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It wasn't perfectly balanced but that doesn't mean it wasn't an interesting and unique aspect of the game.
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WTF are you talking about? People can still spawn in fast cars actively being driven around, They just can't do it while it's being chased by an enemy which is what this suggestion is about.
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A health buff but not a change from FWD to RWD? Whyyyy?
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Why even have an economy mechanic built into using weapons and vehicles if it's not going to be used as another means of balance? The vehicle spawn and ammunition cost factor for nearly everything is off by a whole digit I.E. Vegas and OSMAW rockets should cost $1000 instead of $100. Non-mission activities such as mugging, ram-raiding, chop-shopping, witnessing, and impounding stolen goods/vehicles might need the profit per-item/action increased as well but I don't have the numbers for how much.
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Imagine trying to make sense of a borderline incomprehensible argument. What part of "Invalid if enemy within 55m when under 55% of top speed" do you not understand? What?
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When Mobile Spawn Points were first added, The game seen a huge increase in the number of gunfights between vehicle passengers and it was a really refreshing change to combat. Now due to the spawn becoming invalid if an enemy is within 55m of the vehicle, The game is back to the boring state of passengers rarely bothering to shoot at each other. It even reduced the overall amount of organic teamwork as dead teammates now are once again split up from living teammates when driving to an objectives with an enemy in proximity. In short, The "Invalid if enemy within 55m" rule should be changed to "Invalid if enemy within 55m when under 55% of top speed".
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Quick Question Regarding RAZER Synapse
Someone replied to NoRAGE's topic in Social District (General Discussion)
I recall using macros to make semi-auto weapons shoot at their maximum rate of fire being made a ban-able offense many years ago. -
Glad I am not the only one who recognizes that the vegas is unbalanced.
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It's good that they added the 4 slot version of the montane to contact progression but they really should have changed it from FWD to RWD while they were at it.
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Nah it's the lack of willpower and manpower on part of the developers and its been that way for years.
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Advertising boards: What can be done to use their full potential?
Someone replied to Clumsyhunt3R's topic in Game
Quake Live tried this and it was deemed a failure as advertisers pay for view time and players only spend micro seconds looking at in game environmental ads. Vehicle kits draw players in as they are applicable to player tradeable vehicles, If clothing kits could be trade they would have further appeal. Vehicle kits would be even more profitable if vehicles in general were so balanced with each other. -
If your semi-automatic weapon can shoot as fast as an SMG, Why is it even semi-automatic in the first place?
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Is it just me or is everyone miscalculating DPS? The usual formula of “attacks per second * damage per attack” does not conform to reality. It took making my own game and expericmenting with TTK as an idea to eventually figure this out but it's quite simple. Take two weapons: Machinegun vs Shotgun Machinegun rate of fire is 100ms, Damage is 10. Shotgun rate of fire is 1000ms, Damage is 100. Standard DPS of MG is calculated to be 100. Standard DPS of SG is calculated to be 100. I argue that that in reality the time between attacks starts exactly at the same time as damage is dealt. Meaning any weapon with a fire rate that is a factor of 1 second will have fired when the timer starts and when it ends. Therefore in the span of 1 second the Shotgun will have fired twice and the Machinegun will have fire eleven times, Making the true Damage-Per-Second of the Shotgun 200 and Machinegun 110.
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It's very often that when a player types abandonmission, The active mission will find and match opposition due to the sudden change in team composition.
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Make a table with the monthly Rating of guns (for easy balancing)
Someone replied to 1ShawnMichaels1's topic in Game
One value people keep forgetting about as a balancing mechanic for weapons is ammo cost, Sure many weapons share the same ammo but that is easily changed. Why can't weapons which are disliked for being too good become balanced by excessive ammo cost and weapons which are underwhelming become valuable for their profitability? Essentially what would happen is that good players gain a reason to handicap themselves against bad players who retain a means to level the playing field.