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Everything posted by Noob_Guardian
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District Issues - 12/12/2019
Noob_Guardian replied to Darkzero3802's topic in General Discussion Archive
yuppers, i was wondering -
Fixing Carspawner and Radar Tower
Noob_Guardian replied to Noob_Guardian's topic in General Discussion Archive
september 3rd 2015, coulda just went to the youtoob channel and looked at upload date Merged. 90 seconds isn't that long, that's generally using it 2-3x per objective, which is still ~8-9x a match, unless you count the phantom menace or some other near 40 minute long missions, then you can use them ~13x. The biggest issue with car spawners is not only can enemies spawn within eyesight and sub 30m from you (even though they shouldn't) they can still be shot at and not cancel the spawn. Add into the fact that people like to run in a car, get the spawn, run back 2-4 fresh in a car vs whatever is left of your team from their first push is really problematic. That's also excluding every numbskull out there using them on every high HP/fast vehicle in the game. From Vegas to Pio, which then takes 2 frags, or a conc + shots, or a frag + a ton of shots, just to negate. The spawns also act as enemy location markers when destroyed and messed with, and they deviate from the primary game objective. Add into the fact that your team often either ignores them, or you can't run around the objective all 4 sides to focus and destroy them consistently (which there's really 0 point in half the time, because the moment you kill a single enemy, they spawn, grab a car spawn, and drive back to point or they kill you, walk 30m to the car spawn and grab a new car depending on area). So really, "focusing car spawns" generally get you nowhere, especially when you kill a sniper first, and he spawns drives within range, and uses a sniper to hold point behind it while you're teams injured and now can't take it. So yeah, car spawns ARE broken, even IF they are destroyed consistently, because of how easy it is to respawn them at all times due to spawn choices. They should increase the normal amount of places to spawn (over 80m from obj), and then remove car spawns or drastically rework them further. -
Fixing Carspawner and Radar Tower
Noob_Guardian replied to Noob_Guardian's topic in General Discussion Archive
I would love for better normal spawns, mobile spawns are nice sometimes, but when combined with spawn waves have ended up being somewhat bleh. Add into other things like tking causing people to spawn into them faster than a normal death and spawning in it 400-800m away it gets wonky and not in a good way. I'm actually fine with mobile radar, aside from G1/LO breaking it over and over again, I've always enjoyed it for defense, and for offense its nice with muffler to drive past for positions. It's great for those uses, but I really dislike it when people use it to hunt people who just spawned and ran inside to not be seen only to get hunted down by a premade group looking for cheezy kills. I'd rather keep radar in the game since it does have uses to help uncoordinated teams better. -
Today I had an enemy spawn in a car spawn while 5m from it (yet again, it happens consistently to have enemies spawn within the ~30m radius), and I noticed with my radar tower, that it wasn't picking enemies up near it, but instead picked up my enemies who were ~120m from it (I had it parked near an old obj about 200m from the one I was at, and enemies in between were getting picked up by it). Or we could... just get rid of carspawners...
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Showstopper test changes accidentally pushed Live
Noob_Guardian replied to MattScott's topic in General Discussion Archive
I was wondering why it went from "usable" to "oh god I can't kill anything even with 2 extra shots" -
okay so here's the thing as well. IF you don't want the same opp, you have to WAIT a few minutes before readying up again generally. I always do this because if I don't I end up facing PVE, "bad losers", and Put's groups every other match (and facing any of them is legit cancer). Quickest easy way for cash was always fight club unless you're a crim with "threat seg" inputed so that there's empty servers (lol). As for gold communication, you're right, a number of golds (and sometimes myself) will be in a group and be using discord to communicate, VOIP doesn't generally work, and most people have always used TS/Discord/Raidcall to make up for that fact. Most silvers havnt joined a clan or are trying to start their own again, and its rough.
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No threats district
Noob_Guardian replied to DoesntExistAnyMore's topic in General Discussion Archive
I see them even with seg, soooo good luck lol -
No threats district
Noob_Guardian replied to DoesntExistAnyMore's topic in General Discussion Archive
See there's the difference, I simply just play, i don't play to curbstomp bronzes, so I play more laid back and have fun, even die intentionally doing funny stuff during those missions. If they have golds, i'll focus killing the gold and run around in circles around the bronze cause I can lol. I never liked segregation because it decreased opp pool drastically, which got worse recently. People say seg is good, but omit the fact that gold lock litterally killed 50% of the games pop over 3 months even current "seg" with silver is questionable due to population and only have 1 district. You can at least change districts now. I'd say most of my matches aren't against bronzes, and I solo que generally, though I do get them here and there, I no longer see them getting Tk'd to death to get kicked which is a good thing. Silvers and bronzes won't always have fun, especially now that they have to realize "oh shit, I have to aim and use better tactics now". Hell, I have yet to see most of these people even communicate in /t with directions of enemies, and that's a MASSIVE part of actually doing "anything". -
No threats district
Noob_Guardian replied to DoesntExistAnyMore's topic in General Discussion Archive
No seg IS better, HOWEVER, there should be some sort of rank lock for "new accounts" (not new characters) to help newbies. Roughly Rank 50-85 would be fine. -
Login Servers/Jericho Down?
Noob_Guardian replied to Noob_Guardian's topic in General Discussion Archive
the forum post said friday 12am utc which according to google would have been yesterday at 7pm est, so im confused as to why it's down today. -
I've been trying to login for the last few minutes, it used to let me get to the character screen, but wouldnt let me on Jericho. I managed to get onto EU? I think it was once, but it won't even let me on since with Error Code 9. I can't find anything saying maintenance at this time....
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It's good but not great since the change. I love mine, but i'd say test it before you buy.
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Well, i know it'll make it more inconsistent but to what extent? For example, Cobr-a has a shot modifier cap of 4.0, is that 2.6 going to really matter "that" much for the ntec? Most people already burst or tap fire the ntec, so having a max bloom change is an extremely "niche" change, which I feel doesn't touch on the primary issue with the ntec. However, at this point I suppose I should be happy that "anything" is happening to the ntec. Bloom recovery reduction to 4.0 would probably be one of the best "nerfs" to happen to the ntec. Smaller mag effectively does nothing, and overdamage barely matters anymore because you can't use HB on it though it would also be welcome for ranged engagements. They could tinker with the damage drop after 50m a little bit to assist with its domination in that niche instead and it would also be fine. it's not that they can't see it, its that they don't care Merged. The game was created around a very long TTK, what the heck are you talking about "hard and fast". It's meant to be a coordinated team game, with a med to high ttk. People will have a hard time getting kills against NTEC because it's not properly balanced, and hasn't been for a looooong time.
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I mean, I agree, however max bloom likely won't change much.
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Fix NTEC-5 affect to Raptor 'Condor'?
Noob_Guardian replied to Sirocco's topic in General Discussion Archive
Which is honestly fine, because ATAC is also not very effective at that range. You're far more likely to die to a nerfed 45m ntec at 50m than an atac. Did you know that the NFA has a 30m damage drop? Despite being useless past like 5m? There are a number of guns that have a damage drop past their effective range. Such things are okay. -
Reporting hackers w/ Video, Questions
Noob_Guardian replied to LAPDAlonso's topic in General Discussion Archive
to be fair, I had been silver for the longest time years and years ago and every single player (except like maybe 10 of the dozens upon dozens) have been banned for cheating by now... Silvers can spot cheaters, however they can be unreliable at it at times. But "gold players" will often ignore if a player is cheating thinking that "they are just good" Merged. There's been a lot of people over the years banned for cheating, who had dozens of people calling them legit. But "i was just a shitty noob what did I know". I'm not saying every silver or gold can tell, or is good at telling whos cheating or not. Generally there ARE some "tests" you and a group can do to identify if someone is at least "walling". Aimbot can be trickier since most don't 360 shawcopter anymore, you're faaar more likely to see a trigger bot or macro than an aimbot or esp now. -
Fix NTEC-5 affect to Raptor 'Condor'?
Noob_Guardian replied to Sirocco's topic in General Discussion Archive
the ntec changes ONLY apply to the NTEC 5 and the NTEC 5 Variants. All other Assault Rifles are not touched by the NTEC 5 changes. It wouldn't look stupid tho? But ATAC shoots 40m I thought, not 50 /shrug. -
Firerate would put it closer to STAR (which is .05 away from NTEC), however the biggest NTEC issues IS the bloom recovery. I think they are worried that touching it may "over gimp" the weapon, honestly though, they could nerf it to 4.0 rather than 3 (star and far are at 3.5) and it likely would be in a much better state than currently. Jump shooting is a "decent" change, however if they are wanting to remove jump shooting from NTEC, they may as well look at the S1-NA as well (its jump shooting is much more potent). Most people don't bother hitting max bloom to begin with unless in CQC where it barely matters. So the max bloom change is meh, and the ammo decrease is meh, and jump shooting is kinda meeeeh because none of them actually change the gun where it's "needed".
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today someone i know spoke in voip, and i know a week ago it worked for someone else. I wonder if it works for some but not all? I know it hasnt worked for me, but i dont know if I accidentally disabled mine somehow a while back.
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i mean, yeah, buuut it didnt work long enough to actually matter imo. xD
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its been broken for like a year +
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Norseman - Reduce TTK to ~.75 for a start, increase ROF? or reduce STK. I'd prefer increased ROF honestly Tommyguns - Reduce recoil in marksmanmode (like the s1na does but more drastic) SBSR- Reduce the recoil gained per shot by 1/4 to 1/2. (It's insane that recoil doubles per shot making it impossible to manage after 3-4 shots as a sniper) Cobra - Slightly less max bloom to start Harbinger Pistol - slightly increase damage, reduce bloom from firing "slightly" C-2 - Slightly less max bloom from firing, or increase base accuracy and give it a few more shots before it hits max. Aces - increase mags by ~8-12 rounds. Reduce their random recoil slightly in marksmanmode Frenzy - 6 STK, the 7th shot tends to be an outlier and often makes it unreliable, either that or further bloom/recoil adjustments. Merged. Fr0g is honestly one of my favorite pistols, and while it acts similar to an FBW, its "better than" under 10m and "roughly equal to" up to 15-20, the kokoe has a much better equip time to boot. I actually like it as is and wouldn't touch it even after maining it for a needed cqc pistol for years. The timer is to increase the eol ttk as they are explosives, while they would be fun without the timer, they would likely be forced to increase the shot timer or make other adjustments to damage and ammo for proper balance. The HVR penalty is to prevent qsing, sadly, unless they completely prevent 3ps3 from being put on HVR, it'll likely never be reverted to how it should be. I like the 8ball/brick suggestion tho. I like the Frenzy/stic series and have little issue handling them. S1na is one of the most powerful SMGS as well. Frenzy is slightly sub-par and could use with a 6stk, but the Stic is pretty effective as imo, though i'd probably adjust its bloom slightly, rather than recoil. SBSR does need a verticle recoil adjustment
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joker store showstopper is the best
Noob_Guardian replied to foscor77's topic in General Discussion Archive
i mean, from my experience ~ 50% of the players in fc suck (silver, low gold), ~25% are average (low to mid gold), and the other ~25% tend to be skilled golds. At least until certain times, where it becomes ~40-50% skilled golds and 50-60% fodder.