Is there a specific reason my thread regarding the missing loot has been deleted? I did not use any offensive words ;D
And I stand by my point, They didn't Include it in the patch-notes , which was a BIG mistake (also the mega nerf is completely un-warranted)
But yeah deleting posts/threads about it, to try and keep it quiet, Good Job
That said, I still protest the damage reductions on the pump-actions. Seeing how the shotguns past level 30 are Semi/Full auto which compensates for damage via ROF, you're really screwing over the lower-level shotguns and the pump-actions by taking out their main advantage. That said, if you don't want any higher damage then the accuracy difference between pumps and semi/full auto should be significantly higher than what it is now, so that if I align my sights or center my crosshair on someone's head, it is reasonably expectable to be able to blow it clean off.
Specialist 23 (NS2000 SP) ~ Assault 3 (M500 SV) ~ Recon 8 (SRS SD)
IGN - DreamlessMemory
To clarify the SR nerf and the SMG "accuracy increase",
The SRs have had this problem where a player spraying and praying while behind cover reliably scored headshots without aiming down sights. This problem was especially bad with the semiauto sniper rifles. In the interests of preserving sniper style gameplay where you actually need to scope in on your targets, this tweak was deemed necessary.
As for the SMGs, the specific changes were to tighten up the differences between the short, med and long barrels of the SMG. Previously, the short/med/long discrepancy adversely affected the balance of higher tier SMGs, where the longer barrels were too strong but the short barrels were too weak. In the interests of future rebalancing of the weapons, tightening the differences will prevent a balance fix from causing weird edge case imbalances. Sometime early in the betas, some players may recall the MP5 with long barrel winding up having obscenely high damage. That was in part due to the discrepancy between the barrels, resulting in a fairly balanced short barrel but imbalanced long one.
These changes are not made lightly, and we have been looking at the stats from the matches. From looking at the game stats so far, there's been no excessive lethality for the SMGs, as in the SMG players are not getting an unfair kills per minute as opposed to the other weapon classes. However, due to the large number of players who opted to play Recon, there are invariably exceptional players who get outstanding K/Ds and skew player perceptions of the class. We're also working the early game experience so that the other classes are more palatable. Interesting nugget so far: The Recon's average K/D is actually below 1. =p
Make sure you guys vote in this poll about the 1 round Conquest change!
1) Rage-Quits: At the end of the first round, the losing team inevitably has 2-4 players drop out because some people can't handle losing.
2) Time Constraints: Each round can last quite a while if the defending team isn't getting totally curb-stomped. That causes some people to bail between rounds because they've got other things to do.
Either way, you end up with Round 2 starting off imbalanced and having people get sucked into back-fill situations where they're not having as much fun because by the time they get oriented, the match is over.
Last edited by RyanB2112; 05-18-2012 at 05:56 AM.
The sweet part about the maps, though, RyanB2112, are that they're pretty much entirely new maps in the other direction. Markov Station starts as a subway station. As you head to E, it becomes an operations office, with computers and servers and whatnot. As you head to A, it becomes a shopping mall. Chertanovo LZ is similar. That's the beauty of these maps!
As for the rage quitting, that happens any time during the match, and it's not restricted to Conquest. I think it has more to do with time constraints. People usually expect to devote only a certain amount of time to a shooter, and, admittedly, two-round Conquest maps can take quite a while, even when one team is clearly better.