren’t gonna change much anyways) with current spawntimes is to just tweak a little bit the transmit and pickup and return interact times, but not completely remove them.
I’d make transmit time on Camden at least 2-3 seconds longer. Or remove 2 jugs and leave 1 with a long epic transmit like on Island. I’d also decrease the pickup time to half of what it is now (to ca. 0,5 - 0,8 sec). Return time could then be made equal to pickup time in order to keep the fun of ‘racing’. I would also allow interact on the move and w/o looking at the jug.