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Everything posted by Noob_Guardian
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I don't know about you, but using det, kev, and medusa is fair. Teamkilling isnt though, buuuut i do it consistently at times
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What if LTL was just a weapon mod
Noob_Guardian replied to illgot's topic in General Discussion Archive
okay, i wasnt sure about that, I always wondered about spawn cycles though. They do feel broke AF sometimes. I've killed someone and see em spawn in a few seconds, leaving me like wtf Pretty much. I know the respawns about the same but you also sit around doing nothing for 6 seconds before then -
What if LTL was just a weapon mod
Noob_Guardian replied to illgot's topic in General Discussion Archive
can you imagine all the crying about it? Getting stunned already takes you out of the game, and to my knowledge causes longer spawns. Unless they rework the spawn system as needed... -
dear god, that's hilarious. It's a shame you cannot do that anymore easily. All vehicles now have a big mod header when you hover over them (unless someones driving it?), it's a real shame.
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What if LTL was just a weapon mod
Noob_Guardian replied to illgot's topic in General Discussion Archive
true.... but we're also talking one of the highest ttk weapons in the game where if you get hit, you're dead anyways from a single shot xD -
What if LTL was just a weapon mod
Noob_Guardian replied to illgot's topic in General Discussion Archive
oh no, hes talking about actually stopping people from sprinting into you after getting hit with a strife. He's not talking about making the strife stun. Would be an interesting bonus to it's high ttk, but it might be too strong unless tuned right. (plus it's pistol switch is slow af so stunning would be difficult if you werent in a team anyways) -
". Simple, efficient, and rewarded actually trying to win." uh, it had to do with that section. The system got changed because of it being easily exploitable and abusable and encouraged bad and unfair gameplay. The old team had mentioned in a post that it averaged threat around ~50 matches this was not a blog post, but an actual comment in a forum post. You're threat "always" changes, and it has to have a baseline to go by and read the statistical average from. Where do you think the CV stat baselines are and how it determines if it increased enough to threat up to silver from bronze You can't have CV determine threat with certain CV baselines, and not have the average "cv/point gain/loss" over X time (well... you can but that's not how the system works). The X time is the average over X missions. It's not simply "score high get cv, score low lose cv". (That's a gross oversimplification of the system) It's "score high/score low to change the overall "average" CV enough that was netted over x amount of missions". Your "cv" IS an average. Otherwise it would be piss easy to dethreat over a small number of missions by scoring really low. The average is the average of how well you did over like 50 missions, which is why it can take days to dethreat.
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Why are you nerfing the NTEC?
Noob_Guardian replied to VladimirChekhov's topic in General Discussion Archive
you're right, they should have just fixed the ntec correctly the first time, instead of attempting to psuedo fix it. -
Which system you talking about? 2013 G1 system was win/loss ratio (Revo and them literally stated this). How would you know win/loss ratio was different? We aren't talking RTW leaderboards are we? The G1 system up until they changed it to the current point system was win/loss ratio. It was averaged around ~50 matches. What standing are you talking about? You mean the threat level between you and your opp? How's that have to do with just directly wins and losses? If it was simply wins and losses, standing between your opp and you wouldn't have an effect :X The current system is a point system. Even if you lose a match in this current system, you can still gain threat, and if you win a match, you can still lose threat. Simply because of how the system works with points, as you want to do better point wise than the lower 50% to gain threat. However winning gives more points than losing so it's easier to lose threat if losing than winning. Until you realized how trashy it was for every person to run, glitch items into walls, and exploit everything to get there. Districts were always full on both sides because we had more pop and there was no threat seg. Even at the initial threat seg, gold was pretty full as was silver, simply because of pop levels. Yes, I love my taxi broadwing unless you're talking about hex, ive never seen his/her car.
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uh, like i said, win loss ratio. You win a lot, threat goes up, lose a lot threat goes down threat level was averaged around a 50 match basis. The current system likely follows a similar 50 game system as well to determine threat. It's also why it can take days to dethreat depending on how many missions and how well/bad you do. If you won a majority of your matches and ranked at a certain "ratio" you were a higher threat, than losing a bunch. Litterally "winners go up losers go down". Only difference is i'm speaking of the algorithm behind.
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threat system used to be based off of w/l ratio and had top 10%, it was changed to top 20% and then changed to the current point system
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What if LTL was just a weapon mod
Noob_Guardian replied to illgot's topic in General Discussion Archive
The old team had discussed this before on the forums before LO. Only certain guns can stun, regardless of stamina damage some guns will NEVER stun. If they could you'd see guns that do highish stamina damage stunning after shooting someone with a pig or ccg, but they dont. (aside from DMR because its coded to be able to) Guns like the CCG, NL9, NANO, and DMR are coded/have a modifier that is not visible and is not stamina damage or health damage which lets it stun. JG cannot stun because it isn't coded to be able to, its not a glitch or a bug, its actually a feature that most guns have ingame except a small few. think of it like this: Health Damage: 250 Stamina damage: 150 Hard Damage: 60 Can Stun: No/Yes tdlr: Stamina damage determines how much stamina damage is done. But it doesn't determine if a weapon can stun because the ability to stun is not dependent upon stamina damage. -
The only gun that needs a nerf is stock nfas
Noob_Guardian replied to foscor77's topic in General Discussion Archive
That explains why I hate pioneers so much.... -
I disagree, but I do feel like they are in a situation where they want it balanced, but still want it "useful", and don't know the proper approach for it. They did however ask the community for their thoughts on it, so I hope they listen and don't go with HS
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What if LTL was just a weapon mod
Noob_Guardian replied to illgot's topic in General Discussion Archive
I don't think he knows about the inner workings is all, but the suggestion isn't a bad one. ============================================================ You would be forced to reduce the normal health damage to even think of making a mod that makes lethal guns ltl. Most guns also cannot stun, they have also to have a special modifier which lets them stun. Hence why DMR and nano can stun, but almost every other sniper and gun can't, they don't actually have the ability to. A mod "might" be able to change that though. If you have too much life damage, then you can't stun because they die, and HP and Stamina damage are two separate modifiers. You'd ofc would also have to somehow increase and inflate a weapons stamina damage, and give it the modifier which lets it stun, to allow for stunning while simultaneously decreasing the hp damage and likely the hard damage to balance it properly. -
I agree and had suggested something similar as well, but i think they want to avoid IR completely. Probably because the mod couldn't be re-balanced (let alone with any mass agreement on the change)
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What if LTL was just a weapon mod
Noob_Guardian replied to illgot's topic in General Discussion Archive
This actually had been suggested at one point as something they were looking into, either by the old team just before LO or by LO. I can't remember, however the discussion on it kinda ended and nothing came of it. They were looking at more ltl weapons, or making it a mod. I almost want to think @MattScott had mentioned something about it a long time ago though. He or another dev can clarify if i'm wrong I guess. As for the mod stats, in general you'd want to reduce normal damage by roughly 50-85% (2-4x the ttk which would still be about a 4 second kill, similar to other ltl weapons... i think?) and increase the stamina damage by let's say... 80-160% depending on the gun (as speculation, i dont know actual stamina damage stats). They could make several mod classes for it. "shotgun, smg, rifle, and sniper" which would make balancing for the fact much easier. If a certain class has low stamina damage, that classes stamina boost would be increased much more than other class mods. Some weapons like the DMR might need a touchup to make it ~3-4 hits to stun or simply to allow it to stun, but I can't see it being a bad change for balance. However, a rework of the LTL and stamina damage system wouldn't be too bad, it's been talked about a number of times already, but nothing has happened on the undertaking. -
you agree to such changes happening in to TOS. people have suggested replacing it with a tagger type mod instead of HS to prevent ruining the hipfire. Hopefully LO listens.
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I've seen percs, low yields, and more concs i'm not worried about percs though. People have been using JG for a while now. It's in a decent state but cornerpopping is what makes it strong. I'd rather face percs than spammed by low yields, maybe flack will make a comeback? lel FC used to be oca heavy? It's always had a large mix of shotguns and OCA's. People recently used a ton of shotguns due to recent buffs to shotguns, OCA is still powerful and never needed the buffed. Considering NTEC 5 is similar to the pre-nerf ntec and is fairly managable, its no surprise. People will stick to whatever can get them the best range and capabilities without having to change weapons. New glory people won't flock to. CSG was the go to before it got nerfed and you started to see a mix of JG and CSG. NFAS is broken as hell but we'll see what happens once that's fixed. Also the newest shotgun changes may be making jg and csg 3 hit ko's due to corner popping. So that'll be interesting if true but i can imagine all the people complaining because they can't 2 hit without getting hit so much.
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Why are you nerfing the NTEC?
Noob_Guardian replied to VladimirChekhov's topic in General Discussion Archive
I actually don't worry about cqc weapons while running ntec, unless i'm going to be running face first into an nfas or corner popping shotgun sub 5m that I havn't prenaded. But I also tend to play in a manner that directly benefits the weapon I use, sooooooo. (and nfas has a lower ttk, and corner popping directly prevents most damage from being done against the shotgun being done) Counter? Lol OCA doesn't really counter NTEC, no NTEC is directly hard countered by an OCA. Using an OCA does level the field against an oscar because ease and strafing capabilities along with lower ttk. Is it fairly effective against ntec at like 10-15m well duh, but the ntec does almost just as well regardless of the oca's existance. NFAS is restricted to like sub 7m to "counter" NTEC, which makes it really sub-par in most engagements against the NTEC for the other like 40-47m of the NTEC's range, and the nfas is only useful against oscar in the same "range" so its not great. SHAW makes you a literal sitting duck, and easily taken out, its useful against the oscar but I wouldn't say its very great because a good oscar can easily manage corners enough to not worry about a shaw much. S1NA is the better option, but that's also because it has a faster ttk, similar range as the oca, and good accuracy. -
Why are you nerfing the NTEC?
Noob_Guardian replied to VladimirChekhov's topic in General Discussion Archive
I didn't say obeya was useless. It's pretty good for a midrange gun, but weaker in cqc engagements than the ntec, and better at far longer ranges than ntec. It however also has a higher base ttk than the ntec, and far less ammo than the ntec as well. Overall obeya is better for mid-long range engagements than the ntec, but ntec is better in cqc-mid generally. (because that's their niches :X) Oscar is easier to out ttk. It has a higher TTK and missing punishes it more. Sure, you have to put up with it's movement speed jank, which is annoying, but it's also manageable just use a spray weapon . -
i'll have to browse the store for suggestions, brb. hehe Merged. Far - strong, similar to STAR NSSW - Similar to pre-"1st nerf" ntec Rabid not bad for an lmg .45 is solid pistol s1na- strong marksman mode cqc weapon harder to use out of mm, so using it is kinda a must frog - cqc .45 with lower (10-15m) range vs ~45m but 10 rounds rather than 7., same ttk as .45 AMG - if you like a mobile shaw that you can sprint with... CR-5 if you want an ntec.
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Going to need updated with the new weapon updates added to the joker store
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ATAC is good for a cqc AR, I forget the watchman's mods though, but I generally steer clear of CJ on atac. Nano is a solid choice generally if you'd rather something easier than the FBW but filling a similar niche. Volcano works if you don't have explosives unlocked, though I prefer the osmaw. Reaper is alright if you like scout snipers. Ursus is good if you want an alternate ntec. Strife is a strong shotgun, but suffers against other cqc weapons. It can get extremely hard to use when other players switch to cqc weapons to counter. TDLR: If you want a decent secondary, nano is good if you aren't buying a .45 or fr0g. If you'd rather an AR I'd probably go ursus unless you prefer something that feels more easy to use then ATAC.