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Thread: Beta Impression - A little bit of Feedback | Forums

  1. #11
    Ghost Recon Online Dev Roby-Wan's Avatar
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    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.
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  2. #12
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    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.
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  3. #13
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    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...nd-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...d-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...h-3-mates-only



    Score and Scoring
    Discussed on that right here: http://forums.ubi.com/showthread.php...ed-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 ...


    ... and second round:




    Long match first ...


    ... and second round:




    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 ...


    ... and the enemys view:



    Horizontal my ...


    ... and the enemys view:




    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...3-New-features




    Funny Error Messages
    Sorry but ... trolololol ...



    Iam out, have a nice day and battle hard tonight.
    Last edited by Klaue_; 04-19-2012 at 10:18 PM.
    Boidrix


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  4. #14
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    Funny Error Messages

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

    First one ... TODO?


    Second one .. nice options ...




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


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  5. #15
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    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.
    Boidrix


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  6. #16
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    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.
    Boidrix


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