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MattScott

July 2019 New Content (for release with the Engine Upgrade)

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9 hours ago, Hexerin said:

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. 

 

If we were to make a "Yellow mod" I'd probably just remove ammo altogether - as we already have two field supplier modifications available. I've never really liked how the Ammo consumable allowed you to ignore the downside of not running the Field Supplier mod - especially as it was a tactic that only higher rank players were able to use.

 

I wonder how useful Satchels will be once those EMP grenades come out, they're already limited to planned demolition of Car Spawners and protecting yourself from aggressive vehicle players.

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23 hours ago, Roxane said:

we will have new ranks ? maybe 260? or 265? 🤔

275.

 

contacts have 20 levels (unless LO pulls a fast one)

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33 minutes ago, Zolerox said:

275.

 

contacts have 20 levels (unless LO pulls a fast one)

The new contacts are tier 3 iirc. 

So only 10 levels.

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On 7/27/2019 at 3:00 PM, CookiePuss said:

You take that back you silly person!!!

HAHAHAAH :'D no way it's just a bad weapon 😞

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40 minutes ago, Boba said:

HAHAHAAH :'D no way it's just a bad weapon 😞

wTWF4Rb.gif

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Posted (edited)

I think @SquirrelFace has the right idea that most of your suggested changes only fight symptoms, but not the root cause of an issue. EMP grenades in particular either need to be strong enough to replace all other grenades, or simply not good enough to replace Low-Yields (and Conqs for a few people). Assuming their effects are not permanent, destroying an opponents vehicle would also still be the preferable tactic to use.

 

The proposed shotgun changes sound good to me, given I suggested three shots to kill for the CSG & JG years ago as well, to weaken corner-popping a little, while also improving consistency.

 

 

On 7/24/2019 at 8:29 PM, Lord Cashpoint said:

@MattScott Can I ask what the rationale behind making those new contacts not top tier was? I understand the desire to not block off the content from lower rank players, but I feel like this will mess up the contact progression massively. It's clear that there were meant to be 4 "specialist" contacts at the end of the progression, and we already got 3 of them so far - why disrupt it now?

Does it really matter what the original plan for progression was? I'm fairly certain G1 diverted so far from the original idea already that progression is messed up one way or another.

And I assume they held back Lynette and Lucas, because they're the least "specialist" of the bunch. They're too bland to serve as anything but low/mid tier contacts.

Edited by Revoluzzer
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If NFAS will require 4 shots to kill, what do you think about bumping the base clip size to 8 shells?  Otherwise you're forced to reload after every kill.

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Emp granade... like bud get a conc. Decided to sink the ship aint ya.

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"JULY 2019 NEW CONTENT"

You will see it in September, maybe....

 

 

SooN™....

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On 7/28/2019 at 12:49 PM, MooTownSnacker said:

If NFAS will require 4 shots to kill, what do you think about bumping the base clip size to 8 shells?  Otherwise you're forced to reload after every kill.

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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Posted (edited)
On 7/28/2019 at 9:49 PM, MooTownSnacker said:

If NFAS will require 4 shots to kill, what do you think about bumping the base clip size to 8 shells?  Otherwise you're forced to reload after every kill.

 

It's pretty certain making the NFAS 4 shot would be overnerfing anyway, particularly if per ray pellet scaling is removed. The NFAS being a 3 shot kill in ideal conditions was never the issue as it has been that way for years before LO, it's the ridiculous 0.81 per ray scale that it was given which is way too low for a gun with so much spread and overdamage.  As for per ray scale values, given two shotguns with the same maximum damage output, lower is better. I think this 4 shot change only makes sense if pellet scaling is kept the way it is on Live. 

 

If pellet scaling was made linear again (while keeping the 3 shot and exact same ideal damage) shots that hit only 1 pellet would do less than half than they do now. The difference this mechanic makes is pretty large in practice, even if the gun has a lower maximum damage output than when RP was in charge. So even without touching anything else on the weapon I could say that it wouldn't be overpowered. 

Edited by Lyfeld
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13 hours ago, PACwoMAN said:

"JULY 2019 NEW CONTENT"

You will see it in September, maybe....

 

 

SooN™....

Hopefully these jokes will become old SooN™

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Dumb nerfs because some fuzzybunny buttbuddy cheaters keep crying; "screeeee we are getting killed once in a blue moon".  And all that while keeping talk about the elephant in the room a taboo. Having cheaters "support" your game development, giving them mod-alts on the forum. Yeah, this is a zombiefied version of gamersfirst, if that even was possible, but here we have it.

 

Cheaters game 100%. Nothing changed. Nothing will.  Attracking new players with this swamp? Funniest joke in 2019. The engine upgrade is a close second, copy pasting old content seems hard enough already.

 

Hahahahahahahahaha. SKILLZ BRO, DEAD GAME!

 

 

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35 minutes ago, NikkiCasinoKnows said:

Dumb nerfs because some fuzzybunny buttbuddy cheaters keep crying

oddly enough there was someone posting earlier in this thread that only cheaters are opposed to these balance changes, i bet you two could have a wild debate 

 

also i’m curious which cheaters are “mod-alts”, and how you came by that info

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6 minutes ago, Glaciers said:

-snip-

You do realize those two accounts are the same person, right?

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9 minutes ago, Hexerin said:

You do realize those two accounts are the same person, right?

tenor.gif

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Why not smoke grenades?Can be used for coverin objective or for enemy distraction in general.Also can be added new char mod for seen throu dat smoke so can be counter

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Posted (edited)
46 minutes ago, TheMessiah said:

Why not smoke grenades?Can be used for coverin objective or for enemy distraction in general.Also can be added new char mod for seen throu dat smoke so can be counter

I feel like in the current game smoke grenades would cause significant performance drops.  Plus they would be pretty useless since you can just aim into the smoke and shoot when your crosshair goes red.  Smokes just don't seem like a worthwhile addition.

 

Edited by BrandonBranderson
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Hi all,

 

A couple quick notes:

 

Some players reached out to me asking if we are still going to release the new content tomorrow, and I realize now that I wasn't clear enough in the blog. These new contacts will launch with the Engine Upgrade - not in July.

 

These are Tier 3 contacts, so they only have 10 levels.

 

When evaluating their backstory and the possibly rewards, regardless of what G1 had planned, they just didn't feel like Tier 4 contacts.

 

Thanks,
Matt

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10 minutes ago, MattScott said:

Hi all,

 

 

Matt, can you tell me if there will more visual options in the graphic settings to choose from? Also more importantly can you add HQ bloom settings in the option menu and make it optional ? i say optional because a few folks complained about it.

 

Also what happen with "expanding" the two main districts, i read that in a report when the engine upgrade was being talked about. Thanks.

And last, when is the engine upgrade coming? this year ?

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Wow, thank Matt & LO for the changes to the OCA, now I don't have too try to hard to fight the OCA in Asylum.

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0
 Advanced issues found
 
 
 
1 hour ago, MattScott said:

snip

Hi Matt, do you plan on keeping visible rank icons after removing threat? i.e. recoloring the rank icons to be red / blue?

 

BqnXjZc.png

 

There are a lot of people concerned and there has been no official word yet.

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throw in a new fight club map in the new engine update thanks 

 

 

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