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Klaue_
03-12-2012, 09:29 PM
Hello Folks,

this post is dedicated to give feedback to the developers.
Its not a bug-report in essence but a overall review about gameplay in the current playable state of the beta build 234744.2(March 12th 2012).
Little introduction to myself, i'm playing pc-games for more than over 15 years now, included very dedicated five years of Ghost Recon 1 and two years of Rainbox Six: Raven Shield. Played a load of other tactic- and so-called-tactic-shooters, to name the ones i've not played would maybe the shorter way, but i keep that.
So its not overrated to say i know a little bit what iam talking about.

I don't go into depth of every single weapon, skill, armor or attachment, just because my time is limitted in some way, but i'll try to adress the most important things i got in my mind at the moment. Also i will not do augmentation on or to real combat, behaviour or any realism, even if i could. Its still a game and it will be juged as such. Another point i will not adress is the way some things are to fullfill the role of earning money, there must be such things. I just hope its not gonna go pay-to-win anyways.

Also i'll apologize in advance for my bad language skills, english it not my nativ language.



General - Discussion

I realy dont want to exclude people of this discussion depending they are not "good" enough but to make sure there is a solid base of knowledge about the game, how it works and fells in long term. That is not achieved by playing 10 matches by the way ... I know its a beast of post but there is no point in arguing on a single line, read it completly or leave it.

So please don't reply to this post if you do not have made up your mind by facts and a lot of experience. Thansk in advance, feel free to push this thread
Expect comments about - non game related - stuff i'am just annoyed of, dont wanna start any bashing or flaming so don't be upset.

So here we go, lets get to my points of view.



Menu - Leaderboard, Matchmaking and Equipment

Matchmaking - Overall i feel comfortable with the current system, but there are some issues.
In my opinion players that 90% of their games in "place 1" and got a overall KDR of >3.5 after 12h gameplay shouldnt be mixed up with players their skill konverge to zero. Even its beta where not so many players are around and its all public, its not the way it should be because player with "high skill" get realy frustrated by brainless camping teammates. I prefer to wait two or three minutes more instead of mixed up with player that are in fact not existant in a match. Also ther should be a balancing mechanics to give a 2/3/3, 3/2/3 or 3/3/2 setup for the classes per team. Pick player that play a specific role frequently and give them a match where they are needed.


Match-Up-Phase - way to long, even its to made to find players and give them more time for joining and loading. Reducing them to the half of about 90 seconds should be way enough, not to mention most of the time the half of the team is useless anyway, so it wouldnt matter that much if you start a game with 5 instead of commonly 7 players.


Leaderboard - I dont realy paying attention to the comparrision to other players becaus the position is cacuulated on .. hm points made in a match? And points made in a match are calculated by kills, captured points, assists, offensive and defensive kills and so on. I understand why a leaderboard is nice to have and the majority of the players of course "need" it. But i dont see any gameplay related purpose in this. I HOPE the matchmaking dont uses the position one any ladder to match up players ... anyway its hardly bugged at the time, in fact you get a different place and score if you open up a specific ladder multiple times in a row.


Equipment available - at the moment a good collection, some updates are completly useless (muzzlebreaks), even stats are not displayed properly, or i do not understand how a reduction in damages from ~32 to ~24 is done when the new weapon has 2 less damage then the old one. Looking forward to see other gadgets like HP/Energy-Regerneration-Booster, Ability-Blocker, temporarly sprint and stuff like that. Also displaying progressbars and percentage for weaponskills would be nice. (not only in the match-result screen)


What i realy would like to see in the future - the possibility to decide for maps/gamem-modes i want to play. I know this is problematic because of the daily missions where i can pick a specific map for example, so the time to achieve the reward would be drastically reduced.



Gameplay - Spawnpoints, Cover-System, Camera and Movement, Abilitys, VoIP, Weapons and Deviation

Spawnpoints - Spawnpoints are well placed so far, enough cover and space i think. Anyone who complains about spawn-killing is wrong, most of the time you even can't see the spawnpoint, direct fire not possible so there is no spawnkilling, thats fine to me. On some maps the movement of the spawnpoint, after capturing a flag or loosing it, is a little bit too far i think, especially on moscow metro. I know its depending on the design of the map but it moves around 10-20 meters too far back for the loosing team, if D gets unlocked and about 30 meters too short if you unlock B at the same side, in realtion to the map-size its should be fixed. Check other maps as well, there are more issues with that where the movement time to the center of the cappoint is not even or compareable to other maps, related to the overall individual map-size. Hard to explain and for sure to read and understand, but its this way. :D


Cover-System - A nice gimmick, works sometimes, the bonuses provided are often not realy noticeable, iam not a friend of it. First Problem: Poping out of cover and aiming around the corner takes too long imho. So i often stay in cover the old ways, aiming through my scope. Of course with the disadvantage that i cant look around the corner, but for that i use to quickly un-aim my weapon, way faster than the cover system imho. So the common approach is to use the cover system to look around corners an to engaging enemys leaving the coverystem and bring it down the old way. Another thing, if your not looking down your sight and try to shoot around the corner "from the hip", it takes way too long before the weapon starts firing. It has its uses, but bring disatvantages. Maybe its should be this way, you also get the sacrifice of weapon focus when using cover, not as doing it the old way, dont know, still not a big fan. Second Problem: You often stick out too much, espacially the weapon and equipment on your back. In fact the most kills i do in rushing enemy positions is by killing enemys that stick out to much because they used the cover system. In cover and prone stance, often your knee sticks out, also a disadvantage. Check this please i depth. Second Problem belongs much to placement of objects in the map. You also get glued to object sometimes, as well as the systems cant decide to let you look over cover and pops you up and down frequently, but these bugs are rare.


Camera/Line of Sight and Movement - The camera works fine most of the time, the switching between the left and right side of the shoulder-view is nicly done. One little scratch on that, if you switch the shoulder on turning your soldier on the horizontal axis quickly, it becomes too smooth and slow for my taste. The camera then needs 1/4 up to 2/4 seconds longer to follow the players line of sight and that reduces the time to react on threads drastically. Now we get to some very seriouse points: Using the cover-key on sprinting - the distance you can slide by holding the cover-key on sprinting is way too high, you can cover about 7 or so meters of distance this way. Its nice you can shoot while oon the sliding and even go prone by looking behind you at the end of the slide, but its to much distance imho. Go instant prone on running - there sould be a timeout for shooting or a much more deviation on that.(i prefer the last one) I saw alot of players doing "dolphine-doge" i call it. Spamming the prone and upright stance and getting a nice "slide around"-effect, in fact very hard to hit with a way to high accuracy on the weapon. The speed for getting up and down is nice, but the accuracy and sliding effect are overdone. There is an very hard issue with the line of sight when you are laying on stairs, you can shoot people the need to expose yourself to the enemy, this is because the angle of the camera allows to see AND shoot over obstacles. Actually bulles should follow the line of fire that leaves your barrel and not the "center" of the screen. Please take a very serious look at that. Also i would like to be able to interrupt actions like climbing. Contectual jumping is bugged sometimes, if you approach a obstacle by sprinting, the avatar goes into slide-mode somehow.


Abilitys - not soo much on that. Specialist Aegis stays up too long after activation. Detection by Snipers stays up too long after activation. Blitz bugged sometimes, hitbox-detection problem maybe. EMP should disrupt activated abilitys of enemy players, in its current form its one of the weakest abilitys to use it in squad-combats, in my opinion. Another real Problem with Blitz, bullets went through teammates but not through the Blitz-shields on the back of your mates. Realy annoying if you try to supress enemy through "meat-shields". Stealth on snipers is also bugged, sometimes you cant see the blurry effect while the sniper is on the move. Nevertheless I understand why there are abilitys and why they are the way they are, but i dont give much attention to abilitys, a nice gimmick though, the brain everyone should use is a much better weapon to hit your enemys hard and unexpected. Team-Abilitys are .. yeah, they are .. :D Dont get me wrong, average player could realy improve their way of combating and the abilitys are mostly nice this way, but on the two ends of the "skill level" abilitys are not so important imho.


Weapons - about Handling and Deviation - For the speed of the game the deviation, recoil and overall behaviour of weapons is good already. I have some worries about shotguns and semi-auto marksman rifles. Espacially the semi-snipers with CQB-scopes can be a devastating tool used properly(today known as imbalanced). Of cours the rate of fire is limited, but thats not a big issue if you handle your movement the right way, not a big deal. Sure there should be an effort to player that do so, but shotguns and semi-snipers could maybe be realy overpowered at the current state. Bad thing, i got no usefull solution to that but to reduce the damge that you cant one-shot-kill someone expect of headshots and critical hits, not even to adress further problems with special ammo. Ah ... Special ammo .. uhm, you can carry more than 300 rounds on an assault class, bug-fix needed, you know that. Also i think its too powerfull. If you aiming towards that players with high rank are able to kill every opponent with one or two hits, make it from the start this way or you get in trouble with SMGs (because of the less recoil) and LMGs(because of the ammount of ammo carried in one box). Or make them realy ****ing expensive. The stability of weapons in prone stance is a little bit off i think, more stability with the sacrifice of longer time needed to focus. Makes LMGs and marksman rifles more meaningful in defensive purpose. Deviation on Run'n'Gun is good so far, only the recoil on crouch is a little bit odd, should be higher while crouch and on the move, same for crawling around and shooting your gun onehanded. Please more recoil on both. As in the part Movement already said. A timeoff while going from upright to prone or much more recoil/inaccuracy should be added, also a timeoff or much more recoil/inaccuracy while rolling sideways in prone is needed. At the moments these two are very imbalanced.

The "Reddot" is way to big on most of the sights, i know its a reason of balance but it feels just wrong, as well as the shape, actually nowadays a real red dot became very rare, there illuminated dot sights out there are more bar-based. Also the faint of the sight-glas is too high i think, very distracting sometimes. I would like to have an option to place the sight on the weapon in different distances to the eye. :P
Grenades - line of flight not correctly shown, maybe on purpose, some player complainng about that, for me its fine this way, you unever know where it goes boom. :D But and real issue on that, grenades with impact trigger should not bounce off wall and keep flying 50-100cm, would be nice though. :)



Network Performance
I have to admit i'm a little bit impressed by the perfomance, realy stable and quick, nice hit-detection no big problems problems with delay so far. But there is something i missed ... hm what is it ... ah my latency to the server! In numeric numerbs, please. :D



Voice over IP
An option to silence selected people in a match, please, i'm seriouse, its annoying to hear ignorant peoples music,TV or talking on teamspeak about someones boring birthday party and wondering that someone made a request ... on a mysterious way ... Ingame-VoIP O_O(woooooooooooooooooooooooooooooooo O____O):
"Please activate your Push-to-Talk." ... Thanks. ...



Video- and Audio-Options
No full screen anti alaysing, very bad for detecting enemy on middle and higher distance. You know what ia talking about, the whole discussion about optical "illusion" effects and the capability of our brains to missinterpreting pixeled-object to something not existent. Recognition is very limited, in fact, the way to spot enemys is to look for any moving red lights ... not the way it should be i think. Btw i've not tryed to force any FSAA by the driver but it should be a option in the game anyway.
Audio problems with some guns having too much bass(M96) and others are too quiet in comparison to other guns(M249 Para). Also the sound of firing supressed weapons by yourself is odd, you hear it correctly when others(mates and opponents) firing supressive weapons, but not by your point of acting.



Tutorial
Please, oh please help to exterminate the disease of minimap-ignorance. An basic introduction for player to basic gameplay tools like markers and minimap would be nice and usefull to everyone playing public. Tell the player this thing called map is very useful to play in team, getting information about teammates and objective positions. Many players just dont give a ****/dont know how to use the map and stay one or two capurepoints behind, not aware that there is some seriouse push ongoing 100meters ahead. I know this problem for 15 years now, nobody solved it proplery, i think you realy have to explain a map to people. I'm not saying they are dump but .... **** that they are, dump as **** god damit explain the ****ing map!



Overall

I'm not worried to call this a true tactic-shooter, not like hyped stuff from other big publishers or UbiSoft. (calling no names to avoid bashing and flaming)
Nice balance so far, known issues pointed out above. Even in this state of beta the game is much better then 90% of any "tactic"-games out there i think. Well polished so far, some balance issues for "professional" gaming there, but keep on your good work and you will get a diamond hopefully.


And thats it so far, important suff pointed out. For those who made it ... to this point of text, without skipping anything, thanks.
Feel free to add stuff, dont flame, dont blame, play the game, stay calm and nice, relax and use your brain. :)


Boidrix


/edit: my grammar sucks hard ...

scratchskimkII
03-13-2012, 09:45 AM
Although I don't agree with every point, well written Klaue.
I agree with the points made on spawning. Sometimes, it's just too far to get back in the fight.
Matchmaking seems to be a popular concern. Nobody likes getting rolled by a gang of high ranks. I hope they can sort some more refined matchmaking, but as a casual gamer, ( at best ), I'm always going to find myself in the low ranks.

Klaue_
03-13-2012, 02:25 PM
Something to add:
GUI
I like the augmented virtuality style of showing information to the player. It would be improved if the lines, that shows the direction of nearby teammates, would be coloured for my squad-mates or at least got a little name of the player on it. Would make it more easy to get something of combat awareness since the field of view is limited by the monitor.

Also i think the time spand the bonuses are shown while using the coversystems it too short. Sometimes i dont get all points of bonuses in the heat of movement.

I i would like to have an option or a overall increased size of the names and markers of the player i'm pointing at. In quick combats its often very hard to detect your squad-mates as well as it is over high distances. Since the characters of one classes look mostly the same, its difficult to decide between two assault buddys whos the squad-mate and whos the random-player. Maybe its depends of the resolution i picked (dont know, i dont think 1280x1024 are realy high) but increasing the size of the markers and names by 1.5 or 1.75 would be nice. Thanks. :)

Boidrix

Jeeguiguren
03-13-2012, 02:38 PM
Wow Klaue_

Thank you very much for this indepth report. Like every other suggestion, comment and feedback given by players, I have taken notes of all your concerns which I will forward this evening to the development team. I love the fact that you gave a detailed description concerning every point you wished to make. This will make it easier to adjust game details.

Also, for others reading this or any other thread; It also helps to point out which topics you agree with and add your perspective upon it in order to give priority and bring importance to subjects which need to be amended by a patch sooner than later.

Klaue_
03-13-2012, 03:31 PM
Your welcome Jeeguiguren,

iam happy to read a comment like this, that makes a lot of difference to me.

Thankfully, Boidrix

Klaue_
03-13-2012, 11:11 PM
GUI
Bonuses of the Cover-System - the bonuses displayed are often covered by the character the player playes, espacially if you moving to the left side. (bonuses always shown to the right)
Sticking the information to the object is nice, but almost useless if i cant see it and adapt to them, maybe an transparency or overlay would do the job. Not so nice but more usefull.

The Chat - after a match partially overlayed by the match-score-table, noticeable on resolutions about 1280x1024 and lower. Not so nice if you like to communicate between matches.


Weapons
M21 Scope bugged with stealth, i can see the blue faint of my scope, it does get transparent/blurry like other sights.

Sniper Weaopns SMG - Early submachineguns lag a little bit on damage in my opinion, normally 23-28 damage shown in the menuthey,they often deal about 12-17 damage in a in-game match. For my taste this is a little bit too less. Often i need nearly a whole magazine to kill off a assault with 150 health. Balance reason i know, but specialist with 100 rounds in one mag deals 25-35 damage per hit, and dont tell me now thats balanced. ;)


Armor - Calculation of Damage taken and dealt
I cant figure out how the damage dealt is calculated, obviously assault take less then specialist and snipers take the most damage. Lets take an example - OC-14 SMG on sniper class deals around 24Damage(shown in the menu) in game i deal around 13-16 Damage to assault soldiers and with the same weapon 20-24 damage to snipers. Even on Level 1-5 Assault with a combat vest that got zero percent armror (0%) - 0% damagereduce i do that less damage.

Maybe a bug in calculation, maybe a bug in showing stats to damage and/or armor, maybe both, maybe hidden damage-reduce. It would be realy nice for a player to give them the possibility to guess the damage he will deal. At the moment its just trial and error on this problem.

Boidrix

Klaue_
03-14-2012, 12:11 PM
Weapons
Blastradius of Grenades - Grenades seem to have an conus blastradius towards the top. Thats correct so far, but it feels on the bottom there is the tip of the conus, thats incorrect.
Often i cant kill and can be killed while prone close to cover and grenades detonation just 1-3feet near by in direkt hit line.

If you would try it by your own, play moscow city map and go onto the bridge. Prone behind the block in the middle of each end of the bridge with the orientation from the bridge towards your spawn or the enemy spawn, dont worry to crawl to the edge of it.
No let a friend of yours drop a grenade near by and see what happends. If you die, try again.

To illustrate the scene:
http://s1.directupload.net/images/120314/owcb26kf.png (http://www.directupload.net)


Reds are grenades and circles are nearly possible detonation zones where they would mostly not deal damage at all if you laying close to the shown position.

This problem is also noticed very often when you try to hit enemys that are lying on stairs!

Boidrix

Klaue_
03-14-2012, 08:29 PM
Cover-System
While using cover and aiming through your scope, moving sidewards will most of the time untoggle the aim.
Guess thats why, if you leave the cover while sticking out, you poping back in non-aiming stance and getting too close to the wall/obstacle -> cant aim throught the sight.


GUI - Map
The map shown while waiting for respawn is bugged, the z/y coordinates for the player-markers are not calculated so in a view other than 90° downwars the position that are shown are wrong.


Gameplay- Capturing Points
Happens to mee very often, while helping the team capturing a point up to 90% and then beeing killed by my fault of leaving cover, getting flankt or anything else, i dont get any points for capturing. Whil others that only stay in cap-range for the last 5% get the fully ammount. Thats very unfair in my opinion and leads to a "farming" behaviour of very much people. The ammount you get should be calculated by the time/percentage you spend on a capturing point.


Equipment
There is no display how of the spare ammo and magazine-size of sidearms. In my opinion the most important fact of an sidearm is basicly not existent untill you bought the desired one. Maybe on pupropse, i find it a little bit ... not unnecessary.



Loot
Dont know how its calculated or anything deep on that. But to me it looks like its fully random. I received five optic sights so far, all from rare-drops. On the other hand body-armror inserts and gernades are pretty much even spread across common- ,rare- and legendary-loot-chests. Maybe a bug or something but i dont even get much different amount of grenades in comperison of common- and legendary-loot-chests. Maybe i got a wrong impression overall, don't know.


Thats it again, bye. :)

Boidrix

mrbennage
03-15-2012, 11:05 AM
Good posts with some interesting points.

I've put in around 7 hours this week and I feel I have enough knowledge to draw some conclusions of my own.

General
In general the netcode is smooth and surprisingly good. I was expecting to have hit registration issues like nobody's business in this beta but pleasantly this isn't the case.

I feel the cover system works well, I like the 3 levels of cover you can take and as a shotgun user, I utilise cover to it's fullest. (Not always using cover with space, but when I do, it's sometimes a nice reminder to people who can see the barrel of my shotgun that they shouldn't come this way.)

Abilities
I feel that the abilities except for the sniper ones are a little underused. The sniper ones are very useful, especially ORACLE (overused some might say).

I still don't see the use of HEAT, you move too slowly and it just seems way more effective to move in and clear enemies out with a gun. This could use some overhauling.
Blitz is a good idea for clearing chokes etc, although there are some slight hit detection issues sometimes.

I feel that the ballistic shield on specialist lasts too long however, it's a very useful ability and I agree that it should be in the game, but it's just too long lasting. (Perhaps HEAT could modify assault bullets to slightly penetrate this? This might be a bad idea, but ah well)

Weapon Balance
I'm not going to comment largely on weapon balance, as I'm sure that's something that will be fixed as the game goes on. The only slight concern I'd say is the hip fire accuracy of the fully automatic weapons (excluding SMGs shotguns, as they're generally more hip fire weapons) as it seems generally too high. I'd also argue that sniper rifles shouldn't have a crosshair at all when not looking down the sights, or at least make the accuracy penalty more severe.

I also think that there needs to be some kind of accuracy delay when using the cover system and firing. All too many times have I prepped a shot on a known recon location, he pops up in the same place and instantly shoots dead accurate. This turns certain corridors and map pieces into more deadly versions of whack-a-mole (like C on the subway map).

And to quote the guy above me:

Sniper Weaopns SMG - Early submachineguns lag a little bit on damage in my opinion, normally 23-28 damage shown in the menuthey,they often deal about 12-17 damage in a in-game match. For my taste this is a little bit too less. Often i need nearly a whole magazine to kill off a assault with 150 health. Balance reason i know, but specialist with 100 rounds in one mag deals 25-35 damage per hit, and dont tell me now thats balanced.

SMGs are supposed to have less damage per bullet than other weapons, with their rate of fire and higher damage they'd basically be compact assault rifles. If you feel that LMGs are too powerful, it's because they have low accuracy and handling to compensate, they're suppression weapons mainly. But if you're finding that they kill too quickly in CQC, then maybe an accuracy fix would help make them less effective at SMG range. And the reduction in damage you're seeing on assaults is because their armour might not have any protection modifiers (0% increase to protection), but their armour is naturally thicker and more resistant to bullets. They just take less bullet damage.

Hitboxes also seem to be kind of messed up when people slide/dive to the floor. They can hit you perfectly fine, but it seems as though 50% of my shots go right through them when they do this, and it's lead to about 3-4 people per match diving around on the floor before every kill because it massively reduces the chance that they will be hit.

Tutorial
I think that there needs to be some kind of tutorial, even if it's a brief one that just outlines the abilities of each class to a player. Snipers at the moment are way too overplayed, and it ends up hindering a team because people want to play this guy with a huge rifle that can headshot people dead in one hit. It's not that easy, but they still play it nonetheless. The value of the other classes needs to be demonstrated somehow. I don't want any class to get nerfed, I don't have any suggestions for nerfs. I just think people need to be shown what each class can do, instead of just going by the 3D models and a vague overview of class role.

All too often while playing we see 5/8 of your team as recons, camping at a point, then complaining in chat when they get flanked and killed. Whereas the assaults and specialists more seem to know their place, mainly due to the close(r) proximity of their weapons. They have to get in closer by default so they tend to also try and capture the points, although a point capture training mission would certainly help those who just run around deathmatching.

Map Design
I feel that on the whole, the maps tend to be well suited to squad combat, there are flanking opportunities that both sides have to watch out for and that can be utilised well by enterprising assaults/specialists.

But the problem I have is the spawns, a lot of the time you drop out of the spawn directly into the line of fire. Of course you could argue that we shouldn't have let it get to this stage, but sometimes it's unavoidable, or you encounter one enemy on the other team who made it his mission to camp the spawn, and it's not fun.

Loot
I don't really know what constitutes the idea of "rare" and "legendary" from the devs, but I seem to get the same chest armour implants from every loot box that I open, either that or a couple of grenades. I've never gotten things like optics and such, but I assume loot isn't a high priority at the moment.


Gameplay- Capturing Points
Happens to mee very often, while helping the team capturing a point up to 90% and then beeing killed by my fault of leaving cover, getting flankt or anything else, i dont get any points for capturing. Whil others that only stay in cap-range for the last 5% get the fully ammount. Thats very unfair in my opinion and leads to a "farming" behaviour of very much people. The ammount you get should be calculated by the time/percentage you spend on a capturing point.

This is important, as an assault I'm constantly flanking and pushing people off points and capturing them. I can sometimes take the point from 0% to near 70% and be killed and receive no credit for helping capture the point that far. Perhaps a points-per-percentage of capture would help? (Only if the capture is successful of course).

I agree with what most of Klaue's points on the whole, he outlined them very well, I just thought I'd share my opinion on a few others.

Klaue_
03-15-2012, 01:53 PM
SMGs are supposed to have less damage per bullet than other weapons, with their rate of fire and higher damage they'd basically be compact assault rifles. If you feel that LMGs are too powerful, it's because they have low accuracy and handling to compensate, they're suppression weapons mainly. But if you're finding that they kill too quickly in CQC, then maybe an accuracy fix would help make them less effective at SMG range. And the reduction in damage you're seeing on assaults is because their armour might not have any protection modifiers (0% increase to protection), but their armour is naturally thicker and more resistant to bullets. They just take less bullet damage.


About the SMGs- i know the physical factors that are involved very well, but its still a game. :)
Only to state that out that iam not lacking any "skill". I played Specialist over 15h and Recon over 8h with an overall KDR of about 3.3, most of the time overall 1st place per match.

I was complaining a little bit about the damage because firstly:
Idont see the reason why weapons(SMG magazine size and so on), in conclusion very similar to weapons of other classes(assault), are made weaker. Because Cloeak is more powerfull than Blitz?

I see no balance related reason for that. Reality is a whole other think, than we also could start discussion about endurance, taking 2-3 hits and still running, carried spare ammo and a endless list of other things.


Secondly: There is no indication that assault got more armor/damage reduce than other classes. Yes there is an information that he carries "heavy armor", but in fact the stats on the armor dont display that below rank 10, only towards high level hes able to obtain a significant ammount of armor.
To make that clear, i dont complain about more armor over all, i just wanna see all armor-reducing factors so that i am able to guess/calculate the damage i will deal.


Anyways, thanks for your view of things and the added points. :)

Boidrix

Roby-Wan
03-16-2012, 04:07 PM
So weapons tiers and damage values are actually calculated off their their real stats. Without going into too much detail we basically took the muzzle velocity and the mass of the real weapon round to figure out its energy and then applied the square root of that number to create the actual damage. We've been adjusting here or there over the last few years but overall its largely using the real numbers as a base. We also have a damage falloff curve based on real projectiles which is another key factor to take into account.

As for mitigation, the key thing to know is its a multiplier against the incoming dmg. Keep in mind the assault can stack the team passive with his core armor which gives that "heavy armor" feel. The other stat to pay attention to is toughness found on inserts. Its a flat subtraction per incoming bullet. It might seem like it doesn't do much but if you do some simple math for shotguns per pellet or smgs you'll see that stacking toughness inserts can be the difference between life and death. However, toughness doesn't do squat against a sniper round. If your having sniper problems I suggest stacking health and crit mitigation.

This is why it becomes difficult to display exactly how tough an enemy is when you are making your shot. Its something we've been thinking about for awhile but haven't found a clear solution for. I like to think GRO is treading new ground when it comes to mixing these kinds of customizations and strategies into the gameplay but it also makes it challenging to provide feedback for them all as well.

Klaue_
03-16-2012, 04:27 PM
Thanks for that information.
For me, the information about the thoughness and how it works is the key to under the calculation, that explains alot about the damage-output.
The last time i looked into the details, the information about toughness was not correctly shown to me, it was a copy of the information about damage reduction belongig to armor.

Klaue_
04-19-2012, 03:55 PM
Greetings.
Some bugs and gameplay issues on Patch 0.5.6. build 244405.4 (April 16th 2012).

Whos not familiar with the way i would like to handle discussion in here please read the first post.
This time there are more bugs ill enlist, some issues and possible improvments are represent as well.
Also i shorten this one out a little bit because there is no so many to discuss about.
And here we go again.



Weaopns
Grenades in gernal - Dealing no damage on laying assault with Blitz-Shield very often.
Also the bounc off-sound and symbol is missing sometimes. AFAIK its not shown on impact grenades but its also missing on time fused nades sometimes. Happens maybe if the grenade bounced off a wall instead of the ground, most of the times its happens when the grenade bounces off behind you somewhere.

Bloom effect - On shooting its way too intense, blurry/bloomy on smoke-effects ... really? ...

Critical Hit/Weapon Level - ARs gain much more crit (~2,5%) than SMGs(1-1,5%)? I see the reason why its done with sniper rifles only gaining 1% now. But applying this on SMGs is (as on some other points) adding pdseudo realism to the game where on the other hand things are missing. I dont see reason based on gameplay. Btw this way sniper rifles will loose there justification at some point, also fast shooting semi-auto sniper rifles.
If you trie to give the late game a basicly 2hit kill chance because of crit and others, to it by basic and not with adding stuff that could sweep the balance in late game ...
A little bit on that also here on page 2 and 4: http://forums.ubi.com/showthread.php/664739-Let-s-discuss-Sniper-and-Recon/page2

Extended Magazines - Ammount of ammo is shown wrong, on sniper ammo stays the same at the M24C form 25/5 to 20/10. On some SMGs it stays the same or gets reduced, OC-14 180/30 to 160/40 on some not, PP2000 176/44. On Assault rifles it increases SAR-21C from 120/30 to 160/40.
Also the discription of ammount of ammo in the inventory is wrong on some weapons, it gets back to the basic when you check it ingame.
I image its a plus on the weapon to gain a higher pool of ammo and will be used on high level weapons extensively, but the tooltip shown in the inventory/store is wrong sometimes anyway.


Interface/GUI/Options
Showing Player Names - while sprinting, no teammate names ar shown. I see the pseudo realism here again. Yes it slows down the gamespeed when player would like to read the names, but most of the player only know the sprint, the prone and the fire ****on.

Bloom effects - not turn off switch, really? Low graphic settings ftw. \o/ ...

On low quality graphics the game is much too bright. (missing shadows, yep)

Option to regulate brightness - is missing.


=> much more detailed graphic options are needed

Bug with pistols - If your out of ammo and collection new ammo from dead enemys, its not shown untill selecting secondary. Ive not tryed to reproduce this bug but it happends several times on my TR-1 pistol.



Menu/Inventory
Inventory tooltips - sometimes not shown up after equipping inserts to armor. Easy solution is turning your character on the right side of the screen, then it works again most of the times.



Sound
Silencer - suppress the sound bullet hits sometimes, for example at walls

Footsteps - bugged, sometimes you cant hear the enemys footstepps, sometimes its your own and most of the time both, when it happens. Dissappears most of the times after death. Any other sound works fine. Maybe the problem is related to the following point.

Suck in numb mode after dieing - happens on assault class and specialist most of the time, never had it on recon. Often triggered by explosion and the headshot sound.



Devices
Bugs and balance issues on Cloak: http://forums.ubi.com/showthread.php/664739-Let-s-discuss-Sniper-and-Recon/page4?
Also i had a bug onces that a friendly snipers was not shown in stealth to friendlys. Never saw this again.

Bugs on HEAT: toughness works on HEAT? i tryed it weeks ago, maybe i remember wrong.

Bugs on Blitz: It seems sometimes you can hit enemys very quickly or even at the same time, if the stand side by side, and sometimes you have a hard cooldown of 1sec or what. Dont know if its lag or anything else, i just noticed that one.



Match Ups
Party maxed at 4 players?
No clan matchups in any kind and way possible at - thats fine, but will there be anything competetive like this? (more like a rethoric question )
Discussion with opinions and thoughts on that right here: http://forums.ubi.com/showthread.php/666140-Sick-of-playing-with-3-mates-only



Score and Scoring
Discussed on that right here: http://forums.ubi.com/showthread.php/666504-Slightly-modified-scoreboard?

Atm only the last one who hit a target but not killing hit gains assist points. Little bit unfair, it leads to the thoughts we already made on points gaining with assisting to capture a zone.


If ill do little calculation on RP, with time and points. The following two matches are the base of calculation on this:

Short match first ...
http://s14.directupload.net/images/120419/temp/b4klm6km.png (http://s14.directupload.net/file/d/2865/b4klm6km_png.htm)

... and second round:
http://s14.directupload.net/images/120419/temp/r6qjjxoh.png (http://s14.directupload.net/file/d/2865/r6qjjxoh_png.htm)



Long match first ...
http://s7.directupload.net/images/120419/temp/yy9dchr7.png (http://s7.directupload.net/file/d/2865/yy9dchr7_png.htm)

... and second round:
http://s14.directupload.net/images/120419/temp/44e2ye3r.png (http://s14.directupload.net/file/d/2865/44e2ye3r_png.htm)



Time
- Long 32 dif short 20 = 1,6
- Long 485 dif short 241 = 2,01

Kills
- short 19+34 = 53
- long 41+23 = 66

RP
481 - 241 = 244

Means if i play longer games i gain more points than i play short games. Even if i have done only 13 less kills in 12min shorter game.
And also i gained almost the same amount of RP in the difference of the matche RP namely 244. I played only 12min in the long game to gain the 244 points and compared to this i played 20min in the short one to gain 241 points.

That leads to the conclusion that RP is given primarly by time spend in a match. Some additional RP is given by caps, kills and so on but dosent really matters.
I see the reason behind this, but i also would like to be rewarded appropiate when i crush the enemy almost alone or with one buddy and additionally got a long down time by waiting for the next match.

Otherwise if this spreads out, it will lead to a farming behaviour where people on purpose stretch matches just to gain maximum RP.



Cover-System/3rd-Person
Ill like to show you something i realy hate. I did this screens with a buddy, told him to sneak around the corner to just be able to see my head.
And look how much i see of his character. The pictures telling everything:

Vertical my ...
http://s1.directupload.net/images/120419/temp/kwgf5v3d.png (http://s1.directupload.net/file/d/2865/kwgf5v3d_png.htm)

... and the enemys view:
http://s14.directupload.net/images/120419/temp/tiorsgu4.png (http://s14.directupload.net/file/d/2865/tiorsgu4_png.htm)


Horizontal my ...
http://s7.directupload.net/images/120419/temp/jzcg99pa.png (http://s7.directupload.net/file/d/2865/jzcg99pa_png.htm)

... and the enemys view:
http://s1.directupload.net/images/120419/temp/6kpikcr2.png (http://s1.directupload.net/file/d/2865/6kpikcr2_png.htm)



Surprise surprise, i can barely see the enemy, tip of the head or arm, but the enemy can see my head.
You see this alot on subway C stairs mid and D both stairs but you can use it almost at any stairs and corner.
Yep, very nice for snipers to use. Please exploit that one until it is fixed.



Thinks i would like to see
Some points are here: http://forums.ubi.com/showthread.php/666493-New-features




Funny Error Messages
Sorry but ... trolololol ...
http://s1.directupload.net/images/120419/temp/pyu8izxm.png (http://s1.directupload.net/file/d/2865/pyu8izxm_png.htm)


Iam out, have a nice day and battle hard tonight. :)

Klaue_
04-20-2012, 05:15 PM
Funny Error Messages

Aborting the "allokating match server" while joining a match, using the new Log-Out option leads to:

First one ... TODO? :D
http://s1.directupload.net/images/120420/temp/6wrtuxmo.png (http://s1.directupload.net/file/d/2866/6wrtuxmo_png.htm)

Second one .. nice options ... ;)
http://s14.directupload.net/images/120420/temp/3f2weq2o.png (http://s14.directupload.net/file/d/2866/3f2weq2o_png.htm)



GUI/Interface
Crit is shown wrong(only basic crit shown) when you target a teammate.
Switches back after aiming somehwere else.

Klaue_
04-20-2012, 06:07 PM
Controls

Interrupting aiming - You can interrup aimwing with starting sprinting and using cover, but you cant with melee attack?
Thats ... odd .. i think is much more sensefull to do it one way, no interruption at all or interruption with anything other than movement.

Klaue_
04-25-2012, 02:31 PM
Weapons
Pricing and efficiency of Grenades - Impact Frag grenades cost 95RP in the store. Shouldnt they cost more and the normal HE less? I see no reason to use HE grenades because Frag grenades kill everything thats in range almost every time so ther is no need of the extra damage HEs can provide you with. Maybe there shoulde rethought of the idea of Frag and HE grenades, for example Frag with a higher radius of about 4 meters but only with a damage of 90 except for the killzone of 1 meter where it deals 140. HE grenades then got a real value because you make a sure kill if you hit. Atm i see no reason to use HE.


Grenades versus Aegis Bug - If you manage to land a Instanc Grenade(works with HE and Frag) on the upper 1/5th part of an Aegis-Shield, its about to stuck and not bounce of(as expected). So you can easily insta kill a Aegis with a impact Frag grenade without delay.(normaly you use timed grenades and luck that the aegis walks onto the greande)
Maybe its a problem of angle the grenade lands on the Aegis, i cant reproduce it every time but it works very often then the angle is either very small(<15°) or very high(>75°) seems to me.



Control/Movement/Cam
Rolling sidewards Bug - When you use the roll sidewars while in prone, an change the shoulder perspective of the camer within the animation, you will chance direction in the middle of the roll to the direct opposite site.