What do you think about the latest update?


(3N1GM4) #61

I only played one round and as attackers, but isn’t the defender spawn like feet from the second bomb site. Thats a little biased to say the least.


(Hoovywanko) #62

Burst Rifles have become absolute trash. It physically pains me to see my CW Stoker card have the BR on it


(happyVeneer) #63

I always hated burst rifles so I don’t have experience with them (old or new), but if it’s true what I read in some comments that they have shifted from close/medium weapons to medium/long-range weapons, then at least they have become more realistic… There is nothing I hate more in the game than to be gunned down at long range by a shotgun, or at short range by a sniper rifle. Many games have a real problem with making weapons performance in-line with their intended real-life role, i.e. close range - shotgun, close-to medium: SMG, medium to long: assault rifle (incl. burst-only and semi-auto ones), long: sniper rifle.

I do like to play Nader, and her overall performance seems to be quite a bit worse than it was. Especially martyrdom seems to be nerfed into the ground - I guess people complaining about getting martyrdom’d won out even though it’s their own fault (I hardly ever get martyrdom’d myself). And in case you haven’t tried it yet: martyrdomming a bunnyjumping aura that won’t die from your bullets because of her health station is one of the most gratifying moments in the game :-).


(Lumi) #64

[quote=“happyVeneer;101154”]I always hated burst rifles so I don’t have experience with them (old or new), but if it’s true what I read in some comments that they have shifted from close/medium weapons to medium/long-range weapons, then at least they have become more realistic… There is nothing I hate more in the game than to be gunned down at long range by a shotgun, or at short range by a sniper rifle. Many games have a real problem with making weapons performance in-line with their intended real-life role, i.e. close range - shotgun, close-to medium: SMG, medium to long: assault rifle (incl. burst-only and semi-auto ones), long: sniper rifle.

[/quote]

Laughing my ass off. Do you know that real life shotguns have between 20 and 40m of range? Check this out tvtropes.org/pmwiki/pmwiki.php/Main/ShortRangeShotgun

Also, any weapon fired closed range in real life is deadly, especially sniper rifles.

Seriously I find it funny you’re looking for realism in a game where you can take bullets to the head and still be alive…


(happyVeneer) #65

Let’s not do the whole realism vs fun thing here ;-). I’m not rooting for a simulation here - I’m just for any change that doesn’t make play any less fun but does make the game more realistic. Having weapons be effective at their realistic ranges and not so much where applicable doesn’t make the game any less fun - CC lovers should take the shotgun or SMG, and not expect unwieldy weapons or weapons that fire bursts to be better at CC than dedicated CC weapons. In fact, was it maybe the case that burst rifles were already good at medium-to-long before, but they were loved by some people because they were better than they should be at close range as well? So was it maybe a weapon that was better than average at all ranges, and thus unbalanced? Not saying it was so, just wondering.

And BTW, obviously a body or head hit at close range with any gun would normally be incapacitating - but in the tight confines of a CC an smg has much better chances than a sniper rifle because it’s way more manageable at close range. So weapon effectiveness does not equal lethality. And I just assume that head hits that don’t kill you actually grazed you :-).


(Glot) #66

I like the update. Burst will get a buff next time, no worries here. Stoker is a nice merc, who is in a very good spot right now. Cooldown for Molotov can be tweaked though.


(Nimron) #67

[quote=“Remedica;100424”]I read everything about the update and jesus, the best update yet!

This one is for the devs:

[/quote]

I agree definitely

But perhaps the medics will dominate now :stuck_out_tongue:


(3N1GM4) #68

[left][quote=“Lumi;101158”]

Laughing my ass off. Do you know that real life shotguns have between 20 and 40m of range? Check this out tvtropes.org/pmwiki/pmwiki.php/Main/ShortRangeShotgun

Also, any weapon fired closed range in real life is deadly, especially sniper rifles.

Seriously I find it funny you’re looking for realism in a game where you can take bullets to the head and still be alive…[/quote]

While true, its not as true as you make it out to be.

https://www.hunter-ed.com/southcarolina/studyGuide/Shot-String-at-Various-Distances/201042_700018023

Combat shotguns: [list=1]
[] Do not use chokes
[
] Generally have an 18 inch (~45cm) barrel or less (hunting shotguns commonly have a 22 - 26 inch ( 55- 65 cm) barrel)
[] Do not use bird shot which increases the effectiveness at longer distance (more pellets = greater chance at hitting / being effective on small birds)
[
] Use 00 buck or 000 buck (if you can find it) with between 5 and 15 pellets ranging in diameter .25 - .36 inches ( 6.35 - 9.14 mm )
[/list]

If you apply that to the game physics (incredibly short damage drop offs, etc), shotguns would have about a 10-15m maximum range and effectiveness. After 20m they would be completely useless.

Weapons also have to deal with bullet rise and drop in real life. Using your rifle thats sighted in at say, 200yd (182m) would result in low shots under 50yd (45m), high shots after 50yds (45m) and accurate at 200 (182m).

Again, applying the game physics to that, you’d have a grenade lob arch. Couple that with extremely tight FOV and zoom, using a static scope thats useful at sniping ranges, inside of 30 or 40m would be almost impossible. This wouldn’t be enjoyable to anyone.

I don’t think anyone is asking for realism, but when your trying to balance the weapons intended uses in real life with game physics / mechanics, and trying to force them into the roles they were designed for, you have to give and take.[/left]


(Lumi) #69

@3N1GM4

I’m sorry, I don’t speak American units, only SI…


(Amerika) #70

[quote=“Haise;100756”]1 hour and 16 minute queue time and counting for comp. RIP competitive. We accepted and the 5th kept not joining, so our queue time eventually added to 2 hours and 30 minutes. The match was good though. The match-making in Aus must be in the hundreds of minutes.

Increasing the revive time by almost 50% on Sparks was uncalled for and is WAY too much. .1 seconds would have been enough, but she is close to useless now.

There is a lot of server to client disconnect and I am TPing around A LOT compared to last update.

Fletcher got a stealth nerf to quickdraw (possibly) and it now takes an ungodly amount of time to equip and throw sticky grenades.

Not letting anyone see the enemy mercs is absolutely un-needed and is just a weird change in every shape and form. I don’t think ANYONE complained about this and it should be reverted.

I wanted to be excited for this update, but I am changing my opinion to disapproval. Very disappointed in the team for putting out un-needed changes. As a long time player and EXTREMELY active community member, I feel that I am going to take a break from this game for a while for the first time since I started playing back in June. It’s a shame really. Expected a lot more from this update. Or at least for the positive changes to out weigh the negatives.[/quote]

You might recall us playing against each other for a few games over the weekend. I’d wager the revive time was changed due to the way you can play Sparks. You demonstrated, quite effectively, that I could quickly kill somebody but before I could even put enough bullets into them for gib they were back up and past the gib window many times. I wasn’t missing my shots and more times than not I wasn’t keeping the player down despite focusing on making sure they couldn’t be revived. Basically, if I didn’t have a clear shot at the head as the body fell they were back up. No other medic can do this quite like an attentive and focused Sparks can.

I’d wager that was the reason SD had in changing it. You don’t strike me as the type to disagree on just how powerful that is.


(Grave_Knight) #71

[quote=“Lumi;101158”]Also, any weapon fired closed range in real life is deadly, especially sniper rifles.[/quote]Incidentally AMRs are the least deadly at close range. Which is to say that they put a neat clean hole in you instead of making you explode. (I didn’t say they were less deadly by much.)

Now I really want to test out the burst rifles to see what people are complaining about. Only problem with that is I don’t have a Stoker S loadout and unless I get a mission for Skyhammer I doubt I’ll switch to a merc I have a burst rifle on.


(sparseHawk) #72

This new mode made the game 100 times more enjoyable for me.


(3N1GM4) #73

@Lumi I added the extremely strenuous 1" = 2.5cm and 1yd = .9m calculations for you. :*


(Aazhyd) #74

It’s f*cking great, can’t say anything else. Great maps, great new merc, great new other stuff (profile stats is nice!!).


(binderr) #75

[left][quote=“Blackers;100645”]They have ruined burst fire weapons. Kira and Arty just aren’t viable anymore. Kira, my go to merc, 174 hours clocked on her alone, (280 time in game in total) with the Stark AR is just no longer an option for me. she was never that popular as a merc, fairly balanced with a experienced player. so why the nerf? this one little nerf has been enough to kill the enjoyment for me. I just dont understand why they even felt this change was needed :/[/quote]

After Skyhammer, Arty was my go-to front line damage dealer but now the weapon update to his BR16 has pretty much made it useless. The delay between bursts…ITS SO PAINFUL TO WATCH !!!

have to stick with Skyhammer for now.[/left]


(Sterling) #76

The nerfs that went on this update make the whole CDA vs. Jackal lore obsolete to me. I can’t care about that when I can’t play Nader and Kira effectively now.


(Dawnlazy) #77

Kira is my favorite merc and she is unplayable now. RIP the 2 cobalts and 3 golds I have for her.


([SDS]DOA) #78

Mostly good stuff. I like Stoker.

They took the lazy way out on the Dreiss, then messed with burst rifles for no apparent reason. Moral of the story: DPS statistics don’t tell the whole story.

Not sure what I think about Dome yet.

I think trying to force new players to play Execution is a dick move.


(virtoc) #79

Hello, as I read I have the same feeling here, even though I am happy about all the work done and generally to me all is okay in the game, here are my feeling after 2 days:

I cant use stak ar proparly anymore. Burst is so slow but i am working on it.
Ahnhuld feels like there was a little twitching with aiming after jumps and it is a bit trickier to use.

Then one very important thing to me, is how fire grenades from stoker really really need a cooking time or a 0.5s delay before it activates because right now it’s impossible to evade from it, its like a super instant frag grenade with time lasting effect on the ground… I played it and I can tell it is way to easy to kill with it and so frustrating to get blasted instantly without notice. All heavy weapons have a warning signal, lazer, air strike, arty all have markers on the ground, mines and turets make a noise, grenade and nader projectile have a red circle and a delay before they blow but here nothing to warn us… Might be something to think about.

Thanks for reading.

PS: I also noticed bugs in trainyard with the fire grenade not having any effect on players inside the train on second part, and also some fire just disappearing without notice right after fire grenade was thrown (no explosion or smoke to counter it…)


(inscrutableVault) #80

My only problem is that the molotoves are OP they can kill every merc in 5 seconds or less 5 seconds meaning a rhino can die in 5 seconds