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crusade

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Everything posted by crusade

  1. Except it wouldn't just beat it at range. It would also beat it at mid-range and CQC.
  2. Just got out of District B. This would absolutely kill the weapon. Also, no where was it mentioned that the firerate was nerfed. If the firerate on the NTEC gets nerfed, and the range is 45m, what point is there in using the NTEC over a CJ3 CR762? Kudos to SKay, whose counter-argument on that was "So...?" Glad to see we have a big thinker on the SPCT. Overall, in terms of best practices as far as weapon balancing goes, I think Little Orbit needs to make a small adjustment to weapons, then push them out to live and see how they go. You don't need to change 5 things on a weapon every time, it gets complex. Make one adjustment and see how it goes. If it seems like it was in the right direction, then make another adjustment. That being said, I feel like the rest of the changes to the NTEC are fine, but District B is not the way.
  3. You're not very good at yours, either. I specifically recall asking for extra pickles.
  4. Jump accuracy nerf is unnecessary but acceptable, 5m range reduction is fine. By how much? There's nothing to even test. I'm guessing 24 or 25 magazine, about 100 reserve. Sounds fair. Weird way of saying bloom recovery. Either way, this will kill the weapon. Reducing base accuracy by a minuscule amount would be the only viable change to accuracy, and even then District A is better.
  5. The AO rating is a step above the M rating, and has been given to games purely for the violence (uncensored Manhunt 2 comes to mind).
  6. You could say the same exact thing for the NTEC, Carbine, FBW, CSG, Scout, Troublemaker. I dunno, what's your point exactly? The CR762 is extremely deadly right now, especially with CJ3.
  7. I'll just copy paste what I posted last year. "I strongly agree green mods need attention. However, I disagree with buffing non-CA mods first. CA's numbers need to be nerfed. Having health regen start almost immediately after taking damage has always been too much." "Current CA1/2/3 is a reduction of 25%/50%/80% health regen wait time. I would try making it 15%/30%/40% for starters."
  8. Enforcer doesn't have to deal with LTL, has the option to LTL, and doesn't hit bounty as often. I do prefer the Crim one-handed FBW though, but only because the Enforcer animation has absolutely terrible form.
  9. I'd like to take a moment to remind everyone that the PIG is aids.
  10. Best pedestrian quote: "That explosion was as big as my c*ck!" Oh, but you can't make a character name with the word "Butt" in it. M rated btw
  11. New crusade in 2019 will probably look like a space lizard with multi-colored hair called Karen but prefers to be called Castration Crusader.
  12. Low-Yields are most certainly overpowered, and the nerf is warranted. 1 second shorter fuse means faster aggression. Faster travel time with same blast radius as standard frags means a greatly reduced chance of your enemy being able to react and avoid damage. Damage that does land is hardly less than standard frags. Low-Yields are stronger than standard frags even if you only nerfed the carry count to 2. The fact that you can carry 3 puts them so unbelievably far ahead it's asinine that people would say they are not overpowered.
  13. Sorry brother, missed when you suggested the idea. At least we're both on board with it. I'd say in regards to damage it's pretty minor, but you still bring up a good point. Current minimum damage for OBIR is 44% I believe. 1,000 / (165 * 0.44) = 13.78 (14 Shots to kill at min range) 1,000 / (150 * 0.44) = 15.15 (16 Shots to kill at min range) So, it's 2 added bullets to land a kill in minimum damage. BXNNXD suggested raising when the actual drop off started, but perhaps raising the minimum damage % a bit higher would be better. Raising it from 44% to 50% would bring it back up to a 14 shot kill at min range. And yeah, I suppose if there was no sprint delay then perhaps a switch delay might be alright, but I'd like to see something else tried first.
  14. Yeah, I agree. Balance is the goal. I also just want to let you know that even though I disagreed with you earlier, I do value your opinion because I'm aware of your experience with the game.
  15. I agree with this, and I actually came up with an idea while I was at work today for the OBIR. Instead of a delay added to the OBIR, how about we try lowering the damage from 165 to 150 (450 burst damage). It seems negligible at first, but it turns the FBW into a 4 shot off a full burst (450 +540 = 990). It also keeps the .45 as a better power option. If that still doesn't seem like it's enough, perhaps try increasing the burst length by a slight amount. I'm hesitant to suggest that, but if it's a very minor change it shouldn't affect the weapon too much. I'm going to stand firm and say that I disagree with adding a switch delay for a standard rifle. I'd like to know what you think of this idea opposed to the switch delay. @ExoticZ
  16. I'd recommend splitting up the intro, then using different parts of the intro for different videos. Not sure how well that would work in application, but perhaps something to consider.
  17. TTK does matter, because TTK tells us the damage output of a weapon. "Numbers are irrelevant." That's a bit superfluous, don't you think? The part of my argument you ignored however, is that any other gun can practically do the same thing. My example was the CR762, two shots gives you an OBIR burst, then duck into cover while equipping secondary. If you're cover popping with an OBIR, and the opposition isn't in a position to counter you in some way, then they've been out positioned and would die regardless if you are quickswitching with the OBIR or not. So, instead of 1 burst > swap to FBW, it would be to continue bursting with the OBIR. I'd say the switch to FBW needs to be made when you need to push or you are being pushed. If you need to push, the 0.5s delay is negligible and does serve to slow the push down a tad, but doesn't really change the situation. If you are being pushed, my argument is that while yes, you get damage on someone as they are pushing you with the initial burst, but that would be the case for any other weapon other than a sniper rifle which already has a delay. I think the focus is on how short the burst is, but what I'm saying is that I can literally do the same exact thing with a CR762 if there is covered involved. The main difference is that I would have to peak twice to achieve the same damage (once per shot) to completely minimize exposure. And even then you could argue that it's less exposure than an OBIR burst, because you don't have to wait for the full burst to output. And I think it is also occasionally appropriate to think about 1v1 no cover duels, because those do happen. Also, you keep saying that the switch to your secondary is "instant" when there is an equip time.
  18. You're welcome. And yes, unfortunately I know exactly what you mean about the ignoring part.
  19. I enjoyed it. Very good work. My main criticism would be cutting down on the intro time, and consider keeping the intro length proportionate to the main footage. I personally would've liked to see more than shotgun gameplay, but that's not as big of a deal.
  20. SkittyM and SKay seem to agree. Perhaps it was reckless to mention the entirety of SPCT, but it seems I don't give a damn. At maximum it's 0.1 seconds faster to kill with an OBIR quickswitch vs straight FBW. I'd like to know how that much time makes the OBIR insane vs say the CR762, which can do the same exact thing the OBIR can but only 0.11 seconds slower (without CJ).
  21. I agree that most people in this community don't have the slightest clue about balance. Can't fault LO for it though, because they just kinda picked up the game. They can't really just leave stuff untouched, either. There are some things that legitimately need changing, and I'm glad they are finally looking at Low-Yields. I've had some time to think about it, and I'm actually quite certain that adding the switch delay on the OBIR is pointless. Tenginima, you went a more theoretical route, I'm going to take the mathematical one. So, the OBIR takes 0.1s to fire it's full burst (Fire interval of 0.05s, bullet #1 at 0.0s, #2 at 0.05s, #3 at 0.1s). FBW equip time is 0.4s, with a firerate of 0.2s. Burst + FBW Equip + 3 shots (Only count firerate twice, first shot is fired immediately after equipped). 0.1 + 0.4 + (0.2 * 2) = 0.9 seconds. And that is completely machine perfect execution. I think adding 0.1s of human error is reasonable, which puts the TTK to 1.0s, which is exactly the same as the FBW's TTK. This is something the SPCT members would've figured out if they realized the importance of numbers. So, with that math out of the way, we can conclude that OBIR burst into FBW is practically useless if you are fighting an enemy out in the open with no cover. This means that the quickswitch tactic is only really viable if you have cover to utilize before swinging wide with your FBW, which would then only need 3 shots to kill your target. Adding an extra 0.5 seconds before you can make this transition is silly, considering an Obeya CR762 could effectively do the same thing, except at 0.21 seconds to get the two shots out that amount to an OBIR burst (0.11s slower). If you're good at this game, even if you're fighting someone who is also good, you're bound to get some cheeky kills on them with this. I would say landing a grenade + OBIR burst is significantly more likely to win you a fight against a Pointman weapon over quickswitching. Generally speaking though, the Pointman is going to win most of those engagements, and that's because the OBIR user is winning if he and his team are not allowing those engagements to happen in the first place.
  22. Damn dude, you make the SPCT members look smart.
  23. Armchair scrutiny? If we knew damage values, I wouldn't have to waste time testing if I can kill someone with two grenades or not. Even then, how in the world would I know if the max damage value is 450 or 495? How am I supposed to figure out the max damage radius? It's necessary to know these measurements to make comparisons. It's necessary to make comparisons because we are talking about BALANCE. Can't believe people are defending this sh*t.
  24. Carbine is much more accurate and has better range. PMG is an RNG cannon.
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