Page 1 of 2 12 LastLast
Results 1 to 10 of 18

Thread: Mykinius's First Impressions | Forums

  1. #1

    Talking Mykinius's First Impressions

    Hey all! I've reached level 8 with Assault and level 4 with Recon, and I've got some stuff I'd like to share.

    Assault
    - The shield clips very badly with the character's left shoulder in the main menu's animation.

    - Some guns clip very badly with the character's right forearm (the stock goes straight through his arm, and it looks silly).

    - The shield ability can be very frustrating to use. It takes long to set up, and just as important to me, it takes a while to exit (so it can be hard to shoot those you knocked over before getting shot yourself). Furthermore, those two things combined with the fact that the shield only protects part of your front can make you very vulnerable, and dying makes you have to wait 2.5 minutes for the ability to recharge even if you were not even running with the shield yet. In my opinion, this ability should have a shorter cooldown when the player dies during the first, say, half of the blitz. Alternatively, the ability could use an energy system like the Recon's cloak and stop using energy when the blitz is ended (by the player or otherwise). If this energy system were used, the blitz should only be available with a full bar.

    - Heat seems useless. As [GM]ZeusJones informed me, it's a teamwork-oriented suppression ability. It has far too many downsides to make it useful, however. It has a long setup time, and you move slowly during the ability's duration. This lack of mobility combined with the fact that you can't shoot makes you a walking target. To top it off, the damage over time is pitiful: in my experience, it was roughly 6 damage per tick, which is absurd given there is an early achievement (required for later achievements) for killing 3 people with it. It is entirely possible that I was too far away or something, but even then, there's no way for me to get close to enemies without dying since starting the ability stuns me for a few seconds (and even after that, I can only leisurely walk forward). To make matters worse, it suffers from the same long cooldown problem as the shield ability: if you get shot while even starting Heat, you have to wait the entire 2.5 minutes to attempt to use it again, which is frustrating and absurd.

    - At first I didn't like the assault rifle, but then I got a scope, which helped a lot. No opinion on the shotguns yet.


    Recon
    - Recons. Everywhere. Seeing a team of 7 recons plus an assault is commonplace in the closed beta. As [GM]ZeusJones informed me, this is due to the class's low-level effectiveness and overall cool factor, but the scale of the overpopulation of the class still worries me, especially given how often it results in stalemates from sniping wars.

    - I like stealth. I wish I could use it more often, but it doesn't seem underpowered (since all the other special abilities also have long cooldowns). It's nice that you can just barely make out stealthed players if you look for them, rather than completely invisible players.

    - Sniping is frustrating to deal with. It's so hard to fight back (since they usually have excellent cover, and relatively inaccurate, automatic weapons like the assault rifle, LMG, and SMG cannot hit the tiny exposed parts (like their out-of-cover head for a split second).

    - I like the SMG as a good option for not sniping. I wish there were also a shotgun option for my surprise attacks, but whatever. One of my favorite strategies is to use stealth to get past a group of enemies attacking a point and then silently pick them off with my SMG behind them singlehandedly ruining their assault.

    - I like how other players know if they are being seen by Oracle.


    Specialist
    - So few specialists! I'd say there is an average of 2 per match. I don't really know why, since they can be devastating with the shield bubble.

    - The LMG is annoyingly inaccurate. It's much more difficult to use than the AR or SMG. Furthermore, it seems to have a slight lag before firing the first shot, which is also frustrating.

    - EMP is very hard to play against. That's not a bad thing, but I wish Heat were this useful.


    General
    - The maps are too linear. Often, it's impossible to flank because there are so few side passages. I really like the middle point of [the map with the bridge as the middle point] since there are three ways to the other side: the bridge, the steps up to the other side of the bridge, and the side passage. Other maps, however, like the mall, are impossible to push or flank on because it's just 2 easily defended long hallways.

    - Health regeneration is too slow. I understand that it's not supposed to be fast, like "wait a few seconds and magically get better," but as it is now, regenerating to full health after a single shot takes minutes. HP regen should be doubled/tripled, or there should be some alternate way of getting health back. Perhaps killed enemies could (50% of the time) drop health items that make HP regenerate faster for a time when picked up instead of ammo. Or perhaps the healing rate should accelerate based on how long you've been regenerating.

    - Ammo is in short supply. It's annoying how a single ammo pack from a killed player isn't even one clip's worth. also annoying is how there seems to be a delay of 5 seconds (?) before ammo appears over corpses. Ammo should appear instantly or after up to 1 second.

    - Toggle sprinting is hard to deal with because it's hard to know when it's on and when it's off. As it is, it is inconsistent (it may be on, and when you press shift while standing or strafing, it will stay on). There should at least be an indicator on the HUD (which is awesome, btw) for whether sprinting is toggled on or not.

    - The tactical map is awesome, but I have two main issues with it. First of all, all markers (players, points, etc.) on it appear lower than they should on the 3D map.It looks like everyone is walking around under the level, so the map is only really accurate when viewed top-down. Also, I wish the HUD's map would stay maximized between lives instead of resetting to default (minimized) every life. Heck, make it stay the same size between games, too (i.e. it stays forever maximized if the player presses m, and forever minimized if m is pressed again).

    - Warm-up rounds are waaay too long. They should be a minute, max.

    - I like how capturing a point rewards many points to the capturing players.

    - I like the team coloring system: blue for friendlies, red for enemies, and gray for dead players. This is great for knowing if a body is an enemy or a corpse.

    - I like how the points are indicated by colored grids.

    - The context-jump is awesome (hold E to jump over stuff).

    - It would be nice if you could upgrade pistols. As is, it takes too long to switch to them to warrant using, especially given how inaccurate and weak they are.

    - Melee is difficult to use because of the lack of feedback. There needs to be a way to know if you hit someone or not (I didn't even hear a thudding sound).

    - The respawn times seem long given the long hikes to get to the point again. Just my opinion (in TF2, I preferred 5 second respawn times). Maybe the waves should be every 10 seconds instead of 15.

    - Going prone is too good in my opinion. You become extremely difficult to hit (especially on the linear maps like that subway) and become more accurate... there needs to be some downside besides moving slower, like increased difficulty in quickly turning, slower reload, etc.

    - The consumable bonuses (armor and ammo) should last on a per-match basis, like "duration/durability: 1 match" (or 2-3 matches for purchased bonuses). This way, they are much easier to keep track of, and you can't run out in the middle of a match.


    I tried to be as complete and organized as possible. I hope this is helpful!

  2. #2
    Senior Member
    Join Date
    Sep 2008
    Posts
    715
    Quote Originally Posted by Mykinius View Post
    Hey all! I've reached level 8 with Assault and level 4 with Recon, and I've got some stuff I'd like to share.

    Assault
    - The shield ability can be very frustrating to use. It takes long to set up, and just as important to me, it takes a while to exit (so it can be hard to shoot those you knocked over before getting shot yourself). Furthermore, those two things combined with the fact that the shield only protects part of your front can make you very vulnerable, and dying makes you have to wait 2.5 minutes for the ability to recharge even if you were not even running with the shield yet. In my opinion, this ability should have a shorter cooldown when the player dies during the first, say, half of the blitz. Alternatively, the ability could use an energy system like the Recon's cloak and stop using energy when the blitz is ended (by the player or otherwise). If this energy system were used, the blitz should only be available with a full bar.
    I agree with this so far.

    - Heat seems useless. As [GM]ZeusJones informed me, it's a teamwork-oriented suppression ability. It has far too many downsides to make it useful, however. It has a long setup time, and you move slowly during the ability's duration. This lack of mobility combined with the fact that you can't shoot makes you a walking target. To top it off, the damage over time is pitiful: in my experience, it was roughly 6 damage per tick, which is absurd given there is an early achievement (required for later achievements) for killing 3 people with it. It is entirely possible that I was too far away or something, but even then, there's no way for me to get close to enemies without dying since starting the ability stuns me for a few seconds (and even after that, I can only leisurely walk forward). To make matters worse, it suffers from the same long cooldown problem as the shield ability: if you get shot while even starting Heat, you have to wait the entire 2.5 minutes to attempt to use it again, which is frustrating and absurd.
    I also agree with this. I have yet to see Heat used well, or be at all effective.

    - At first I didn't like the assault rifle, but then I got a scope, which helped a lot. No opinion on the shotguns yet.
    A scope may help with your LMG issues mentioned later.


    Recon
    - Recons. Everywhere. Seeing a team of 7 recons plus an assault is commonplace in the closed beta. As [GM]ZeusJones informed me, this is due to the class's low-level effectiveness and overall cool factor, but the scale of the overpopulation of the class still worries me, especially given how often it results in stalemates from sniping wars.
    Yep...

    - I like stealth. I wish I could use it more often, but it doesn't seem underpowered (since all the other special abilities also have long cooldowns). It's nice that you can just barely make out stealthed players if you look for them, rather than completely invisible players.
    I really disfavor that it is a toggle whereas the other classes have single use abilities.

    - Sniping is frustrating to deal with. It's so hard to fight back (since they usually have excellent cover, and relatively inaccurate, automatic weapons like the assault rifle, LMG, and SMG cannot hit the tiny exposed parts (like their out-of-cover head for a split second).
    My only solution to this is that everybody should not be a recon. Yeah recons do hold up well, but the lack of other classes makes it far too difficult to push.

    Specialist
    - So few specialists! I'd say there is an average of 2 per match. I don't really know why, since they can be devastating with the shield bubble.

    - The LMG is annoyingly inaccurate. It's much more difficult to use than the AR or SMG. Furthermore, it seems to have a slight lag before firing the first shot, which is also frustrating.
    Consider a scope as you did with the assault rifles.

    - EMP is very hard to play against. That's not a bad thing, but I wish Heat were this useful.
    I have yet to see EMP to be effective as well. I will agree that it is more useful than heat, but I really feel that it lacks range to Blackout other special abilities or initiate pushes.

    General
    - The maps are too linear. Often, it's impossible to flank because there are so few side passages. I really like the middle point of [the map with the bridge as the middle point] since there are three ways to the other side: the bridge, the steps up to the other side of the bridge, and the side passage. Other maps, however, like the mall, are impossible to push or flank on because it's just 2 easily defended long hallways.
    I believe that the devs said they will address the subway station issues. But the lack of flanking is due to the powerful pushing abilities that the Assault and Specialist have (Aegis and the Shield).

    - Health regeneration is too slow. I understand that it's not supposed to be fast, like "wait a few seconds and magically get better," but as it is now, regenerating to full health after a single shot takes minutes. HP regen should be doubled/tripled, or there should be some alternate way of getting health back. Perhaps killed enemies could (50% of the time) drop health items that make HP regenerate faster for a time when picked up instead of ammo. Or perhaps the healing rate should accelerate based on how long you've been regenerating.
    I like this idea.

    - Ammo is in short supply. It's annoying how a single ammo pack from a killed player isn't even one clip's worth. also annoying is how there seems to be a delay of 5 seconds (?) before ammo appears over corpses. Ammo should appear instantly or after up to 1 second.
    Specialists have a Team Ability to regenerate ammo over time at level 9. While slow (1 bullet/second), that option exists currently.

    - Toggle sprinting is hard to deal with because it's hard to know when it's on and when it's off. As it is, it is inconsistent (it may be on, and when you press shift while standing or strafing, it will stay on). There should at least be an indicator on the HUD (which is awesome, btw) for whether sprinting is toggled on or not.
    My method of dealing with this; switch from toggle to manual. Yes, you'll have to hold down Shift or whatever key you assigned it to, but it makes entering combat much more fluid.

    - The tactical map is awesome, but I have two main issues with it. First of all, all markers (players, points, etc.) on it appear lower than they should on the 3D map.It looks like everyone is walking around under the level, so the map is only really accurate when viewed top-down. Also, I wish the HUD's map would stay maximized between lives instead of resetting to default (minimized) every life. Heck, make it stay the same size between games, too (i.e. it stays forever maximized if the player presses m, and forever minimized if m is pressed again).
    I'll just say something about the minimap. It's way too transparent with the map. It's hard to see stuff on the minimap especially against white walls and floors.

    - Warm-up rounds are waaay too long. They should be a minute, max.
    Yep.

    - I like how capturing a point rewards many points to the capturing players.
    They should implement a better system for assists.

    - The respawn times seem long given the long hikes to get to the point again. Just my opinion (in TF2, I preferred 5 second respawn times). Maybe the waves should be every 10 seconds instead of 15.
    No, it is difficult as is to make pushes. The long respawn timer rewards the winning team.

    - Going prone is too good in my opinion. You become extremely difficult to hit (especially on the linear maps like that subway) and become more accurate... there needs to be some downside besides moving slower, like increased difficulty in quickly turning, slower reload, etc.
    I think you're on the right track for this suggestion; something needs to be done about this.
    I apparently have to put something down here to post; can't just post the quote with stuff in it.

  3. #3
    Quote Originally Posted by gameshoes View Post
    I apparently have to put something down here to post; can't just post the quote with stuff in it.
    Yes, my LMG problems could very well be because of no scope.

    The only time I've seen EMP used was when [GM]ZeusJones used it, and he could at least continue to shoot while using it. With heat, you're just basically stunned while using it. I will not agree or disagree that it is still ineffective, since I've only seen him use it.

  4. #4
    Ghost Recon Online Dev Roby-Wan's Avatar
    Join Date
    Oct 2011
    Posts
    39
    A lot to respond to. I'll pick a few of the key points though.

    Blitz: There was a time when all of the abilities used the same energy pool system like the recon and the blitz was seriously OP. Imagine everytime you see an assault and go to shoot him, his blitz instantly deploys, he knocks you on your ***, undeploys instantly, then shoots you in the face. That said, it could probably use some love but I know there are some choice locations where Blitz is very handy in its current form. For instance, the bathroom passage between B to A on Metro, Escalators in B to A metro, C to D tunnels against the train in metro, various tight halls and passages on Moscow. Also keep in mind you can upgrade and improve the cooldown and also run with a specialist using the team cooldown. Yes they stack!

    Heat: Was nerfed more recently, maybe too much. Need to collect some data. Keep in mind you can deploy heat from behind cover without having to reveal yourself. This allows you to suppress a large area and your team can advance without having to worry about taking fire. It's also not designed to kill people or be used as a weapon but to keep people from shooting and advancing. The longer an enemy is in the beam, the closer they are, and the higher the zoom level the faster the damage stacks. Again the idea being if someone is dumb enough to keep running at you while its deployed, they'll suffer the ultimate price. There are some situation though you'll find 2 or 3 guys prone out in the open (Point C on Moscow) where if you deploy heat you can fry them before they can get away. Good times!

    One other thing to keep in mind about the abilities is that the recon's kit is passive and doesn't affect anyone directly while the Specialist and Assault do. It's the primary reason they have a different cooldown mechanic, it really keeps them from being abused. The vision for the game has always been around the gun play and fire fights, not about ability spamming you see in a lot of the other games. Think of the abilities more like a precious tool designed to break through the front line. That said we love to hear your feedback and it does help us track down possible balancing issues.

    Health Regen... try stacking health regen armor inserts or play with an assault using the combat regen passive.

    We have some more prone nerfs incoming, in a good way of course.
    Last edited by Roby-Wan; 03-08-2012 at 04:28 PM.

  5. #5
    Senior Member
    Join Date
    Sep 2008
    Posts
    715
    I was watching some Recon footage with the active camouflage and I don't really like that it has a toggle.
    I think it should be charged up for a while, then when the person toggles it, the energy is drained and not replaced. Upon death, the energy is forfeit to promote better usage of the ability.
    BeefJerkyHunter
    My WordPress Blog

  6. #6
    Member billymcguff's Avatar
    Join Date
    Mar 2012
    Location
    Minnesota!
    Posts
    153
    The active camo really isn't that good. It's pretty easy to see if you look for it, and you can't use it more than 2 or 3 times for a short period without having to recharge (with base stats, of course).

  7. #7
    Quote Originally Posted by Roby-Wan View Post
    A lot to respond to. I'll pick a few of the key points though.

    Blitz: There was a time when all of the abilities used the same energy pool system like the recon and the blitz was seriously OP. Imagine everytime you see an assault and go to shoot him, his blitz instantly deploys, he knocks you on your ***, undeploys instantly, then shoots you in the face. That said, it could probably use some love but I know there are some choice locations where Blitz is very handy in its current form. For instance, the bathroom passage between B to A on Metro, Escalators in B to A metro, C to D tunnels against the train in metro, various tight halls and passages on Moscow. Also keep in mind you can upgrade and improve the cooldown and also run with a specialist using the team cooldown. Yes they stack!
    The biggest problem with the cooldown, honestly, is the fact that it can reset even if you never actually ran with the shield. You can be in the process of taking it out, be sniped, and then have to wait 2.5 minutes without even having started using the ability. The same goes for Heat (and maybe the Specialist's EMP/Aegis?).

    Heat: Was nerfed more recently, maybe too much. Need to collect some data. Keep in mind you can deploy heat from behind cover without having to reveal yourself. This allows you to suppress a large area and your team can advance without having to worry about taking fire. It's also not designed to kill people or be used as a weapon but to keep people from shooting and advancing.
    If it isn't designed to kill, there shouldn't be an Assault achievement for killing 3 people with it :P
    Perhaps it would greatly help if there were an indicator for teammates that a friendly ability (any Assault or Specialist one) was being used. A colorful, blinking icon like the class shapes or control points that you could see through walls. Perhaps this icon could be different for each of those 4 abilities so that allies know what's being used. This would alert allies that they ought to push then and there.

    Health Regen... try stacking health regen armor inserts or play with an assault using the combat regen passive.
    I actually originally went Assault because hp regen always appeals to me. I reached level 9 last night, and it helped greatly when I regenerated at 2.4 instead of 1 (regen passive + 2 of those silver armor inserts that give +10 hp and +.3 regen). I still think that maybe the regeneration rate should be increased a bit for everyone, though, given that waiting literally minutes and minutes is the only way to recover right now (only 1-2 minutes as my Assault char).

    We have some more prone nerfs incoming, in a good way of course.
    Yay! Last night, I discovered that I was often better off dropping prone and shooting instead of peeking out of cover. When dropping prone next to a column or something in this way, I was a tiny target, more responsive (didn't have to wait for my character to peek around the cover), and more accurate. This technique was especially devastating on the narrow corridor in the subway level (the one adjacent to the train). For extra giggles, thanks to my accurate AR and a good scope, I was able to countersnipe recons by shooting under the train.


    More feedback! I now especially think non-grenade consumables ought to be on a per-match basis. Special ammo is not balanced correctly. Magnum shells for automatic weapons are 120 shots, or 4-6 clips worth. Shotguns instead get 35 shots, which is 7 clips. To make this imbalance even worse, shotguns are used differently and less ammo is used: automatic weapons are often for suppressive fire, whereas shotguns are normally only fired when someone is "right there" due to its poor range. In normal play (that means no wasting ammo and occasionally firing suppressive rounds at a target in cover), it's not uncommon to fire 120 shots with an automatic weapon, but spending 35 shotgun shots is very unlikely.

    Also, the inventory is clumsy. It's annoying to have to deal with the first third of it (so like half of the visible items) being locked abilities and guns for other classes. Furthermore, when loot is unpacked, the reward appears in a different space rather than the loot box's space. If the inventory is full when loot is unpacked, it results in an error because there is no additional space for the reward to appear, which is silly.

    Also, item rewards should go straight to the inventory instead of being mailed (as long as the inventory has space). New items earned in this way could slowly flash to indicate that they are new (and stop flashing when hovered over clicked on or something). Item reward messages (you know, in the inbox) should have a "receive item and delete message" option.

    EDIT: Oh yeah, and why can only some guns equip the side attachment laser pointer/indicator thing? I went through the Assault weapons briefly and only saw that as an option for a single shotgun.

    EDIT 2: Toughness as a trait seems underpowered. With armor inserts, the tradeoff seems to be +10 health or +1.5% less damage taken. This is ridiculous because +10 hp makes you survive 10% (default recon hp) to 6.7% (assault already at 150 hp from another insert) more damage, which vastly outweighs a measly static 1.5% more damage survived. I'm guessing toughness is so small because hp regen is slightly easier when you have more defense instead of health, but surely the difference shouldn't be that large. My gut tells me armor inserts should be more along the lines of 5-7 points per insert instead of 1.5 (and a bit less for the inserts with 1 toughness).

    EDIT 3: I don't know why anyone would want to use crit evasion instead of HP, toughness, or regen.
    Last edited by Mykinius; 03-08-2012 at 06:40 PM.

  8. #8
    Oh yeah, and another thing I remember in regards to capturing points... when a point is controlled by a team and the other team attacks the point, if there are as many attackers as defenders on the point, I think the point reverts toward the defending team. I could be wrong about this. But if I'm correct, I think it should instead stay still when attacks=defenders.

  9. #9
    I do NOT like like the idea of increasing health regen any more than what it is. I hate all these new games and their hp regen and I think this game rides the perfect line between having it and it getting in the way of gameplay. There are medics in the game and we have slots for hp regen, that should be more than enough. I WISH there was no such thing, but again I think it's perfect how it is.

    If you get hit you should not be rewarded for sitting behind cover til it regens.
    Feel free to add me as a friend!
    In game ID: SkimmR
    RECON (and proud of it)
    OC-14 SMG

  10. #10
    Quote Originally Posted by Hman04 View Post
    I do NOT like like the idea of increasing health regen any more than what it is. I hate all these new games and their hp regen and I think this game rides the perfect line between having it and it getting in the way of gameplay. There are medics in the game and we have slots for hp regen, that should be more than enough. I WISH there was no such thing, but again I think it's perfect how it is.

    If you get hit you should not be rewarded for sitting behind cover til it regens.
    No, there actually aren't medics in the game. That's my problem with regeneration... there's no active way of making it go faster other than being regeneration-specced (like I am). The game might be less of a stalemate cover-fest if health recovered a little faster so people weren't so often afraid of being killed by a single stray bullet.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •