I can go into a long diatribe about how to fix issues, like I said, read the above post, and I will post a bit more below. First, here is the video.
As you can see, almost every match there were some pretty horrid teams, some had too many snipers, others had too many assault, etc. It would be best to match players up based on class as well as skill, not just level. Also, specifically for Recon, the CQC is dramatically broken. Start each class with a pistol, grenade, and if a player wants to buy extra grenades, allow them to carry more then 2. For instance, start each player with 1 nade, and 1 pistol magazine, anything other then that is a "bring it yourself" type setup.
Aiming with the sniper has some severe issues. Sometimes you can clearly see a guy, hit him, and it does nothing. It is more then likely some sort of object issue, but it happens a lot and this needs to be fixed. The other issue with the sniper is the aiming mechanic from the 3rd person viewpoint. It would be best if the top 2/3 of the screen was used to capture the center of that point being the center of the zoomed in perspective. More often then not, I aim at someone and scope in, end up looking at my feet somehow. It is like some sort of reverse recoil when zooming it. It makes it rediculous when you need to quickly hit a guy, and has made me miss on several occasions, nearly 100 shots in the least week. Finally, the 4x scope needs to be an acog, not whatever it is now. When I switched to the 6x scope, lines were dramatically less bold and actually allowed the players to see the horizon of the scope, making it easier when a guy jumps up slightly left/right from the aim point. Needless to say the default scope layout is fine, but the lines need to be at least 1/4 of the thickness. Again, see dod:s german k98 scope for a good idea of thickness.
Flags need to be captured much quicker, in 3-5 seconds, at most 7. If you want player requirements on a flag, fine, but right now it is severely lopsided when it comes to the flags. Essentially, whichever team has better cover spots in the flag zones, wins. If the cover is slightly behind the zone, no one ever pushes up the few inches to block of capture a flag.
There are a ton of issues, the more I play this game the more apparent they are, but this game can easily be "fixed" if someone actually gives a crap about it.
Last edited by nabokovfan87; 04-21-2012 at 09:12 PM.
3-5 seconds for flag captures? Hellll no.
Have either of you played dod:s... it takes 1 second for some flags, 5 for the main, and 7 for the ones with 2-3 player requirements. It works EXTREMELY well. The main point here is to increase the number of flags to a minimum of 5, you capture them all to win, or the match keeps going until time runs out (not 10-15 minutes, but 35-60 minutes was how it worked in dod:s)
Go watch some gameplay footage of it, I linked to a good video in the first post I did. It isn't bad at all and it will make people stop being lazy and sitting while the flag is capped to get a kill. It forces you to rush and to play well, and penalizes those whom sit and wait.
Video is up now, it will be done processing in around an hour or so. It is 1:20 minutes long.
Another Idea I had while flailing around to melee a sniper 3 inches away and missing 9 times... Add a knife, or something, so you know where the melee is and it can actually be a one hit silent kill.
It would also be cool to see some more things from GR:FS incorporated, such as the ARrone spy bot that spots players or shoots (NOT dependand on a kill streak, but perhaps map based and only available in specific locales, like to clear a particularly annoying building).
In terms of balance, the translucent shield power needs to have health, something where 3-4 high end sniper shots will take the guy down (3 for the shield, 1 for him) Also, lessen the time so that you don't simply use that to cap a flag. Nice idea, but it is already completely overused and annoying.
Lastly, object detection specifically for things like edges of balconies and railing when prone and sniping, make it almost impossible to do so without being detected. Trying to get on the edge of the girder, but not have the scope and rifle flailing around can be difficult. And sometimes, shooting through girders on some maps leads to poor shot detection, perhaps the object is in the way when it shouldn't be? Watch the video, I hit a guy 3-4 times today and he didn't get one ounce of health down, Hit a guy on the other side of the walkway, same distance sticking out, shooting through a pipe and metal box, and he died in one shot. It's really shotty when it comes to hid detection in places.
Last edited by nabokovfan87; 04-09-2012 at 03:26 AM.
You don't seem to get it though...This is not DOD:S, this is ghost recon online. It's it's own thing, let it be that way, stop trying to make it like another game. You want NEW, fresh idea's that make this game stand out among the crowd, not blend in. Oh and at 1:35, what were you thinking? You are a sniper, stop going to the front lines -_-. Oh and you suck at aiming dude Lol.
Last edited by Tecness0; 04-09-2012 at 05:18 AM.
I am the Pillar Of Light in a Land Of Darkness.
If I see you first, you die.
If you see me first, you die.
Bottom line, you die.
you do know they give you 30 seconds b4 a match starts to change class right?Either add some sort of autobalance
Tommyboy7 LVL 24+ Specialist
all day today I was put on sniper teams being the lone assault, everyone camps in back while I push up alone doesn't really make for a interesting or fun game, there def needs to be a limit on the number of classes per team. The auto balance is really bad atm teams are often stacked. A server browser would be nice as well.
The flag cap times are nice it makes the rounds last a little longer you shouldn't be taking the flag alone the more people the faster it should cap, so if your team swamps a cap zone it should fall pretty fast compared to you sneaking in taking it alone.
On the point of this not being DOD:S... All I am saying it that it is a class based, tactical/strategic game that is based around capturing and holding points. That is the only relation. DOD:S does a ton of things extremely well and has been around for over 10 years. The powers adds a nice twist to the flag type of games, but the point is, the devs would do well to improve things and try some of the things that DOD:S does in order to see how they change the game around. Needless to say, all of you who are vehemently opposed to even giving it a shot are just narrowminded. You simply want a bf3/cod type experience, or you want to pretend that this game is particularly original and something which hasn't been around for 10+ years. Needless to say, I've been around for quite some time playing these games, and I know the new mentality, the old mentality, and what makes for a better game.
It was probably one of the best experiences each player has had during the beta. We weren't at eachothers throats, we knew what we all were doing, and we knew what to do in order to keep eachother pushed back. When you have matches like that, you learn the ins and outs of the game, you learn the intricacies of the maps, and you learn just what it takes to make that shot on 3 snipers on the balcony 100 yards away within 2 seconds. It isn't something you get from a generic cod/bf3 game, and as I said, it is something the competitive pc gaming scene NEEDS to have. If you want 5-10 minute matches, then go play cs, go play cod, go play bf, quite honestly there is a ton of crap to go around, even free to play stuff, all of which you can play for a few minutes at a time. As for me, I enjoy skill, strategy, teamwork, and having the ability to go back and forth, have things change on a dime if you know what you are doing, and have the ability for any player to win the match within a few seconds. Meaning, if one person on the def screws up, then fine, it's over, but if everyone knows what to do, then it can be going for a long time.
Last edited by nabokovfan87; 04-09-2012 at 03:46 PM.