What do you think about the latest update?


(Mr-Penguin) #81

[quote=“inscrutableVault;101553”]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
[/quote]

Or you could, you know, long/wall jump over it and only take 20 damage in the process. I honestly think the molotovs are pretty balanced, but the CD could be reduced a bit.


([SDS]DOA) #82

[quote=“derpypenguinz19;101556”][quote=“inscrutableVault;101553”]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
[/quote]

Or you could, you know, long/wall jump over it and only take 20 damage in the process. I honestly think the molotovs are pretty balanced, but the CD could be reduced a bit.[/quote]

Are you nuts? The molotov is incredibly powerful. Don’t get me wrong, I had an absolute blast burning everyone alive last night, but everyone seemed to die really easily to it. If anything, I’d slightly lower the DPS or make the area of effect slightly smaller. If the cool down is reduced, you can lock down an area forever. I was actually thinking that the cool down didn’t seem that long. Only 30 seconds once the molotov burns itself out.


(SiegeFace) #83

Loving the new update so far, haven’t really played with burst fire weapons since though so i cannot comment on that yet, but i have been experiencing some pretty game breaking performance issues since the update, gamefreezing, fps dips, input lag (game feels like 30 fps but running 120+), hit reg issues etc.


(Mr-Penguin) #84

[quote="[SDS]DOA;101561"][quote=“derpypenguinz19;101556”][quote=“inscrutableVault;101553”]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
[/quote]

Or you could, you know, long/wall jump over it and only take 20 damage in the process. I honestly think the molotovs are pretty balanced, but the CD could be reduced a bit.[/quote]

Are you nuts? The molotov is incredibly powerful. Don’t get me wrong, I had an absolute blast burning everyone alive last night, but everyone seemed to die really easily to it. If anything, I’d slightly lower the DPS or make the area of effect slightly smaller. If the cool down is reduced, you can lock down an area forever. I was actually thinking that the cool down didn’t seem that long. Only 30 seconds once the molotov burns itself out. [/quote]

Molly lasts only ten seconds. And like I said, jump over the flames and you’ll be fine.


(Lumi) #85

That is if nobody blows it out…


(Dustaz) #86

Probably the worst patch so far. Stoker is nice and Execution is fun, but…

Burst rifles are now useless for me. I stopped playing Kira, Arty and had to swap Br-16 for M4 on Sky. That change was completely not needed. At least not on both of the burst rifles.

Fire support XP is also badly designed. Right now, it gives almost 0 exp and encourages to drop ammo during firefights to get the most out of it. As a fire support I want to be sure, that my allies got bullets BEFORE the fight starts, not in the middle of it. It might only work for ammo stations.

As for Dome, not the best map to be honest. Seems kinda impossible for attackers to win.


(Grave_Knight) #87

[quote=“inscrutableVault;101553”]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
[/quote]

My only problem is that the Airstrike are OP they can kill every merc in 5 second or less than 5 second meaning a Rhino can die in 5 second.

See how that sounds when I re-frame it as Airstrike? Not good enough?

My only problem is that the Satellite Lasers are OP they can kill every merc in 5 second or less than 5 second meaning a Rhino can die in 5 second.

No? Still need more?

My only problem is that the Sticky Bombs are OP they can kill every merc in 5 second or less than 5 second meaning a Rhino can die in 5 second.

You can’t criticize a power when there are other powers just as strong. And considering it has a 40 second cool down (which most powers don’t), it’s not as OP as you say it is.

ALSO, 5 FUCKING SECONDS IS A LONG TIME!! IF YOU CAN SURVIVE 5 SECONDS IN THAT STUFF WHY THE FUCK DIDN’T YOU MOVE YOUR ASS OUT OF IT!?


(piranha_3) #88

:smiley:


([SDS]DOA) #89

[quote=“derpypenguinz19;101567”]
Molly lasts only ten seconds. And like I said, jump over the flames and you’ll be fine.[/quote]

[quote=“Lumi;101574”]

That is if nobody blows it out…[/quote]

Good points by both of you. Maybe I’m just taken aback at the moment because last night there were multiple Stokers using endless molotovs to block key areas and deny objective areas, and it seemed that I couldn’t get away before dying. I did wall jump or extinguish when possible, but it’s not always possible. When I was molotoving people, it was a guaranteed kill or multikill every time. The first stage of Underground was a nightmare last night for anyone in that death room.

I still think his cool down timer is fine though. It makes people think about using it rather than just tossing them all over the place.


(D'@athi) #90
  1. Not beeing prepared for the serverload on patchday.
  2. Execution-mode didn’t work yesterday, see 1. I got disconnected from other servers, too.
  3. This evening, cheaters testing their new hacks, or probably, testing if the old ones still work.
  4. Dome. Colours, thank you for completing your map. Still, in my opinion, to huge for 8vs8, and (of course) for 5vs5. Still nice “having” to play three staged, but the secondary objectives still are useless.
  5. huge fps gain. NOT. No improvement for me. +1fps with having onetimeshitlag turned on.
  6. The incin-gren of Stolker will surely be nerfed before public/free rotation. Either tickrate/tickamount/expansion should be reduced.
  7. !!! Finally the actual chapel map in the loading screen and not some screen having the 2nd re-painting of the alpha-version! Thank you.
  8. Yes, yesterday afternoon’s evaluation was much better, but having played on dying servers yesterday and against cheaters today, I simply can’t keep it up.
    Edit: Changed 1fps to +1fps.

(Lumi) #91

[quote=“Grave Knight;101601”]

ALSO, 5 FUCKING SECONDS IS A LONG TIME!! IF YOU CAN SURVIVE 5 SECONDS IN THAT STUFF WHY THE FUCK DIDN’T YOU MOVE YOUR ASS OUT OF IT!?[/quote]

Agreed, I can kill a couple of mercs with my weapons in that time… 5 seconds is a long time.


(N8o) #92

[quote=“Amerika;101275”][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.

[/quote]

I want to change my opinion a little bit or at least make it a bit more clear.

It was obviously over powered, but now she is border line useless. A think a .1-.15 second increase would have been efficient, and they went overboard by putting it up to 1 second. It’s not me being salty about my favorite medic being brought down from their demi-god position, but they went too far.

Hope this clears it up a bit. I am in the interest of keeping everything balanced :slight_smile:


(Lumi) #93

[quote="[SDS]DOA;101614"][quote=“derpypenguinz19;101567”]
Molly lasts only ten seconds. And like I said, jump over the flames and you’ll be fine.[/quote]

The actual issue lies with the merc duplicates, not the individual merc. We don’t have Fragger with 40s cooldown on grenades because there’s a possibility for spamming them with multiple fraggers, nor do we have 5min cooldowns on Skyhammer’s airstrike in case there is a full team of him.

Mercs are primarily balanced for when they’re used alone and in this situation, Stoker’s cooldown is too high. What we need is one merc of each kind only servers…


(Mister__Wiggles) #94

@Lumi
Thats a good idea, it would put more emphasis on playing your role effectively too. You could have a system that would search for a server based on your preferred merc if said server cant be found it will look for your second preferred merc. This server type would be something I would be 100% behind tbh.


(avidCow) #95

Overall seems ok, but the decision to funnel brand new players into execution is a bad one because with one life only it is the most punishing game mode. Also, server crashes ruining several good games.


(3N1GM4) #96

[quote=“Lumi;101630”]
The actual issue lies with the merc duplicates, not the individual merc. We don’t have Fragger with 40s cooldown on grenades because there’s a possibility for spamming them with multiple fraggers, nor do we have 5min cooldowns on Skyhammer’s airstrike in case there is a full team of him.

Mercs are primarily balanced for when they’re used alone and in this situation, Stoker’s cooldown is too high. What we need is one merc of each kind only servers…[/quote]

Or just turn on FF lol. I think that definitely needs to happen in competitive mode. 3 stokers on underground is ridiculous lol.


(Mr-Penguin) #97

[quote=“3N1GM4;101670”][quote=“Lumi;101630”]
The actual issue lies with the merc duplicates, not the individual merc. We don’t have Fragger with 40s cooldown on grenades because there’s a possibility for spamming them with multiple fraggers, nor do we have 5min cooldowns on Skyhammer’s airstrike in case there is a full team of him.

Mercs are primarily balanced for when they’re used alone and in this situation, Stoker’s cooldown is too high. What we need is one merc of each kind only servers…[/quote]

Or just turn on FF lol. I think that definitely needs to happen in competitive mode. 3 stokers on underground is ridiculous lol.[/quote]

But then you have the issues of trolls and griefers.


([SDS]DOA) #98

[quote=“Lumi;101630”]

The actual issue lies with the merc duplicates, not the individual merc. We don’t have Fragger with 40s cooldown on grenades because there’s a possibility for spamming them with multiple fraggers, nor do we have 5min cooldowns on Skyhammer’s airstrike in case there is a full team of him.

Mercs are primarily balanced for when they’re used alone and in this situation, Stoker’s cooldown is too high. What we need is one merc of each kind only servers…[/quote]

Sorry, I wasn’t very clear. I wasn’t referring to multiple Stoker’s spamming, I was saying if the cool down was shorter, individual Stoker’s would be more likely to spam their molotovs. Basically in the same way I see Fragger’s spamming their grenades because they know they’ll get another one relatively soon. I don’t think this would be good with molotovs. I agree with your point about not balancing around duplicate merc scenarios.

In short, I’m fine with the cool downs for, say, Fragger vs Stoker because their grenades are different. Unlike Fragger’s grenade, the molotov requires the enemy to deal with it beyond the initial explosion for up to 10 seconds, or give up some of their own explosives to put it out sooner which takes away from their firepower temporarily (still a gain for Stoker). Fragger’s grenade blows up and the enemy can resume fighting if they dodged the explosion. Having more frequent molotovs from a single Stoker would quickly become a huge pain in the ass. I think he’s already going to be a pain in the ass. Fragger’s grenade is also his only ability. Stoker can put down an ammo station and hold down an area with constant assault rifle fire between molotovs. I think the cool downs are justified for each due to the difference between them.


(Lumi) #99

@[SDS]DOA

I disagree. Fragger still has an extra 30HP and the K-121 as individual attributes. While a Stoker can send one Molotov a Fragger can use one grenade to blow it out and still use another grenade during Stoker’s cool-down. And during the course of a match, assuming you throw your ability as soon as it is available, the ratio for grenades vs molotovs is still slightly higher than 2 in favour of the grenades.

Same goes for Nader’s nades that replenish very fast. Unless you’re spamming her, you’re guaranteed to have explosives to blow out Stoker’s Molotov. And what about Fletcher? He’s just another moerc that can take care of the Molotov and still use stikies in between Stoker’s cool-down.

Furthermore, Molotov’s can be long jumped away from, long jump + wall jumped over and are not that deadly for experienced players. I think that the current onslaught of deaths to Molotov’s is going to last a short time. When Nader came out, a lot of people died to martyrdom’s. Now you barely see someone dying to one.

I firmly believe that they very over cautious when giving Stoker the high cool-down. I’ve yet to see people counter him with the many methods there are. People just need to get that shift in mentality. Using explosives on fire has something of counter intuitive. Seems like adding oil on fire, you know? Yet it is actually used to blow out fires, even in some specific real life situations.

Finally, the amount of times a Molotov can be wrongly thrown is through the roof. Hitting a window frame when trying to shoot through it, hitting a stupid wall or lamp post when trying to shoot over it, etc. Also, the throwing animation is so long that you either need to throw it defensively, predictively or in an exposed manner, where you could easily get gunned down before throwing it. And if any of those mishaps happen, or if you “wasted” your Molotov somehow, you have to wait 40s, because the 10s burn time are not doing anything.

Fragger’s keep throwing grenades to possible merc routes and don’t get penalized for it. It actually seems more that if you’re not using a grenade you’re wasting it. Molotovs shouldn’t have an as low cool-down as Fragger, but I’d like to see one of two changes:

-reduce cool-down of the single Molotov to something like 30s, then 25s if it still doesn’t seem enough
-or add a second Molotov and keep the cool-down the same, allowing for correction of a mistake or enforcing a previously blown out Molotov, while paying the time for it after.

Preferably the first option though.


(farmakoxeris.exe) #100

About the update… Well as it seems -for once more- the update does not solve all the previous problem but in top of that adds more.

  1. A weird sound at the end of the games (not at every game, like lagging sound)
  2. Huge, huge server lag at some points and many disconnects
  3. No instagibs -at least for sniping-
  4. Burst fire weapons… uh…
  5. Execution mode? Another deathmatch we have here?
  6. New maps, well nice trickjumps all over the map but maps are vast, really
  7. Stoker, played 4 hours so far he is really nice and fun to play (a little bit underpowered loadout wise)
  8. 7 levels instead of five! Skillfull servers now! Ever thought of making it at 15lvls?
  9. Incredible work at the aesthetics of the game (visual changes) and with the statistics!

But good job!!! Really now we have more useless skins to show off, if u were lucky enough cause 50 cases yesterday didn’t work out for me! (not even one CW card)
0.3% for one month, i have 460 hours opened more than 700 cases and got about 3-4 golds 0,4%… make the calculations…

Sure there is more to say…