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Noob_Guardian

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Everything posted by Noob_Guardian

  1. EU had a way different way of doing things than Joker/Colby. We had like 1.2k in U.S, so we didn't have nearly as much of players, but being able to join 1 of 3-4 districts per wf/fin was good.
  2. Believe it or not, car gameplay existed, meta guns had quickswitching, and while it was somewhat easier to get into, it still wasn't easy nor very balanced.
  3. Few and far between. Pretty much this. Plus the starting sensativities are extremely horrible, first thing i do if I'm trying to help a new player is tell them to change it immediately.
  4. Noob_Guardian

    Med spray.

    the problem is that you have to use a psuedo CA to make anything viable, instead of toning down CA further you have a bunch of unused mods that need fixed.
  5. To be fair, isn't that why it'd be the "holy grail"? Because then everything can be... remade.
  6. To be fair, those weapons didnt fire past their max range either, aka ntec couldn't fire further than 50m, 57 with IR. You'd have to re-implement that system for a semblance of balance.
  7. The OCA wouldn't be able to beat the other SMGs so easily at 30m if they reverted the recent buffs and left it at G1 .7ttk and stats which would have left PMG better still at range even after its nerf. But instead of fixing the problem, they nerfed the PMG and buffed the OCA in the same go, which lead to this problem instead of just nerfing PMG (like I said before LO's reworks in some senses make 0 sense). OCA never needed the initial buff, and i'll stand adamantly with that, because it was never an overpowered or broken weapon until they started to screw with it. OCA could always be equipped with IR3, the difference was there was no reason to because it was balanced and after 30m it made no sense to because of bloom. All they did was nerf it so you have to use IR if you want to get base range which is honestly dumb af. I said you wanted it nerfed, not that you wanted it nerfed "more". Big difference. I want it back to its balanced state before it got fucked with unnecessarily, because the PMG was overshadowing it.
  8. Completely different situation. On one hand you have a mediocre weapon with a glitch that made it op that had the glitch removed, and people asked for a buff because it in general was "decent" but underwhelming in comparison to other sniper choices, compared to a overtly versatile weapon that was by far too strong because of its ease of use to power in comparison to every other weapon within its niche. The point was for a mobile sniper, having to use pistol more than the HVR itself for kills shows either a lack of skill, or a lack of trust in the weapon. Probably the latter. However, it does have drawbacks? It quickly becomes a 3 hit kill with a minimum 2.5s (more like 2.7-3s ttk if you don't macro). Just because its aggressive and accurate means little when it's TTK is still high. You're talking about using a sniper in cqc-mid against weapons with less than half the ttk which have a strong TTK advantage. Yes, but again, the weapon still needed buffed because it wasn't "overpowered" and was at minimum "mediocre". Except it wasn't just fine? Like, I legit hated the jump scout and wanted the scout ruined, but I'm at least observant enough to know that the weapon without accurate jumpshooting became really underwhelming at best, and you had little reason to use it when the HVR even in its nerfed form, DMR, and ISSR-B were considered straight up better. Why use a weapon that's mediocre and gives you only a 1s window to kill someone, before near doubling the TTK? In comparison to every other sniper choice which was more reliable?
  9. So? If the TTK of the OCA is at least double because of of the bloom, an AR should have no issue taking the OCA out at 25m. Even with added mobility it won't do much. The extra mobility only helps in cqc 5-10m fights. After that strafe speed becomes much easier to handle. At 25m a rifle won't have much issue hitting a strafing OCA because the distance to move the mouse to hit becomes less. At this point it seems like you have no clue how to balance and just wanted the OCA nerfed to oblivion.
  10. I'd have to test it later. But it should be pretty decent, the problem with tommy was recoil. The problem with hazardous is bloom from CJ3.
  11. Except rifles get 2x the range already and are so versatile they are easily used in cqc even against pointman weapons? Cool, now CQC gets 1/3 the range as rifles which already dominate the meta. They litterally just nerfed oca from base range 0-30 to worse, despite the fact that rifles are good up to like 0-65m while OCA was only "good" from 0-20m fairly reliably while being pretty unreliable past 20. There was no need to nerf its 30m range because it wasn't that effective at 30m and it took almost a full mag if not more to take someone out at that range. It feels like they have some incompetant weapon balance people who have no clue what they are doing. Half the changes are good, the other half make no sense and are legit trash.
  12. I don't get how them nerfing the cqc 30m- role of smgs is something to be happy about.
  13. It really wasn't, and half the people i know wanted it buffed because it was so lackluster in comparison to most other choices. Not only that but you almost never saw a scout be a top frag without them maining pistol. For good reason. Has nothing to do with being unable to aim, when in under 3 seconds it instantly became a 3 shot kill at 2.50? TTK and fucked you when other guns with faster ROF's would only increase their "ttk" to kill you by "maybe" 1 shot in the same 3 seconds with a much faster TTK. It needed the buff and people called for it for YEARS. You say "oh you didn't shoot again in 3 seconds must be bad" no, they just got to cover, or missed once, but every other gun in the game including base HVR (except for the pre-buff oblivion and fr0g) is more forgiving when it came to missed shots/enemies behind a little cover for 3 seconds. It's not absurd to ask for a minor damage buff to make the gun more reliable because it was either hit or cri because CA. (Ironically i'm pretty sure the whole reason CA3 was nerfed slightly was to compensate for the scout to begin with as well because it felt horrible at times) It was actually heavily used until jump shooting got nerfed, at which point why use scout? It was mediocre at best due to CA3 and being unable to jump shoot over cover for easy kills put it to the backburner for most. That's plenty enough to prove that it wasn't "fantastically balanced" Merged. The problem is that JG has the same spread as NFAS, slower TTK, and more damage. I can agree adjusting the % would be ideal. That could be done in several other ways, like maintaining same damage - increasing pellots - increasing spread, or reduce damage hp damage overall. That's a downright nerf to the frag. Why should 2 frags not destroy or severely damage a vehicle? A conc can kill half the vehicles and disable most others in 1 grenade. Frags take 2, that's the middle ground. You shouldn't have to throw 4-5 frags just to blow up a car. Just saying. A frag takes both grenades, and 4-6 seconds, to do what 4 seconds and a single conc can. If you hate satchel charges, hate them, but we wouldn't need satchels if Car spawners weren't broken to begin with. The whole reason they nerfed it, was to prevent it from 1 shotting when there's 2 shots in a mag. Which honestly makes sense. That change with the Volcano ALSO came with the nerf to the most used vehicles in the game. It still destroys vehicles fine, and if the "range" is the problem at 80m, advocate that the range be reduced to 40-60m instead of 80 before calling for an HP buff damage buff which would have a similar effect but put it back to 1 shot sniper at 80m+
  14. People have wanted a scout buff from 550 to 600 for YEARS. I myself like using the scout and am a tad upset to hear that the damage was reduced to 575. However, to say it was fantastically balanced at 550 is a bit of an overstatement, considering that people considered it garbage because CA3 is the standard of play and jumpshooting got nerfed. Merged. I thought you had something at the shotgun percentages, until you mentioned worsening the spread drastically, as for grenades? How about no, you also forget that the car nerf, nerfed multiple vehicles that had initially been buffed after they reworked the ALIG, while implying that frags are a problem because of it, it was necessary for several of the vehicles (glares at Pio/espacio), but Frags aren't a problem and shouldn't be nerfed. Low yields could i guess do more hard damage, but i wouldn't increase radius, maybe to 2.5 but not 3 if so. OPGL you can hear and see half the time, the other half the time you can't. It depends on if you run a config and how your sound settings are. They already have a sound and I believe a trail(unless it got removed in some patch on accident), the problem i think is that the beep only happens maybe once a second? So if it's in range after it beeped it "sounds" like it came from nowhere because it moves so fast. They could just increase the speed of the beeping or something to help negate that issue. Maybe once every .5seconds, but it already has a sound que. I'd be fine with increasing the grenade model size, the amount of times i've died because it "fell through" the ground is insane. <- SERIOUSLY WTF 7 YEARS LATER STILL A THING AAEPD was always able to kill people in like 1 hit at max range tho? And the literal WHOLE reason they don't kill in 1 shot with a rocket on vehicles, is because they have 2 rockets. That'd make AAEPD sooo broke by increasing hard damage that much, regardless of the radius change. The OSMAW ONLY does 1000HP damage with 1 shot in the mag, but you're suggesting Volcano gets 1100 per shot? With 2 shots in the mag???? If anything you could keep the HP damage reduction as is with smaller radius (the radius does feel a bit massive for 2 explosions almost a second apart) but the hard damage shouldn't be buffed.
  15. That logic legit makes no sense. "Accuracy damage" would imply different damage based on *where* you hit. Not how accurate a weapon's accuracy is. The accuracy damage for the HVR is legit stupid imo, and i've always hated it, regardless of why i know it was implemented. But saying that you should add headshots because of it, doesn't make sense because it's not the same type of accuracy damage.
  16. I mean, you called it redundant because it made 1 shot into 2 shot despite it being done specifically to combat qsing with higher damage pistols? I can agree it can "seem redundant" due to fbw/.45 meta, but it's to cover the other bases. The initial spot where you said "fire 1 shot and hope they run into it" is probably where the conflict of thought happened because that's pre-damage nerf hvr. It wasn't done for headshots, it was done to end qsing, big difference.
  17. Not bad, glad to see the Tommy get love after 6 years
  18. The thing is, the RNG cannon in CQC is what made it both fun and risky to use in cqc. You get into situations where shooting that RNG shot or 2, was more thrilling/fun because you knew you'd be damned if you switched to pistol due to equip time so firing that hail mary was the better chance. Now you're forced to switch to pistol and it just doesn't feel as good, and it doesn't level the role at all being forced to switch like that. While I can agree, snipers aren't very effective in CQC the RNG was a good thing. If anything I think a lot of players would agree on would be buffing the base damage so it doesn't feel so bad in cqc if you're going to keep the ramp. Make it like 550 damage or something, so if you get 2 point blank shots off in cqc it doesn't feel atrocious to die because you had to hit a *third* shot against a shotgun/oca/ntec spray. While still limiting qsing. The whole problem in the first place was qsing, which is why the changes occurred. But being forced to fire 3 pistol shots and switch is plenty enough of a ttk increase to prevent it in some cases, and punish them for not staying pistol in others, while still letting people fire 2 shots off in cqc if they want to do so. Qsing was broken, and always was. There shouldn't even be an argument about that. I've won matches where it was 4 snipers 3hvrs and a scout (they qsed) vs my team and I went qs hvr and dominated them because I was better at it. It was broken beyond belief and it's the ONLY reason why the HVR was nerfed so heavily. It shouldn't make a comeback and the nerf isn't redundant. The extra bullet increases the TTK of the QS. Before, qsing was really fast especially when macroed (and yes people macro'd it), increasing the amount of shots needed before hand, artificially increases the chances the enemy can kill you while equipping the sniper.
  19. he's upset at the overall changes, from the jumpshooting on AR's to NTEC's, to PMGs etc. Back then you'd of had to litterally re-buff everything from the star on, and re-nerf ntec and hvr. That's excluding the numerous changes to the carbine to get it to a fairly balanced state.
  20. He litterally just copy pasta'd it from another thread and made a forum post about it. I find it funny when people think that weapons 4 years ago "were more balanced" than weapons today. Like, what kind of made up farce they living in.
  21. To be fair, nothing really needs nerfed at this point aside from an OCA revert and better tweaking shotguns. Just saying
  22. The odin series was more like they wanted something unique, during that time they were making the BEE, ODIN series, and Bloody Mary set. They were openly testing different fun concepts for weapons, regardless of how good or balanced they were. Honestly I have no issue with half of those, HVR accuracy will always bug me, the DMR isnt a reverse ramp, its a ramp up as range happens and not a bad concept imo since it niches it to further ranges while still being useful closer without buffing its ROF to be too much, nor changing accuracy where it didn't need it. Bolt timers with no bolts were added for a reason, they should have made uncancelable animations/fire sequences, but the bolt timers were the best way to do so with the coding so i can't really fault them for that. Sadly they had to do some work around balancing, to make necessary changes, and while for some of the gimmicks I do agree were unwarrented (HVR), a number of them were useful to add benefit to weapons that would otherwise be too powerful or underpowered. I agree they should try to do better than using gimmicks, but sometimes, things like damage ramp and bolt timers aren't bad for giving an additional niche or preventing reverse qsing.
  23. My favorite is when firing on the red misses and you have to aim off them with a white reticule to hit them.
  24. The gimmicks aren't there to keep it balanced, aside from one or two that have a sort of "gimmick/feature" to increase bloom/recoil exponentially, weapons only have gimmics for fun or flavor, like the BEE series fires the 2nd shot in a predetermined direction, Odin series change the recoil/reload speed. Tommygun and stuff were mostly bad balance decisions that never got fixed. The only "gimmicks" people complain about was the initial NTEC rework, the tommygun increased recoil thing, and bullshark...
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