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Wireframes

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  1. Not all places are ideal, sometimes the best spots are car-accessible. In fact, the vast majority of the game is either directly accessible with a car or very very close to where cars can get to. Grenading enemy-held cover is how grenades work... in every video game and in reality since before the first World War. The only other time you throw anything directly at people are the 8balls and bricks, unless you went back in time to the Beta and one-shot people with concs. You could always throw just one grenade and push while they are running away from it. No one wants to eat those unless they know for a fact that they can eat you first. Even better if it made it there with some fuse time left, since even if they evade the blast they still have to wait for the grenade to explode before returning to their position, earning you some sweet seconds to run at 'em. This is also something aimed at almost everyone else that doesn't have an HVR as well. From the STAR to the SHAW, any weapon that gains great accuracy from marksmanship mode can make great use of cover Again, you don't have to do this, flanking really works in this game because you're in a city with block and blocks and blocks of open malls, alleyways, highway overpasses, wide open streets, warehouses, etc. This is how most HVR's get dabbed on. Not much you can do when some guy sticks an OCA in your spine and motorboats your soul into the respawn screen. Also, the real meta of the game is about spawning, and getting your jerk friends and streamsnipers to block objectives with cars because collision scripting is really really hard somehow.
  2. The issue is that the <ENTER WEAPON HERE>'s weaknesses can be easily countered by using proper positioning (placing yourself relevant to your enemy and the surrounding level with the role of your weapon in mind) and staying in cover(more particular to a little bit of that previous parenthetical statement). This is pretty obvious. Many weapons benefit from vertical cover and corners. Since crouching is nearly instant, you can effectively shoot one shot at a time, by peaking up and recrouching, at a random pattern and never be hit. Try it some time with the Obeya FBW, it is fairly ridiculous. I'd blame many problems on that than the weapons themselves. An actual problem is that the HVR is the true fallback weapon. If you manage to do somewhere around 20-50% of someone's health, no matter how much you are under by, and you manage to get some sort of obstacle between you and some dude, no matter how good they are and whatever they try to do other than stay in cover and throw a grenade, all you have to do is swap to your long rifle and hit one single shot. Chasing someone down only to have them retreat and equip the blunderbuss anti-tank rifle is demoralizing. That is the real problem with this weapon. The combination of having just a fraction of damage on your enemy coupled with the way the game handles close-quarters means you have a bolt-action shotgun that might as well shoot 12.5mm incendiary rounds. It really only requires patience, since you don't need aim at this distance, and unless you will also die in one shot, you really don't need reaction time either, all you need to do is make sure that the guy pushing you is committed to his push to hit the only shot you need. I can't think of any other weapon that gains anywhere near advantage on enemies with so little damage already done to them. But I don't think it should be changed, and I don't think that getting camped is somehow overpowered when specific weapons are used. Ever run down a hallway only to have some dork just blast away at the last second? Happens in every third person shooter. I think that you have a problem with just getting in a car and pushing the HVR. It really really works. Get out a bullet hose, get behind the wheel and lay down your lance on that archer. If you get caught out in the open or have to cross a street while he is in cover then just take the L and try to keep his position in mind next time. Changing things up is just how you play this game.
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