What do you think about the latest update?


(MarsRover) #101

[quote=“Lumi;101626”][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.[/quote]

Yep. Rhinos move so slow that you can ADS two of them in 5 seconds.

[quote="[SDS]DOA;101614"]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.
[/quote]

Judging any aspect of a merc in the release week or on free rotation is pointless. Let’s have this conversation in a month when the novelty wears off and people learn to counter Stoker. Right now it seems that most people don’t even know fire can be extinguished with explosives.


(Remedica) #102

Is it only me or have they changed the drop rate of cases too? It just feels like I got normal cases pretty much 10 x faster than these containment cases?


(riptide) #103

I don’t think this update is anything special. Lots of hit and miss and it definitely doesn’t justify 2+ years of waiting for a new map and stats, especially with no new mercs. Perhaps the team is learning how to develop games while developing. That would explain the slow turnaround.

edit) I didn’t list execution because as an early adopter and a veteran fps player, that mode never entered my mind. Because, if I wanted to play SnD I would go play CS or CoD. They both do it much better and have a player base to support it. Instead segregating the playerbase is something SD thought would be a good idea!


([SDS]DOA) #104

@Lumi

I guess we’ll have to agree to disagree for the time being. Like MarsRover said, it’s probably a bit too early to really evaluate Stoker.


(Mister__Wiggles) #105

I think now would be the perfect time to evaluate him. The initial spam has died down, the people that like him will carry in playing and the other people that think he isn’t the merc for them will stop using him. If we give it another week he will be on free rotation and the spam will be incredibly difficult to handle, so now would be a good time to start giving feedback on him. I personally feel he is almost right, his role as a fire support is unique. He take the best from the support class and mixes it with the assault class and still manages to be not to overpowered in either role. My main issue is with the radius of the molotovs. For me they are way to big and multiple stoker, hell even just 2 of them can shut down an area of the map for what seems like forever. Yes you can get rid of the flames with smoke or explosions but then your relying on someone in your team to do that or maybe even play a class your not comfortable with. The cooldown is perfect and the damage is spot on but that radius needs a little reduction. As for his loadout cards, none are OP and tbh they are all pretty average. I would have though he would have a unique augment that would reduce the damage he takes from molotovs, maybe an over sight from the devs there. But yes, that my opinion on him after spending the last couple of days playing him mainly, not op not underpowered but could use a tweak on his molotovs to reduce how effective they are because right now the area of effect is a little to much.


(x3H) #106

I like this update. But, why CW Loadouts are 0.3%? LMAO

And, why…WHYYY BURST RIFLES?


(Black) #107

[quote=“Lumi;101802”]@[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.[/quote]

Reduce the cool down to 30 seconds? No way.
His cool down is completely fine. His molotov is very powerful and denies an area for 10 seconds, he doesn’t need a lower cool down. However I do agree is throwing speed is a bit sluggish but other than that he’s fine.

I’ve played several matches against him and if he throws the molotov near you or on you, you’ve got like a split second to shift jump away with minimal health.


(Lumi) #108

[quote=“BlackFro;102528”]

Reduce the cool down to 30 seconds? No way.
His cool down is completely fine. His molotov is very powerful and denies an area for 10 seconds, he doesn’t need a lower cool down. However I do agree is throwing speed is a bit sluggish but other than that he’s fine.

I’ve played several matches against him and if he throws the molotov near you or on you, you’ve got like a split second to shift jump away with minimal health.[/quote]

More often than not you have the ability to circumvent it, if the area is enclosed you can long jump + wall jump above it. I’ve seen many instances in which passing through the Molotov barely scratches your health bar. It’s not as powerful as people make it believe.

Furthermore, there are so many mercs who can dissipate it: Fragger, Skyhammer, Kira, Fletcher, Nader and Red-Eye. People just haven’t gotten the reflexes for it down. Again, it’s just the same as Nader’s martyrdom being OP. Now that everyone’s used to it, nobody complains about it. I predict the same will happen for the Molotov.

Finally it is rare to kill a merc fully with Molotov. It chips down health and the timik is what finished the person off. Plenty of other mercs have such a supportive damaging ability with lower cool down: Nader, Fletcher, etc…

30s would not be too much at all. I think it would put it in a right spot. But I’d be for a 35s reduction first if that would make some people happier. In the end the ECHO data will pass a verdict.


(inscrutableVault) #109

[quote=“Grave Knight;101601”][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!?[/quote]

5 second if your rhino meaning all the medics will die in 3 also every other class except the 120 health and up mercs


(inscrutableVault) #110

150 healt to 120 will die in 4


(Grave_Knight) #111

[quote=“inscrutableVault;105216”][quote=“Grave Knight;101601”][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!?[/quote]

5 second if your rhino meaning all the medics will die in 3 also every other class except the 120 health and up mercs[/quote]

AND? I’ve seen Proxy’s get caught in the fire and manage to get out of it alive. Proxy is the lowest of the 80 hp mercs.


(LCTR) #112

[b]I’ve been bothered by these CW Loadouts since they became out - I couldn’t figure out why they irritated me.

After all, I didn’t have any Cobalt loadouts for much of the time they’ve been available, so why was this new option an issue?[/b]

Here are some thoughts…

  • You cannot Trade Up to these new cards.

  • The time limitation is understandable, but with the rarity puts a pressure on people. The cool stuff road has a visible ending.

  • The normal ‘drop CW cases’ themselves pay a real part of this for me, it took me a while to notice it. We all know that 0.3% is a VERY small chance of delivery - yet the cases themselves are themed around the update. No matter how much rational thought you put into understanding notion of 0.3% drop rate - the design, colouring and name of the case make it feel almost more tangible and possible than it actually is - so when ultimately you don’t get what you are after, the experience as a user is worse.

I appreciate this is purely subjective - but imagine for a second that ‘normal’ cases were called “Cobalt Cases”. Would your experience of opening them be any different?

  • The option to pay to unlock these CW loadouts seems even more fraught with bad outcomes. The ‘elites’ have a better but not good chance of dropping. Again, we turn to the DB ‘layers of RNG’ - even if you are lucky (and you do NEED to be lucky) to get a CW loadout - you also have no control over the Merc (RNG) or the main weapon & augments (RNG).

Paying £27 gives you one less layer of RNG for 1 roll, and reduced for the other 10.

It isn’t the cost I’m objecting to - I understand this is a F2P game that needs to monetise aspects to recoup what would normally be a sticker-price. If there were cosmetics to buy directly I’d certainly chose to support the game in that way.

I’ve said this before: I’m not a betting guy, it’s not my thing.
The idea of spending £27 on something in a game and still being disappointed is something I’ll avoid. It would be worse than simple buyers remorse.


(Sterling) #113

Doesn’t Proxy have 90 health?