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Everything posted by Hexerin
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Still boggles my mind that people will sit here and claim the game doesn't have pay to win in it. Speaking from a strictly objective standpoint, and going by the actual and true definition of the terminology of "pay to win", this game very much has a multitude of examples of pay to win. That being said, most examples of it in this game are what could be classified as "soft" pay to win, if that were to ever become a thing. You won't outright win every match just because you have the thing, you just stand a higher chance compared to those who don't. Unlike an MMORPG or such, the stats on a gun (for example) don't matter if you can't hit the target.
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I really should try to regain access to my CBT account one of these days.
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Terrible mode that has no business ever returning.
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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.