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View Full Version : Some thoughts, some questions.



Tirnas
04-19-2012, 08:34 AM
So i have been playing the beta for 2 weeks now and i d like to share my thoughts and questions.

Matchmaking:
I d like to know how the matchmaking is done, although i suspect that the current player population might be too small to get a meaningful matchmaking. The recon proportion seems to be way higher than assault and specialists seems to be the less numerous, this might just be me however.
Considering that i reserve my judgement regarding matchmaking for now, but we have way too many recons at the moment and too few specialists.
Guns:
I ve mainly been playing as an assault so i m most probably biased:
Assault rifles: outside the MK16 problem (It seems to be way too precise for the level you get it, it s just too good from all range) i ve been called a cheater for using the VSS. I admit that i stick with it for a number of reasons: 1. I have high weapon profiency with it (26% crit). 2. It has very nice rof for handling targets up close real quick (although it goes through ammo very vey fast) 3. It comes with a nice scope that allow for longer ranged engagement as standard. 4. I just like the look of it :)
On a side note it really shouldnt be classified as an assault rifle however, it is a dedicated covert ops marksman rifle, the AS Val is however considered a Assault rifle so this point might be a bit moot.
Oustide this the AR seems to be useful for the situations where they are designed to operate, medium range combat and at a slight disadvantage up close against shotguns and smg and at long range against sniper rifles.
SMG: They easily outmatch everything up close except maybe shotguns, they seem to be a bit too efficient at medium range however due to their somewhat low recoil, hence they are easily controlable.
Shotguns: The infamous pentagun as given them a somewhat 'noob gun' reputation. i m fine with their damage output up close, i m not as fine with the closely grouped shots from medium range that are able to drop you very easily. Might be something to have a look at during next balancing phase.
Snipers: They are quite ok for me, maybe the SR25 being semi auto is maybe available at too low a level. I m however partial to the fact they can just pop out of cover and align a shot without delay, which can sometimes make a sniper very hard to get.
LMG: a mixed bag some seems way too precise, some not, dont have much experince with them so i wont make much comments.
Pistols: are fine but i d like to be able to customize them a bit, silencer, flashlight ... but that is not a huge requirement.
One thing however, would it be possible to know the magazine capacity of the pistols in the shop, cause it is kind of a nice information to have before deciding to buy one.

Powers/abilities:
Blitz: Seems mostly fine to me, it s however a bit too easy to shoot the feets of the guy i think.
HEAT: Although i really love it there is a few issue with it; 1. I find it a bit on the short side (using MKII with wide beam so already improved compared to base). 2. I see no reasons why i cant shoot while it s deployed, people submited to it can sometimes stand in it and just shoot you the instant it goes down. 3. I have seen people (specialy snipers) being able to quickly pop out of cover to shot the HEAT operator, intended?
Oracle: Fine as it is at least for me
Cloak: it looks fine to me (and i have been killed a lot by smg cloaker, killed a few too :) ), energy consumption seems to be quite on the high side from what i ve seen.
Blackout: mostly fine the few times i ve used it, no major complaints.
Aegis: Again this seems fine, although apparently you can down an aegis bubble by shooting enough at it but i havent been able to do it yet.

Armors:
Seems to be quite balanced already.
I d like a dev to give a proper explanation regarding armor and toughness mechanics, from what i understand armor is a percentage reduction to incoming damage and toughness is a flat rate reduction, if this is correct i d like to know in what order they are applied and how they stack (ie how does the squad support power from Assault class stack with armor, is it appliable multiple time? is it stack nerfed? does only one apply? )

Grenades:
I love my nades, i d just like a bit more variety (smoke, flashbang).
I d like to see some more options, things like claymore for example.

Various:
Could we get the option to carry more ammo? maybe taking a nade sot or something? 150 ammos is just 5 mags, which is what a normal infantryman could carry (from my experience in the army, i was normaly carrying a bit more usualy, 8 clips of 30 (FN FNC, lovely AR except the trigger is a bit on the stiff side) but that was straight infantry so....)

Inventory:
Please can we get rid of those base items?
Can grenades auto stacks? (i m a bit lazy)

so this is my 2 cents right now.

ps: please excuse me in advance if some phrases dont make sense, English aitn my native language

Klaue_
04-19-2012, 09:34 AM
Hi, i would like to know why you think SMGs are overpowered in close combat.

Beside you dont give good point on the 'what' question, i would like to hear the 'why' awnser.

To understand that i simply quote myself:


SMGs
To counter comments about SMGs are overpowered atm.

You gain very little critical boost through leveling your weapon. In fact its most of the times 1,5%.
Assault gains 2.5% on assault rifles.
On my OC-14 at lvl8 i got a bonus of +17 critc overall around 19% ore something. A friend of mine got +19 crit on his MK16 at lvl7 and an overall crit of around 22%.

Also you got on most of the weapons only 2/3 of the damage ARs and LMGs got AND your damages reduction on distance is way higher.
If you'll shoot further than 50 meters you often deal around 9-13 dmg while ARs and LMGs easily still deal >20.
Sure you got little recoil but you also got more inaccuracy while shooting and with foregrip and the correct muzzle break(actually that are flash supressors/hider .. muzzle breaks are attatched to cannons ...) you will also get down to 20 to 25 recoil with the correct version of the AR. So thats in fact imbalanced, not the other way around. Its only seems like because of cloak.


To add something:
It could be so, because most of the players like to dance around while shooting and then, yep SMGs are the best on the move.
Do you know what i do with my SMG? Im going squad ASAP (excluded some tactical situations/movements) and burst every dancing puppet right away. On the other hand if i face a LMG or AR thats doing the same, ofc with a player behind that can stand up against me, the chance ill loose is 50/50.


I would like to comment some more else but my time is short atm.

And btw. dont mistake realism with the game, the game is farm from beeing realistic. (to comment you AS VAL statement)
I coul add a whole book what to change in the game to be at least a little bit closer to realism.

BB

Tirnas
04-19-2012, 09:42 AM
Hi, i would like to know why you think SMGs are overpowered in close combat.

Beside you dont give good point on the 'what' question, i would like to hear the 'why' awnser.

To understand that i simply quote myself:


To add something:
It could be so, because most of the players like to dance around while shooting and then, yep SMGs are the best on the move.
Do you know what i do with my SMG? Im going squad ASAP (excluded some tactical situations/movements) and burst every dancing puppet right away. On the other hand if i face a LMG or AR thats doing the same, ofc with a player behind that can stand up against me, the chance ill loose is 50/50.


I would like to comment some more else but my time is short atm.

And btw. dont mistake realism with the game, the game is farm from beeing realistic. (to comment you AS VAL statement)
I coul add a whole book what to change in the game to be at least a little bit closer to realism.

BB

I actualy didnt say they are overpowered at close range, i said that they outmatch other wepaons at close range which i m fine with since by design that is how they should behave. This is a result of a combination of high rof and low recoil. so no complaint there, i m mostly complaining about the fact they are too efficient at longer range, but that might just be me there.