sweetLemonade
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the issr-c kingdom is awful
sweetLemonade replied to Reprimand's topic in Social District (General Discussion)
The OP of this thread seems to be someone with their mechanical skill in the lower than average region of the normal distribution curve of skill in this game. The ISSR-C is a monster in it's range and dare I say it's one of the best guns in the game right now. They seemingly decided to mix short TTK (<0,8s) with high ADS accuracy and no movement penalty while in ADS. I wouldn't mind the accuracy concept of the ISSR-C while in ADS be implemented across all guns, but mixing both concepts together in a single gun is a recipe for disaster. Especially considering the fact that other guns don't come close to the level of accuracy you can get with the gun while ADS. It's as if one is playing a whole different game compared to everyone else while using it. -
This is just one of many moves they've done, while being clearly opposed to prior to it. More examples include: - Bringing a (1-)slotted CSG (for a limited time!) to the game, - Making a 2STK Jumpshooting weapon (VBR Enchantress), - Adding secondaries with lvl 3 mods (hard to balance) or any kind of mods (cant think of anything else anymore) The game is too dead for anyone to care about this, everyone is waiting for it's end.
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Mobilize AMA with Matt!
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
"We all need to have faith in the anti-cheat, because it's just #1. You know, it's a competitive game. Anything that affects those matches has to be our top priority" (c) MattScott, Dec 2024 AMA (@ 00:05:35) Order of priority: - More Anti-Cheat work - More Matchmaking work (they're moving to "instancing" / "phasing") - A little bit of mission work (@ 00:43:20) - PvE (tutorial district, won't happen before Easter) district ("Redhill will better suited for new district" @ 00:49:17) - examples: mission against bots, common enemy, technological elements,... - Next big patch will include 2 new contacts (around Easter), cross-world matchmaking & "some more content behind those contacts" & "other things we're working on" They'll edit contacts which are in-files already and re-release them "way, way cooler" (@ 00:48:30) The two new contacts won't be Redhill and they're Matt's favourite contacts in the game "which are thrown away and underutilized" Small tidbits: Game will come to Epic Games Store "soon" (@ 00:06:13) CQC will get looked at "soon" (@ 00:11:00) Car "teleport" will get nerfed by adding a delay, it's "on their list" (@ 00:12:02) Clan system & player (monthly) leaderboards talk (@ 00:16:50) Private district talk (@ 00:19:00) NA-East server talk (@ 00:29:35) "New district & some other stuff" will happen afterwards - post Easter (inventory, more than 100 layers, music studio was mentioned as post-easter as well, "possibly even post that patch") (@ 00:57:15) EMP was created for RIOT and will release for the next big patch. (@ 00:55:30) A new login screen is "very low priority" "Hairstyles are tricky...and a bit lower on the list" (@ 01:02:43) Plans to make a "Disable Garbage Collection" option in settings. "The more modern way technique is gonna be doing it in another thread" (@ 01:09:00) High frame-rate slide issue is "an artifact of framerate and animation timing" and it's "fixable but sorta low on the priority right now" (@ 01:12:50) HUD glitch is "sky-high priority and is on their radar" (@01:13:25) Mouse-sensitivity issue - is completely unknown to them (don't expect anything from it) (@01:14:04) More vehicle mods will be coming, according to Frosi Spawn points are "high on their priority" and work was started on it but got sidelined for anti-cheat (@01:18:20) Melee weapons won't happen. (@01:22:32) Login rewards & gifting system mentioned but not elaborated on. (@ 01:32:00) Personal comments: The fact the sliding bug & GC being something which are low priority is... very sad, considering the statement at the top. Not to mention the fact that they're completely unaware of the mouse sensitivity issues this game has. (IT NEEDS A SEPARATE THREAD AS WELL) EMP Grenades will break the game, both in balancing & in it's performance impact on the client. Just look at the Flare Gun, the particles are mega FPS bombs. Very similar to last AMA in the end... -
Mobilize AMA with Matt!
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
Hitreg is fixed by playing the most accurate guns in Marksmanship mode such as the Scout (with HS3), ISSR-B, Oblivion, Coroner and hoping the server will register shots. Oh, and increasing server tickrate would help tremendously. -
12/18 Version 1.32 'Mobilize'
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
I'm not sure that we're playing the same game. You have to be standing still or crouched to have usable accuracy in hipfire. This is akin to any non-CQC gun in this game apart from obvious outliers such as the ISSR-B, Oblivion, Coroner Are you referring to the fact you don't gain bullet spread when bursting someone while you're stationary? Adding more bullet spread to hipfire won't solve what you're trying to achieve. The jump accuracy is still less than clearly superior guns at the moment and I sincerely don't see why it's an issue. This is a completely different topic. This is a issue of the underlying game design (short interval TTK & low character health, inseparable variables) than anything else. Increasing it's equip delay won't solve the issue it has, it will only make the gun feel clunkier (as seen with similar nerfs throughout the years) All heavy-hitting guns suffer from the same issue you're referring to (tag & finish off with pistol scenario) -
12/18 Version 1.32 'Mobilize'
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
it has a 1.2s TTK mate... If you die by an OBIR in CQC, then it's purely a skill issue. ^ two examples of people who don't understand that: Close-Quarter-Combat Guns Are Supposed To Be Good In.... close quarters. The Whisper has a 50m range fyi. -
12/18 Version 1.32 'Mobilize'
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
I'm under the impression that segmenting updates in chunks every few weeks is not a sustainable way to balance a dying game. This is a live-service with 300 pop, drastic changes are necessary. The game designer is a person with 10 years of experience in this game. One can easily pinpoint the big hotspots the game has in terms of game design. Just look at them basically copy-pasting a previous event (look at post above). I can think of a more creative event on the spot without the need for duplication due to lack of means / creativity: A melee-only candy cane Beacon event game. -
12/18 Version 1.32 'Mobilize'
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
The "Redhill Experiments...?" and "Prototype Testing Grounds" events are ENTIRELY IDENTICAL in essence. Did you have any testers to tell you this? What is this absurdity? No, it's not fun to play in a 1STK weapons in a (smaller) district in which you stutter every second from unoptimized particles. Everytime I play the STAR 'Deadeye' and PMG-SD 'Staple Gun', I get reminded how bad almost every gun is in this game. In terms of accuracy numbers (disregard TTK), the no-accuracy penalty from movement and MM_Mod ~0 on them are amazing. Now imagine that, ~0.9 - 1.1s TTK and the return of sprintshooting? Amazing. I forgot how great sprintshooting is in closing in on corners when someone is holding you. No wonder it was a mechanic that was a thing since RTW days. It was there for a reason, to balance out pushing people pixel-peeping you from corners. Longer TTK was also a thing cause of the situation above. I will say, however, the OSCAR Bricklayer's FoV when in marksmanship mode is FANTASTIC. Playing around with FoV as the main differentiator between Hunting Sight (IT SHOULD NOT AFFECT THE MM MODIFIER) levels is how it should be done. -
12/18 Version 1.32 'Mobilize'
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
I sincerely don't understand why it took you so long to nerf the OBIR's damage, when it has been a talking point for quite some time amongst lesser skilled players? Neither do I understand the reason for nerfing the M1922's and Coroner's range, when the whisper has a 50m range? You're adjusting the wrong statistics. Do any of the "testers" and main game designer (who is considered a "veteran player") play this game at all? All of these weapon changes you've done for the past few months could've be done in a single patch, I don't understand the reason to be splitting them up into pieces every 2 weeks. The experience is present, but apparently the foresight as to what to do isn't? When on the topic of the joker store: Can we get a 4-slotted skinnable Coywolf for Joker Tickets, along with all the other missing items (such as the Beret or other clothing items from Armas) from there? This is such a trivial addition and there's no reason it's taking so long. Oh, and I'm gonna start the trend already. #RevertBackToOldDispatchSystem #AbolishCDMM -
Preview from Matt: Christmas Sale 2024
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
That is your definition, the game does not use these terms from my understanding. What you're referring to as "Spread" is actually the following: x = Accuracy Radius at 10m * Marksman Modifier I agree with you on this, this is a big nuisance on all guns. What you're referring to as "bloom" (the word is used in context of the visual effect originally) is actually called bullet spread (this is the unified term for the area of a cone's base where the bullet object can hit, reliant upon a randomized number generator algorithm) I personally think bullet spread shouldn't exist in Marksmanship Mode in any way, only in hipfire. (something akin to the PMG-SD 'Staple Gun', but only applied to MM mode) Bullet spread is a way to elongate short TTK games, it is not a mechanic meant to catter mechanically good players. -
Preview from Matt: Christmas Sale 2024
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
Hope you understand that the game is "kovaaks reloaded" already when you use the ISSR-B, ISSR-C, Coroner, Scout, Oblivion. OBIR & ISSR-A (less so) are strong contenders to the list. They show clear superiority over other guns precisely due to that aspect, having only your aim / mechanical skill be the decisive factor in battles. Exactly how it should be. "Bloom" is a improper term to describe this. It's bullet spread. I never meant removing bullet spread entirely, this seems to be a misunderstanding. I only want it eliminated when in MM mode (mm modifier = 0), while also eliminating movement spread penalties (walk modifier=1) from all guns. This, in turn, would also buff Mobility Sling indirectly. It would be a more viable choice on most guns. It would also help out new-players tremendously, who complain about guns "feeling completely different with mods" There are a multitude of practical benefits to balancing around weapon instead of modifications. Keeping bullet spread is "fine" when you hipfire. You can also sprinkle in recoil (even though I'm against both aforementioned ways of balancing) and mess with ranges (while removing mods which affect range & ttk) to properly balance weapons out. This is the only way forward. Qwentle's weapon design philosophy has died. It had 12 years to stand the test of time and it failed, the current population is the best showcase how "good" it was. Whoever tries to dwell onto it, as seen with Frosi's recent attempts to reinvoke nostalgia by reverting to stats similar to early 2013 G1 APB, has completely misinterpreted the problem at hand. -
Mobilize AMA with Matt!
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
Gonna repost my old one, since in the last AMA, Matt ignored it completely (I wonder why...) A few more: 1.) All equipment slots unlocked, when? 2.) What happened to 2019's EMP grenades? Will you consider some of these grenades in the picture? 3.) When will there be a casual & competitive queue, to separate the game into their respective communities? 4.) Account-bound Coywolf, when? 5.) Debundling clothing items & weapons stuck in bundle/pack hell, when? 6.) Bombing mission final stage, why is it not more common? Will we get a fix for this? Missions as a whole need a overhaul 7.) Are there plans on changing out mission selection in Fight Club to Capture Point only? Kill missions have no place there. 8.) Will you make consumables permanent already? They're a APB $ sink hole. 9.) Can we get the missing kiosks in Social already? 10.) Can we get Parka Hoodie Down in Live and all the missing Innova items? It's a 300 pop game... -
Preview from Matt: Christmas Sale 2024
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
I'd agree with this, if it weren't for the fact there's no accuracy to be fighting for on almost all guns (especially not without HS) A mod deciding whether you're accurate in ADS is completely ludicrous for a new player to swallow, let alone a veteran who wants to grind the game. What accuracy are you fighting for when using a FBW or Carbine in MM mode? In the live game, you're always relying on a ton of game-based RNG (cause there's no way to get in a state of perfect accuracy with 95% of guns) instead of relying on mostly real-life based factors (such as mechanical skill). Good game design will minimise the former, while incentivizing the latter as much as possible. This will lead to overall player satisfaction for both new-comers, good veterans players and worse players. Even OBIR & Obeya are irrelevant when you have the guns I've mentioned below, simply because their base accuracy in ADS is just leagues ahead with no movement penalty (which is good, its how the game is supposed to play imo. id rather see them balance around range & recoil than this) The addition of the ISSR-A, ISSR-B, ISSR-C, Oblivion, Coroner completely made all other guns irrelevant in their range classes, apart from 2STK ones (HVR due to high dmg, shotguns due to corner popping nature, scout cause it's a mobile cannon) as they're impossible to balance because they're 2STK. Don't get me started on the fact the ALIG is completely irrelevant with the addition of the SWARM (and the fact LRR makes all LMG's a 80m cannon), though that just ties in with the critique of weapon bloat. I'd rather have a consistent TTK experience at 0.9 - 1,1s (with suggestions I've mentioned in my post history) on all guns than this abomination we've had for years now. Even if they have to consider raising HP of characters to compensate (which would in turn make mods such as fragile, flak jacket and kevlar more viable), I'd call that a valueable trade-off. To be even more specific, I find these games to have good weapon balancing: Dirty Bomb, Apex Legends, Overwatch (there are a few problematic heroes however) They're just shooting themselves in the foot by adding even more weapons to the game, as mentioned already, instead of fixing the mess they've created with this new broken MM band-aid system, a broken renderer (causing sliding behavior >120fps in 2024 is unacceptable), a broken map (Waterfront), a broken UI (Scaleform & Kismet mess) and a broken mess of a TTK they're dealing with (thanks Qwentle)