Supply Drop - JAN. 26, 2017

Comments

  • voidInTheShellvoidInTheShell
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    edited January 26
    You can buy Operative Licenses with only GP
  • RektifiedRektified
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    edited February 8
    deleted.
  • noppnopp
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    edited January 28
    Im not sure if this is connected to this bug fix
    • Fixed a bug where the Daily Mission did not gray out once completed.
    but it is stated that daily missions like "kills" and "headshots" and probably "use skill" are dedicated to quick dive only by text, I didnt tried private lobbies.

    How it was, it was possible to finish them in lobbies (screenshot of bugged c30 with 50 bullets :O which I didnt posted).
    aPXO5Pj.jpg

    And now:
    XtjlTta.jpg
  • mutronixmutronix
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    edited January 28
    >I think that I would be better to achieve higher TTK with higher recoil for all guns or some accuracy penalty if spraying more then 5 bullets at once

    It makes no sense. If you spray more than 5 bullets at once and enemy is still alive then your TTK is already close to infinity.
  • MidlordMidlord
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    edited January 28
    @Rektified: They haven't nerfed the F2020 yet as Disrespect said in the stream, though I thought they had changed something as I had taken it hinking they might and used it better than before (I sucked big with the F2020).
    Regarding the headshot, I can understand your point, but I'm for that change and I wish they did also with the ARs. Lately I've started to get really pissed off at how many headshots I was receiving. Like 90% of my deaths were headshots, it was getting to feel ridiculous. Also, from my playing with the SMGs, that change isn't that bad, I still got similar amount of headshots as before (from reasonably short ranges, i.e. from plant to A entry ramp in PSS9).
  • RektifiedRektified
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    edited January 29
    Yes, there I probably misunderstood something. Dont know why, but when I tryed it after update in shop on shooting range, it felt little bit like there was something changed. But I have again tested it yesterday and it was then back like it was before. Probably its due to my bugged game (need always to repair installation and download up to 20 after I quit the game) or it was just my missing feeling to recoil, since I didnt played for some time.
    After playing some rounds I probably can accept the new changes they made to hs multiplier. ARs still can hs on long range quite well. The only thing I m still angry about is that the changes to the multiplier appear with ARs on midrange (after 30 m with most ARs, which is ok) but at SMGs already after their are out of range (15 m for most SMGs) which is still totally not ok. It would be nice if they also would get the low multiplier after mid range (25m for most SMGs) cause damagedrop is still high for SMGs and the most of them also wont onehit hs after 18m. Cause now its working so that its onehit up 15m, then you have 1 or 2 meter where its 2 hit and after those 2 meters its already 3 hit.
  • VenkmanVenkman
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    edited January 30
    Remember, most of the changes (like head shot damage) are coming from the very loud voices of the community...
    Midlord
  • MidlordMidlord
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    edited January 31
    Indeed, which remembers a chat line I've heard today...

    "Heat sensor is OP now". Uuuhhhmmm...
    Venkman
  • voidInTheShellvoidInTheShell
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    edited January 31
    I'd like to have ghost assault as 4th mode in quick dive.
    OverKing53
  • P4prik4P4prik4
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    edited February 7
    Venkman wrote: »
    Remember, most of the changes (like head shot damage) are coming from the very loud voices of the community...

    It shouldn't be about who has the loudest voice, it should be about what makes sense and is good game design.
    Atm the way HS is, it generates a lot of cheese plays, these are frustrating and is one more reason to want to uninstall.

    before i continue note:
    I have proposed keeping a hardcore mode for people who like the high stakes game.
    this way everyone gets their way.
    they would have to add custom game rewards though for people who exclusively play like this.

    the game puts way too much emphasis on planning your kill ahead of time so you get a leg up with abilities. as opposed to consistent aiming and good reflex. the TTK is just too fast for anyone to react in time to many scenarios one faces in this game.
    Abilities ought to be there to help but not be the end all be all. so making TTK longer helps put more emphasis on the actual gun fights and give players a chance to decide whether to fight or flight.

    LumosNXA wrote: »
    WEAPON BALANCE
    • Changed headshot damage logic for all weapons according to range

    ^this is vague i would like exact numbers.
    I didn't expect much from this, in fact didn't even realize it was implemented in game yet. HS still as op as ever. Why? this change only effects the very few instances where you had 100% hp and got hs from the very first bullet.
    headshot still does too much damage.

    I've suggested adding more graze if headshot, or even disrupt vision , and slow enemy more.
    the damage could then be reduced to the same as the value for chest shots.
    or changing the headshot hitbox to having a core section and outter. core does more dmg than outter.

    but we need a PTS to test these types of things.
    Even I who make these suggestion cannot say for certain that i'll like them. Gotta test them first to really know.
    qophyn