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Everything posted by Hexerin
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At a four shot kill, should honestly be bumped to nine or ten shots at a minimum. Gotta remember that because shotgun, inherent RNG of pellet spread will prevent consistent four shot kills regardless of player skill. This "reducing the number of pellets and tightening the grouping" they're talking about won't completely eliminate that (nor should it).
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If memory serves, it was semi-auto in RTW days?
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If I were to actually use my consumables instead of only selectively using them at the most secure/necessary of times, I'd burn through my current stockpile in a month at most. Then I'd go missions at a time without having access to them, since anytime I gained any they would just instantly be consumed inside a single mission. Probably the biggest contributor to this fact is that only half of the consumables are actually useful in real play. Any mission that rewards a Boom Box or Epinephrine is basically like I got nothing at all. Satchel Charge has niche use, but is ultimately just filler to be used while waiting for the better options. Mobile Cover is pretty good when camping rooftops, but useless in enclosed areas. Resupply Box (Large) is universally amazing, and always the preferred mission reward drop. Med Spray is basically god tier.
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@MattScott You know, the more I think about it the more I just simply can't understand. You're going to put dev time into consumables, but you aren't going to fix the core issue with them that sits above all other issues with them. The fact that they're a limited resource that favors hoarding instead of actually using so that you never run out. Not to mention the constant fucking mail spam when you reach the limit, or get them as rewards from Fight Club / RIOT / events, etc. Why not just convert them into proper activated mods like the existing orange ones? Give them appropriate cooldowns, and limit their usability where necessary (like removing the large ammo crate and instead keeping the medium ammo briefcase). This way, they're no longer something that only veterans with thousands of matches under their belts can use. New players basically never get them dropped, and thus run out of them in only a handful of matches, leaving them at a disadvantage.
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Now that you've pointed it out, it occurs to me I should've done that in the first place. Thanks for correcting this error.
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Assuming Little Orbit doesn't go off the rails and create all new icons, this reference sheet has all the icons as they were planned prior to Little Orbit taking over. Would be cool if @MattScott could confirm one way or the other on this, too. I sometimes wonder the same thing. It's a curious state of mind.
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Are you high? The Nano is significantly more accurate. Sure, the FBW's base accuracy is slightly better, but as it fires it quickly blooms out. Meanwhile, the Nano remains unchanged even at full auto. That difference causes a vast difference in consistency, which is why the Nano inevitably beats out the FBW over the long term. It's similar to the comparison of OCA and PMG. OCA will consistently kill slower, but PMG has the potential to get faster kills if all the shots land.
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All these people commenting while ignoring this part. Reading is hard, eh guys?
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My opinion/feedback on NERFING over the years #chixx
Hexerin replied to moxxichixx's topic in General Discussion Archive
Why would you ever put Heavy Barrel on the NSSW? You gain nothing, while losing damage for it. Unless you're referencing how it used to be a thing years ago, in which case carry on. -
You'll notice the distinct lack of reduced recoil in my proposed list. This is intentional, as I still don't feel like the reduced recoil of silencers makes sense (not to mention how completely unbalanced it is with the current lack of any real downside). The removal of tracers and preventing radar pings is the entire baseline point of the silencer and its use case, in my opinion. These things should be baseline on all silencers.
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Same issue again. (24/7/2019 Patch).
Hexerin replied to cheater's topic in General Discussion Archive
Considering it's only you complaining about this, it's probably your hardware at fault here. -
The hard damage reduction is basically irrelevant as I pointed out. Pistol silencer has one less shot in the magazine, but that doesn't really impact any of the secondaries that have the mod. My proposed silencer rework maintains the reduced range of the sniper silencer, so that's irrelevant. If anything, I'm giving the silencer mod line a negative where it didn't have one before.
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Blowtorch is actually extremely easy to fix. First, swap the repair rates of Blowtorch and GA5 stations. Second, remove the damage delay from GA5 stations. Congratulations, you've fixed the mod and also made GA5 stations important tactical locations at the same time. Sidenote, Blowtorch's active duration might need to be increased so that it can still fully repair the beefier cars at its slower rate. Mobile Spawner needs so much work, it'd probably be easier to just remove it entirely and be done with it. At the very least though, it needs to have the additional restriction that it cannot function if it's within 150m of the objective. This prevents spawn cars sitting on/inside the objective location, while also preventing snipers from spawning with instant line of sight on the objective. Remote Detonator simply needs to be outright removed. It's a terrible mod that is actively detrimental to the game's health. There is no actual legitimate argument to be had in its favor, and no way to have it actually be balanced without making it completely useless. Definition of a negative binary mechanic. High Burn Fuel shouldn't remove vehicle explosions like it currently does, instead it should just cut their damage in half. Basically making it the reverse effect of the similar Explosives mod.