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crusade

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Everything posted by crusade

  1. I missed this post. These are pretty much my thoughts. +1 First off, I do not even take fight club into consideration when talking about the balance of the game. Fight club still needs Red vs Blue instead of Crim vs Enf, because as soon as one side has 1 less player, a snowball effect often occurs and everyone leaves. Anyway, you're again focused on the full HP recovery on CA3. If you get tagged by an HVR (within 30 meters), and let's say the same player that tagged you bolts his HVR, then swaps to an FBW. By the time his FBW can fire, you will be able to survive the first shot from the FBW. CA3 just makes you much harder to kill in general, and thus why I believe it needs to be looked at.
  2. No, I understood the suggestion. I didn't explain what I meant well enough, so I apologize for that. My issue with your suggestion and the Scout is Kevlar 2. Scout struggles against CA3 enough as it is, but having CA3 as default would make hot-swapping to Kev2 quite viable if an enemy is using a Scout. This would render the Scout pretty much useless. Your new CA3 would be useless as well, because no one uses current default regen over current CA3 right now (if they have it available). Even Med spray wouldn't make it viable. You would lose out on a green mod AND lose CA3. Pretty big problem imo. Side note: I'm not actually against your suggestion, but I do want to point out the flaws and issues it may cause. Pretty sure CA3 was already nerfed but ok. From 90% to 80%? That's what, 0.8 seconds? Not a very big change. FBW actually used to be the best weapon pre-nerf. STAR actually is a beast. BloodyManiac was ripping me with it with CJ3. (damn u)
  3. I guess my next two biggest concerns would be scout balance and how the new Clotting agent would be useless without Med Spray. This change seems a tad too drastic to sit well with me, but it certainly is an interesting suggestion.
  4. Yup. LO overbuffed a gun. Must be a trash game now. Yeah, it's LO driving this game into the ground.
  5. You claim you want the best for the game? Nice title. I don't think you really care. You sound like another pouty doomsayer. MattScott has already acknowledged his mistake. LO is not in the easiest of positions, and threads like this don't help in any way.
  6. Have you considered the other mods and systems in place before considering such a change? Kevlar with effectively CA3? Flak Jacket with CA3? What about Med spray?
  7. It's difficult to say how to improve Kevlar. I would aim at CA3 first, and work from there. Because without CA3, maybe suddenly Kevlar will be viable. But if it's still not, you could just lower the sprint/run penalties. Your suggestion sounds cool in theory, but as you said, it would probably really distort the balance. I think having about CA2 as the max Clotting Agent would be fine. CA3 is too much in it's functionality. Yeah, everyone is use to it, but it's just too forgiving. CA3 takes way too long to recover full HP. I don't use a green mod. The only one worth having is flack jacket, but it limits your grenade capacity, so it's still a downgrade for those who don't have low-yields. The point of CA3 isn't the full HP recovery, it benefits from intelligent aggression and winning out on trades with a narrow time frame between multiple engagements.
  8. You're definitely not valuing the time that CA3 buys you enough. If there is a 1.6s break in an engagement, the PMG is now a 6 shot kill weapon. This is effectively Kevlar 1/2 with no movement penalty. But that's not all, CA3 is the gift that keeps on giving. Kev1/2 is only effective that first time, then you will need to find a 8 sec (+ some change) break in action to reset that effectiveness. CA3 will always ever need that 1.6s break, and it will constantly keep buying you more time if you can keep playing cover properly. Making the changes I suggested is literally just changing a few numbers. They could at the very least put it on the test realm, but it's not a game-breaking new mechanic. It would just be playing the game without CA3 existing. Doesn't that sound enticing?
  9. I agree. They don't have the insight of experienced players, either. And how would they even know who to listen to? To their credit, they have come up with some imaginative ways of tackling the balance. Yes, they were a little hasty in implementation of the latest patch and it's clearly costing them, but at least they seem to be more streamlined and overall more competent than the previous team.
  10. They should've started with green mods. CA3 has mostly been the most effective mod in the entire game (car spawner arguably took over pre-nerf).
  11. 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. And no I don't care if people are upset. The mod is dumb in it's current state, despite it being this way for years. Just because it's always been this way doesn't make it right, yada yada.
  12. On the smart scale of 1 to FranzJ I give this a 6.5
  13. You're right, but settle down, okay? @RubyGee, it mostly feels like I was watching standard gameplay. Would like to see more work put into the editing and more extraordinary clips.
  14. The opposite faction clan's name better be 'logical.'
  15. You're right. I'm just not hip enough. Oh boy. He hit me with the gif-only response.
  16. I think we'd solve more problems if you had your posting rights revoked.
  17. Yeah. They could definitely make the HVR do 10,000 soft and hard damage, 1000 mag cap, 0.01sec reload speed, and 0.01sec refire rate. Yeah. The bug with the Yukon is that they forgot to add the wind-up timer.
  18. I'm personally appreciative of your existence. I made you some lemonade, I hope it will fix all the things.
  19. One of the counterpart weapons of the Yukon (the 'Nunavut') shoots at about half the speed in hip fire. The mod for the Yukon is described as a select fire mod, nothing about ROF. This is some Blues Clues level shit and you're still scratching your head. I'd throw a beach party if you ever admitted a fault, though.
  20. If I could at least see my own specific threat level, that would be cool. It's not really a big issue though.
  21. I wouldn't be opposed to tweaking these two mods, but I feel that there are bigger balance issues than IR3 and 3PS3.
  22. I thought it was common knowledge that a secondary wasn't supposed to kill faster than an LMG. Your opinion is irrelevant. Obviously point blank you wouldn't MM. But there is a sweet spot where it is necessary around 7-15 meters if you have a corner, and using MM at that range without a corner is also possible if you are feeling confident in your tracking. And, I don't see your point, make all red mods nonviable on the NTEC? I personally feel like IR3 is a stronger mod on the Carbine, OSCAR, and RFP.
  23. Make me a video on how the Yukon is broken while you're at it. Although I know that's not as important.
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