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Virgil

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Everything posted by Virgil

  1. Before, it was infuriating not being able to pick your spawns and you were forced into specific, bad locations that were easily predictable and pushable. Now, you have the same system as before, but you get to pick your spawns. This further reinforces how bad the system was, because, it seems in many missions you win or lose based on spawns. People should never be getting spawns more than 150m from an objective, especially as their only option, especially when in that same instance you have the opposite team spawning on the point. In the past 4 hours alone, i've lost a capture mission with a lead because our team was wiped and our spawns were poor. The only spawn open for me was 400m away, and on my respawn there, it moved my entire teams respawn back as well. Why? why is that a thing? I've also had another mission where we were able to get a 200ish meter YD/TD objective instantly, because I died as the stage ended, and guess what? It let me spawn 15 meters from the objective. Both of the above examples should really never happen, and the system doesn't really make sense seeing as how everyone who plays a bit knows where the preset spawns are, and knows what ones would be reasonable to have available and what isn't reasonable. Car spawners were added as G1's half-assed solution to this issue, and theyve only made it worse as they aren't really balanced. There are many instances of people spawning in car spawners less than 20m from an enemy, and the normal spawn system wont let you spawn within a football field of an enemy. Again, another thing that needs to be looked at. I've probably left a few things out, but yeah, point made.
  2. I'd love to see pre-nerf OG Carbine, pre-nerf scout, pre-rework shotguns make introductions again. The current shotguns are laughable, hopefully the grazing shot mechanic addresses that to an extent. Basically i'd just love to see the gunplay how it was in the G10 era again, talented players truly shined. On another note, sad the Yukon wasn't immediately bulldozed, and I still find it funny people are still whining for OCA nerfs when they still get bulldozed by the average gold player who uses nothing more than FBW or RFP.
  3. I think it would be nice. It's a bit of shame that mechanic is only used for a SINGLE activity these days, and it gives a STAR 556 Love Gun with no mods, lol.
  4. because a lot of stuff isn't balanced, i actually think the game was in a better state like back after the original PMG nerf, with pre-nerf QS/Carbine etc. High velo spam is smart and so is the Yukon to anyone with a brain. PMG is alright. True Ogre really is only broken because its one of the guns with one of the lowest TTK's, combined with the fact most players lose all their frames the second they start getting shot at by one. Intended is also subjective, because weapons like this weren't the intention in RTW, and they weren't the intention in the beta, and they weren't the intention for months after release. It's pretty clear after a while, the intention behind a lot of things was to casualize the game through the hiding of the threat system (if its still there, what does that accomplish other than making players unaware of how good someone is), and increasing the number of ways to try and "cheese" an engagement. EA and Activision had a term for that when they went over balance in their BF/COD games, something to do with the skill difference between the top 5% and everyone else, so they put in place certain mechanics to help lower skilled players get kills as they were things the better players had little recourse against. (Random spread is one of these, but from another game, that was added for that exact reason too.) To the OP. I also don't understand why the OCA is banned, or why people think its really broken now. I've played this game for a long long time, and the OCA has been pretty much the only SMG used in my active time playing the game after the initial PMG nerf. I'd actually just wager the PMG isn't good enough, nor are shotguns half the time with this games awful hitreg. The rules are nice, but, you should really not have any BO1s, and you should 100% have alternating defense and offense. The core of this game is the most imbalanced POS aspect of it. Almost 95% of the time, players of relative equal skill win or lose based on the mission alone, and not on talent or tactics. I've seen defenders get 50m spawns from the objective, in perfect view, in cover, and offense getting 200+ regularly. There are also missions that are commonly cheesed, such as Fast and Incarcerated, or just pure imbalanced ones like the bomb defusal last stage missions, and there are certain others that have like 3 point defenses with long patootie objectives and only 2-3 minutes to do it in like the construction mission.
  5. hard fact most golds are bad every silver is bad sorry to hurt your feelings. anyone can improve though if theyre willing.
  6. "WASP" being good You have to be trolling, especially with you not knowing what my clan is. You also didn't even read my post, i explicitly said confirmed cheaters, like from the g10 days, first PB wave, who were banned for cheating, applied for amnesty and publicly admitted to cheating, and then got banned again, and then i said we didn't have trouble with these CONFIRMED CHEATERS who were USING HVRs. You still have yet to add a single ounce of something with merit to this thread, keep up the shitposts. I don't think theres a reason to keep replying to you.
  7. "Stories from a bronze district." And yes, unfortunately for you, simply saying "if you disagree you must be silver" adds nothing to the discussion. I've never had trouble with HVR's, not even when we used to get 4v4 g9-g10 matches when they were at their strongest, against people who were actually cheating that later ended up being banned multiple times. Its literally in my signature, and before that i was vvirgil for a long time.
  8. I'm not sure why you constantly say things this. It's like me dropping a "well only career silvers are in support of a nerf" You are adding no merit to the debate, at all, and aren't a remotely talented player yourself. Stop the shitposting please.
  9. Again, at what point would you be fighting at that distance with an OBIR unless you just spawn in the open, or are playing like an idiot? You have to play with your team, depending on what the enemy has, and what you have. The player has the tools to alter the situation, a simple example would be using a pioneer for cover, that also has the ability for you to instantly enter the vehicle at any time, giving you a massive advantage. In general, its pretty easy to counter the HVR. You need hypotheticals to justify a nerf, IMO. I've never had a problem with the HVR and i've played since 2012, nor has anyone I've played with. Sure there are the one-offs, but you really shouldn't be losing to one up close and at far, constantly, if you are playing properly.
  10. An OBIR is better at holding cover than an HVR is in many circumstances. All it takes is one burst, and a low yield from anybody will kill you. Not to mention, the OBIR never has to expose himself for longer than like .25 seconds to anyone. You could argue you could do the same with an HVR, but at that point, you are talking very specific angles instead of in general, such as street corners in financial where an idiot can rush you with a car and an OCA. It's very easy to tap someone with a burst even when they are holding one of those angles, and then you have four entire players (or more) that can spam you with low yields (which are quite broken, mind you, especially in conjunction with consumables). This is also all ignoring the fact that defense is very unbalanced in its current state, and it's insanely difficult to play offense in many spots against good players, which is something that should considered before revamping a significant portion of the weapon choices in the game, ESPECIALLY staples like the HVR and this is something i think was severely neglected when previous balance changes were made.
  11. An OBIR is great for challenging the HVR. You say "two shot" like they will stand there in the field and just shoot at eachother with no cover. The OBIR is one of the most broken guns in the game, because when used properly, you will almost never get hit when returning fire because of how fast it fires off its rounds. It is so easy to even hold a close corners corner with an OBIR, i'd actually rather have one of those than a shotgun in CQC too. Sure, after distance it can start to drop off, but realistically those are pretty rare occasions or you are approaching it wrong with your weapon. Not to mention the one burst + low yield combo that any braindead can accomplish. It is so so easy to just lean > fire > stand with an OBIR. If you get hit, its 1 in 100, or you're doing it wrong. An Obeya is also great for fighting an HVR, because if you get the first shot, or they miss, theyre dead. Or you know, you use your brain and coordinate with your team, an HVR isn't going to lock down 4 players unless they're retards. I still would like to see old QSing brought back, and most weapon balance reverted too, such as the 5shot carbine...
  12. Must be an American thing. Nobody I play with uses shotguns against good players, no good player i've ever seen uses a shotgun outside of the occasional one-off. an OCA or PMG serves the purpose far better, with a more certain kill (you don't have to worry about dying because your second shot wasnt 100% center mass, or because it didnt register), and at far better ranges, especially in the case of the PMG.
  13. I thought it's always been fine, In fact, I would like to see it again pre-QS nerf. Most half decent players won't pick up a shotgun. Those that do usually pick it up when they are against sub par players, meatshot someone twice, have it not kill them, and then spend the next 30 minutes talking about how fun they used to be before they pick up an OCA or PMG.
  14. Interested in Firework Launcher, Ursus, Kickback, Yukon I'm willing to add, just talk to me ingame first. For trades, if you aren't reputable (or i don't trust you), we will find a middleman that is acceptable to both parties or you go first. Your pick. edit: no i'm not interested in anything else, stop offering me colby commanders and OCSP's please.
  15. server also getting severe lag, everyone warping
  16. more people in district = more people out of mission and ready for mission = more people in the pool for you to get put against. In the old days, it wasn't uncommon for us to get 3-4v6-7+
  17. Did some testing in our 3 man group. Since i replied to you, i've been actively playing the game, no downtime when we ready up. Every mission we've played has started unopped, and been offense. We've had opped missions four times, including the one I was in while I replied to you originally. I've spent over twice as much time unopped as I have opped in a full waterfront district. If you'd like, I can record some concrete numbers for you. I have played maybe a single defense mission in the past 24 hours on top of that, so instant opp is incredibly rare.
  18. I'd hate to see this. We have severe trouble getting opp in twos, threes, and fours as is. I can't imagine what itd be like with even less population per district.
  19. Just some small changes i'd like to see as a veteran, this will have more added to it as I remember/run across them again. Threat: I personally believe that the "G10" era of threat was the best. It was nice having your name broadcasted, it was intimidating to see players that high, among other things that just vigorated the "competitive" side of the playerbase. The reason it was hidden makes no sense to me, as the functionality is still there, and the skill gap is super wide. Most golds cannot compete to a "Gold 10" player, they simply cant, not even a remote challenge, even 1v3. Its a nice warning to those who would take the game more seriously if they were aware of who they were facing, and I always thought it was something that made this game super cool, having a threat system like that. The current system is just.. boring, bland, dumbed down.. Gold is very easy to get, near impossible to lose after a point. At least with the individual system, you could see when you drop a level. Spawns: I'd like to see the spawn system, as a whole, reworked in its entirety. Car spawners are the best mod in the game simply because spawns can be -really- bad for some people. We played three missions in a row today so far where we have yet to have a spawn sub 180 meters. It's not like this all the time, but when it is, and you're against half decent players, its about a guaranteed loss if theyre on the ball with keeping your car spawners down. Combine that with the annoyance of watching your opposition spawn within 80-100 when something like this is happening to your team. It's also worth noting that seeing where your opponents are/will be from the spawn menu is something that should probably be looked at, and is fairly easy to exploit. i'd actually like to see a system where you are guruanteed spawns within 150meters, but respawns for defenders are slightly longer as playing defense is incredibly easy compared to playing offense, horribly so in many cases. Missions: Remove instant vehicle pickups Remove small item YD/TD missions Remove instant vehicular dropoffs Rebalance the "defuse" mission from financial contacts to work like current capture point missions rather than just who holds it at the last second of the mission VIP Missions should only be in use with 3+ players. Duos as VIP are uh, sad, at best. There are certain dropoffs in YD/TD missions that are incredibly unfair and should be removed. (I will need to take screenshots, but, everyone knows what i'm talking about when you get that 3 heavy item dropoff, and one team can pull a car up to it, and the other has to jump two fences and go through a door.) Add more mission variety to high level contacts, isnt it something like almost 40% YD/TD missions for the top tier contacts? Misc: Fix the seeing players through walls bug. Fix the ability to throw grenade through certain doors when they are closed. Fix the gas station you can glitch into and shoot out of to the North of Kaspar Danko in Financial. (players cannot shoot back, you get in the building from the roof.) Reduce animation time to enter vehicle, remove instant entry. Remove forced mouse accel and the need to go through files to do so. (or add sliders ingame for this... among other things) Reduce the amount of doors in certain areas, and remove the ability to kick doors open while jumping to cover. Add toggle systems to features like sprint without having to go through the files Add district join queue Allow crosshair customization, actually center the ingame crosshair. Remove or revamp P5/N5 entirely, its current purpose is just to inconvenience the player and is something that can easily cost you the mission. Remove consumables, make the premium reduced CD baseline and remove it as a perk Increased storage for your items (It's a bit annoying to go to the marketplace, especially to look at themes, and the first 9 pages are just people who listed them because they have no room.) Increase marketplace auction time for bulk sellers. Fix armored cars veering left Locations (Just stuff that needs to be revamped, I'll be updating this as i run across them while playing even though i have them in my head): Financial: North of Suji, a busted capture item hold. You can do the parkour, go on the upper railing, walk around, and throw a capture item on the lightpole. It's very difficult to get down, and probably the longest walk in the open with no cover, and as a defender, you are pretty much guaranteed to have one spawn within long range view no matter the time. Image here Waterfront:
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