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Nitronik

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Everything posted by Nitronik

  1. Oh no, fights are happening!!! I hope we get to see the OCA nerf brought to live before this thread gets locked by some overly eager moderator...
  2. The 100m max range standard was actually a RTW patch - Not sure if it ever wnet live at all or if it just had the chance to stay up for a couple days
  3. That's pretty much what they've been doing as of lately - same stuff with Unsung (which I think is actually being developed by LO themselves)
  4. Oh that reminds me how long Star citizen is "Beta aka pre alpha" I'm pretty sure this game made by some ex-star citizen developers EDIT : Link to the kickstarter. https://www.kickstarter.com/projects/descendentstudios/descent-underground
  5. The history behind Descent 2018 (which was called Descent : Undeground) seems to be a bit rocky and fits exactly with Little Orbit's modus operandi An interesting game idea that suffers from troubled development gets rescued by LO. See APB and Fallen Earth :,) a Beta of this game came out back in 2015, it got funded on Kickstarter, LO has provided the developers with funding to create a fleshed out SP campaign and also marketing help
  6. Are you talking about the variable bloom curve? That really was patootie honestly
  7. what I'd like to see is a deployable that's build to bump your car off the track - if you drive over it. The deployable shield sometimes works like this
  8. most of the guns that make use of IR now have minTTK that matches that of their new range class - the NTEC with IR3 has the minTTK of a CR762 for example, while the OBIR gets sniper rifle tier TTK
  9. Just a small correction - the OCA got a TTK decrease The only short range ARMAS guns that get shitstomped by the vanilla SMGs are probably only the Norsemen (just bad) and the H-9 Curse (which at least should have some range to it)
  10. See, this was the problem with the botched to shit implementation of the RTW test The very last RTW patch (which might not even have made it to live before the shutdown) actually added a lot of G1 features, namely the 100m max range standardized for all guns, recoil (your crosshair was no longer perfectly static) and a bunch of many more balance changes had we tested that , the situation would've been a slight bit different IMO. Instead we got a botch job with percs 1shotting cars
  11. I have no idea why G1 thought it was necessary to buff the OCA this much. A push to 0.68ttk like what LO was planning would've been more than enough
  12. Sometimes it takes a really long while for them to show up at all as well
  13. grasping at straws calling me bad doesn't really change anything Keep in mind the STAR has much shittier bloom recovery and a higher base TTK. It is more versatile in the roles it can cover (avoid Hunting Sight if I need some CQC panic backup, else slap it on to poke fools), not so much in fulfilling all of them at once
  14. any arguments other than "you're just bad" EDIT : Forum quotes are broken, sigh @foolish ninja that could also be a workable nerf I guess, in the end it'd hit tap / burst firing which would kinda hit its ranged capabilities
  15. Asylum EU is sometimes riddled full of people with gibberish clan names who are very obviously speedhacking
  16. I reckon that's where the TTK nerf comes in - you slow down minTTK for full auto, the change compounds with the tap firing delay and brings it a bit more in line with the TTK of guns intended for that range. This is IMO much better than Test-B , where no matter your skill level you'd just end up missing shots since the overall accuracy was much worse
  17. Given how many shots weapons take to kill (for the most part) this still applies I think it's far too late to revert the TTK to RTW times, so at this rate you should look at adjusting the rest of the game to support the lower TTK, which is something G1 never really did - things like animation timing changes (as @Dopefish mentioned), map changes (add cover to help traverse longer stretches, remove ladders and replace with staircases so you're not stuck and guaranteed to die, avoid super long funnels by adding more ways in and out) etc...
  18. Currently the links inside each news post still link to blogspot - will you be keeping it around for posterity?
  19. Flaws. You're making the jump modifier to be the sole savior of the NTEC. We both know that's not the case.
  20. In what situation is it best to cover a small room/hallway with an N-TEC if you can use a CQC weapon or an OSCAR for example? Assault Rifles are not meant for tight spaces, which is why the N-TEC lacks where CQC weapons (and other weapons of it's mid-range class) exceed. and how is jumping accuracy supposed to aid with that?
  21. 1 : I already addressed that. If you're using the obeya to cover a small room / hallway that's not ideal, the 0.12 TTK advantage (formerly 0.14) is a pretty good deal when someone is trying to run at you. Aren't good players supposed to switch as the situation demands?
  22. Sure, the N-TEC kills faster but in a team (which is how most good players usually play), they'd rather take the Obeya due to the range capabilities. Hipfire spraying with the N-TEC isn't usually a good idea against any good players, especially if they are weilding a hipfire weapon like an OCA lol Why would I ever let an OCA sneak up on me if I have people watching my flanks? Counter Edit : why would the NTEC ever have the upper hand over a dedicated CQC weapon? Wasn't it you saying a couple posts ago that jumping makes you an easily tracked target? This is the kinda situation where jumpshots are a bad idea
  23. Glad you added the "as an example" addendum, I was about to gloat at how someone had to resort to calling others bad... The NTEC is full auto, has a better TTK, and it's much easier to MinTTK people with it than with the obeya IMO. You usually want to slap HS on an NTEC to get the most out of it but don't discount hipfire spraying, which the Obeya is simply bad at doing That said it's kinda an open secret that every edgy boy will switch to the CR762 come the nerf
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