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Senodus

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Posts posted by Senodus


  1. 57 minutes ago, WitchQueen said:

    The USC Battle Royale video:
     


    I'd like to do another one of these pretty soon. Maybe this saturday night or sunday afternoon. Let us know if you're interested here. Great thing abouta battle royale is that I can always grab people from social it's just nicer if people have signed up.
    Sadly couldn't make it last time but this weekend I'm free and definitely there if you decide to do it.
    • Like 1

  2. Totally agree. The way roles are now they make you feel like you're forced to play only one character otherwise you're loosing out. It's the reason I only have one max R character even tho I have almost 2270 hours. 

    • Like 1

  3. 22 hours ago, CookiePuss said:
    Got some bad news for you.
    Current OTW changes reduced JG / CSG range to 7.5m (from 10m)... but they both two shot at 9m still.
    Wait do you honestly believe that shotguns 2 shooting at 9m is a problem? That makes them useless trash. XD why would you ever use a shotgun now when at 10m+ you're gonna be destroyed by oca cuz you have to 3 shot it. 

  4. 1 minute ago, FluttershyI said:
    Wich is exactly my point. All rifles will be usless apart from Ntec. Obir or Obeya are pretty inferior now as they will completely suck at closer ranges with IR
    But they are supposed to suck at close range since they are LONG RANGE RIFLES. You have a secondary for a reason

  5. 2 minutes ago, FluttershyI said:

    -18%????????????????????????

    It's FUCKING 2,5 Cooling Jacket. Why would anybody want to use IR3 ever now. Just take a long range weapon....

    Why would someone use it? To get more range on a gut while sacrificing some of its cqc capabilities.

  6. 1 minute ago, thelinux said:

    I sort of agree it would be nice listing all of it once more.
    To be fair though, anyone who's been reading through the forums or testing OTW the last couple of days knows pretty exactly what's been changed.

    Yeah, but not everyone does that. They still should list all the changes in detail.

  7. How did it ruin them? You play them exactly same at range you did before and are exactly as good at range as they were before. The only thing that changed about them is their cqc spray potency, which is good. Guns like Oscar are still top tier with ir3. 


  8. The IR change is great. Guns long range potency didn't get changed, you tap fire them the same way as before, but their cqc spray potency got decreased. As it should be. You sacrifice some cqc for long range. Yes some guns long range potency got tiny bit decreased like the Oscar but that's fine, those weapons needed that. Oscar is still one of the best weapons in the game with ir3, the fire rate decrease is only a little bit. People are just overreacting. 


  9. Just now, Sergsininia said:
    2 hours ago, Nite said:
    The bigger issue is UI based - shotguns (except the strife) use the same crosshair as rifles, which tells you nothing about where you're aiming the "cone of influence" vs where your target is.

    Shotguns need a new, Strife derived crosshair that's more informative.
    What does the strife's crosshair look like?
    Google it or watch a yt video of some gameplay with it? Imo too it will be way better than the current shotgun crosshair. 

  10. 1 hour ago, TheJellyGoo said:

    I argue that most of the time it isn't even the fault of the server and people just missed.
    As someone who watched his own gameplay on several occasions in the past it is just a matter of perception in the heat of moment.

    (Not saying the server doesn't go ape on you sometimes but you know...)

     

    Yeah when I watch my clips I notice that the shooting animation is always delayed. When you click the pellets go where the crosshair was at that moment but the animation starts tiny bit later and if you were off target but moved your aim on target again in that time frame it looks as if it was the games fault you missed instead of yours. =/

  11. 3 minutes ago, Kempington said:

    What Jelly Goo said.

    Imagine the spread as a quadrat (best way to visualize it). Each pellet is assigned a quadrant inside this quadrat. Then, when you fire, the pellet will land somewhere within that quadrant. Each pellet has this. It essentially allows the spread a little bit more randomness, without taking away consistency.

    For example, here is the JG's spread.

    8MUSCO2.png

    Apologies for the crude drawing, but this is pretty much what a JG shot looks like.

    Before that, we had a "god pellet" (a single pellet that always hit centre of the spread), then a perfect circle around it. This worked for a time, but was a really lazy way of doing the spread. Especially when you could deliberately miss the god pellet and offset your shot just enough to land at least 50% of the pellets with a skim.

    Thanks for clarification. But it's interesting since sometimes when I look back at some of my clips frame by frame where I shoot 2 times on someone it seems to put the entire spread to one side.But maybe it has something to do with the fact that client and server side spread is desynced.
    And yeah the thing with the god pellet was stupid, wouldn't want that to return.
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