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Noob_Guardian

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Everything posted by Noob_Guardian

  1. Dunno, it's been up to date since at it like 6 or so pm est yesterday, i don't know when the notes came out exactly so...
  2. For Test District B: We are changing the N-TEC 5 weapons to be less accurate for longer periods of time by increasing the time it takes your accuracy to normalize after firing a shot. We are also slightly reducing the fire rate. No they didn't
  3. I had pressed my mouse and the timer at the same time several times (or about the same). I never got .85 or higher once on a time that i didn't feel that i knowingly messed up on and was late for. I got .78 a number of times while prepared for the 6th shot and felt i hit at the same time. I probably did it about 5 to 8 times but .78 seemed to be what i got the most. But I'm thinking it's .75, if not then it could be a little higher but i doubt it's higher than .8 if so it's worse than i thought it was and should be adjusted to .75. (imo) Someone at one point did a video with a timer and shots for testing on weapons before and made a collage for it. I sadly don't know how nor have the capabilities to do that and had to make do with a timer. I will have to go back and check tomorrow, but i was confident it was ~.75-.78 The ranged ttks i think feel about average for close to mid range, and are rather accurate but it increased those ttks and feels closer to the star/far in terms of mid range ttk. (Further testing could confirm/counter this)
  4. I'll leave this here so it can be read in case the forum post disappears. For those who havn't tested the ntec changes or wanted a little better overview. From some minor testing I have found the following along with my thoughts: (Note that I was using my cellphone in one hand and mouse in the other to time this so there will be variance from actual statistics) Current TTK: 0.70s Test B TTK: .75-.78s Burst firing: 2 shots: ~1.18s attempted best accuracy - "Realistic" best accuracy i'd estimate about 1.15-1.3 Tap firing: ~1.35 sec - Best accuracy is about the same. If anyone has tested these values, i'll update this for a better reflection of both current and reworked variant. =========================================================== Thoughts: I like the increased TTK as it is more balanced towards the STAR's TTK, i don't have rough values for burst firing and tap firing so i cannot compare them to current. The reduced bloom recovery does not feel bad and it still allows the gun to be accurate at range, and feels "smoother" while firing as well. I can understand why people would be upset at the change, though it feels easier to manage tap firing when done right. Burst firing is trickier than tap firing. Bursts of two feels fine up to roughly 40m, 3 round bursts feel accurate up to about 20m, but you don't want to go further than that. The bursts however do not feel accurate against corners, so that is something to be careful about. Full auto feels like a real no go in cqc, its likely reduce its cqc ability but i havn't played missions with it to best test how that feels with it. I cannot imagine cqc being nearly as viable as it was, but that's likely for the best. Conclusion: I do not have any real dislike for the changes and after testing them they seem fine as is, however I would have one suggestion as stated below. I will be honest and say that these changes I have wanted something similar to happen to the ntec to begin with so it's nice to test, so I may be more partial towards liking these changes. Suggestion: Slightly lower the bloom gain at the 3rd and 4th, shots. I understand why the change is being done, however I feel that the bloom gain may be slightly too harsh.
  5. most recent in discussion is sep 3rd unless its the one here in social district
  6. prob not, but i like to have it anyways for customization and if jt's are there, while i own most stuff i wouldnt mind.
  7. Is it the patch notes discussion one? It's been a while since i've been active on forums so I havnt been able to keep track of the changes.
  8. they got rid of/ are planning on getting rid of the cooldown feature and equalizing mod timers across the board. The only benefit premium will have, is likely that "replacement" and customizations
  9. For those who havn't tested the ntec changes or wanted a little better overview. From some minor testing I have found the following along with my thoughts: (Note that I was using my cellphone in one hand and mouse in the other to time this so there will be variance from actual statistics) Current TTK: 0.70s Test B TTK: .75-.78s Burst firing: 2 shots: ~1.18s attempted best accuracy - "Realistic" best accuracy i'd estimate about 1.15-1.3 Tap firing: ~1.35 sec - Best accuracy is about the same. If anyone has tested these values, i'll update this for a better reflection of both current and reworked variant. =========================================================== Thoughts: I like the increased TTK as it is more balanced towards the STAR's TTK, i don't have rough values for burst firing and tap firing so i cannot compare them to current. The reduced bloom recovery does not feel bad and it still allows the gun to be accurate at range, and feels "smoother" while firing as well. I can understand why people would be upset at the change, though it feels easier to manage tap firing when done right. Burst firing is trickier than tap firing. Bursts of two feels fine up to roughly 40m, 3 round bursts feel accurate up to about 20m, but you don't want to go further than that. The bursts however do not feel accurate against corners, so that is something to be careful about. Full auto feels like a real no go in cqc, its likely reduce its cqc ability but i havn't played missions with it to best test how that feels with it. I cannot imagine cqc being nearly as viable as it was, but that's likely for the best. Conclusion: I do not have any real dislike for the changes and after testing them they seem fine as is, however I would have one suggestion as stated below. I will be honest and say that these changes I have wanted something similar to happen to the ntec to begin with so it's nice to test, so I may be more partial towards liking these changes. Suggestion: Slightly lower the bloom gain at the 3rd and 4th, shots. I understand why the change is being done, however I feel that the bloom gain may be slightly too harsh.
  10. you forgot the countless mini-glitches and exploits such as medium item jump/drop and door jump.
  11. probably, however 550 has been suggested on forums for a number of years as well.
  12. it never could to begin with. It could only control bloom.
  13. I've always got ghost shots and no-regs with nl9 and its stun time feels higher. CCG can cover it up better imo. The ccg upgrades are worse only in cqc. I prefer the level 2 one for hs1 and em 2 as it has a nice balance for cqc and mid range. With how much you can resupply ammo, its small ammo thing is a non-issue imo and ccg feels better in cqc to me as well.
  14. maybe thats the point, shhh FAR is extremely similar to functionality to the star, except it has less ammo, and is a little more accurate in marksman mode. It has almost the exact bloom recovery.
  15. ccg has always been superior imo, even if nl9 allows better corner pop and damage. I've always felt its less accurate except that some weapons are also too good, regardless of how much "skill level" is needed. Yes, there's other weapons to move to (albeit none of them are remotely near as powerful as the ntec is), however nerfing the ntec to a degree has still been needed to allow longer range weapons to have a better chance. Not only that but it has overshadowed other assault rifles in the 0-50m niche for a far too long. Regardless of it being a f2p weapon. (glaring over at the star and far). There's about 5 to 6 other weapons they can move to that are in the same niche or similar functionality but not as good. Also note that the FAR has less ammo than the STAR, and is almost identical in functionality as a STAR. So there is really little to complain about with that.
  16. controlling recoil is fine if you're used to it, but i've always found mb to make it better, even if burst firing it feels a little more accurate, especially at range where the full recoil in a burst can damage your accuracy with a random shot in a direction or two matters the most in open fights.
  17. CJ3 is arguable, its better in cqc but you cannot range with it. I didn't care for CJ on a shaw honestly, however 195 MB is definitely better. I enjoy going blue mods, so bando would be fine, incase you spam a lot of ammo.
  18. you realize every grenade has more than 10% stamina damage right? You'd have to nerf percs "specifically" to sub 10% just to prevent the combo. But it's not really an issue either. Reducing number of lowyields would be better imo, but would prefer that they reduce damage so 2 can't kill someone with em. Concs have a very small effective radius, and are i believe feel slower than most other grenades aside from maybe percs. They could use a higher hard damage imo, as a lot of cars got buffed and it no longer 1 hits a lot of vehicles like it used to. to be fair, direct hits on someone at 16-60m is REALLY hard to do unless they are standing still. Tha'ts why they aren't used, and thats excluding their drop mechanic which is both good and bad. (You can get kills behind cover with them when it curves, but you have to aim reaaally high at times to think of hitting someone. pretty much. A lot of people came to that conclusion, and it pops up every year just about. I do feel concs could deal more hard damage though, they did buff a lot of lower end cars so they don't get 1 hit a while back like they used to with the Alig buff. I would not mind upping the conc "a little bit" to compensate for the buff.
  19. in the past you could do an objective in the last few seconds, have the timer hit 0, take point and hold it for 5 sec to 1 minute and win with no time on clock. (Overtime clock runs faster than the standard tickrate). Currently this happens for some missions, however, for others it auto-ends even when taking the objective when you should have overtime. Some matches drag on too long, such as majong money, because the attacking team insists 3x in a row to take and turn in the objective with 1 minute or less on the clock, with 10 minute stages. The final stage is just as long as well. Most matches are fine, except for majong, and a few others. Phantom menace has like 8 stages of ~4-6 so its not "too" bad, but it's still a long mission.
  20. i've used a steam controller, i swear i can do better with its horrible aim system and getting 0-3 kills than some of these people who complain on forums about being silver. exactly, your team needs to coordinate with you to play the "bait n die" for you to kill the enemies!
  21. that's never been touched, it's how the mission was originally designed. It needs done if they ever go back through and fix missions. Let's not begin on missions like Majong Money and some other clearly broken ones. Lucky you, i just lost one the other day because we were taking 2 points at the same time of 3, and they had more points so there was no overtime while we were taking it. Before there would be overtime. Merged. Good points, i never noticed either of them before. It's been a while, so all i know is that if you were taking a point before, it would start overtime, but it doesn't do that anymore. Which lead me to make this post.
  22. No it was an official change to my knowledge, the entire overtime system didn't just "glitch out" without anyone noticing before. Why do you think noone's made a topic about it being a glitch/bug in years?
  23. Before G1 changed it you could go into overtime by taking a point with no time left. Now you can't. This new change is really dumb imo, even though it's gotten me some wins, it's really frustrating for example, to have 3 enemy location points for the enemies, start taking 2 of them, and instantly lose instead of having a chance to take and hold them while still on the points. I feel like reverting overtime, or making it more lenient at times would be nice.
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