A Few Things That Need Fixed A.S.A.P.( more like yesterday)
Ok there's like a couple things that are becoming a even worse growing trend and these need to be addressed IMO. And these are effecting game play and well for me just making GR:O unplayable and not fun as it was in the very start. I usually don't uninstall games they usually just sit aside taken up HDD space but seriously GR:O is close to the uninstall state for me. Yes i am aware it's BETA thus being why i am not given up yet on GR:O. I do love GR:O and has that fun factor. But as these things weren't much of a issue when the game first started but are growing more and more troublesome.
1: There seems to be a growing trend of red pinged players or just even players now lagging their own connection to get a low ping. This leads into the WTF you shot me threw cover, walls, the magical curving bullet. Or what i have been seeing alot of is hitting a red pinged player and just getting a bunch of yellow or red X's where i hit and no DMG done. All this did was alert i was there lagger turns i try to dive for cover i make it to cover oh go figure i go shot sliding 4 ft behind cover. If i wanted to deal with this i would still be playing A.V.A. This needs to be addressed with either ping restricted matches or in the match making put people with green pings together in a match. I have now seen countless teams of full RED ping rickroll teams with full green or maybe a yellow pinged team. Ok you will probably say get a fireteam (Game shouldn't be reliant on using a fireteam considering it's only 4 people ATM.) or learn to play better. I'll admit i am not the greatest player but i do try to play smart and learn more. But its kind of hard to get anywhere when your ducking into cover and some lagging sniper or a lagging specialist with a mk16sv has now shot you threw every pillar on metro station from the steps when you slide behind them.
2: Dolphin Diving needs to go into a deep dark hole this is now being abused more then snipers stair glitching. It is way to easy to just charge around a corner full sprint dive and shoot from a full sprint and wreck who ever your aiming at. Also this is way to easy from a standing/walking position to get a pure accurate jump on your foe. I could understand crouching but insta prone/fire is pure BS. Prone should be used for getting behind cover or crawling to sneak around on a foe. Prone IMO should be something you need to stop and think about like stop walking and decide "do i want to prone here". Not as it is now "oh look a foe sprint at him prone spray haha he's dead" move on dive at the next target. As far as i see this Dolphin Diving should just be removed completely there's already ways to avoid being shot 1: Crouch 2: The great slide shot from sprinting and hitting your crouch ****on.
3: The almighty stair prone glitch. This sort of disappeared for a bit but now is coming back in full force being abuse by not only snipers but specialist and assaults as well. Yes the inclines are a good place to peek-a-boo to see what your next target might be. But using a mk16sv on semi or sniping is just wrong nobody else can see you but a sliver of your head which can not be shot. And all you do is plink away to rack up kills. This needs to be reworked. This one has gotten so bad legit players are resorting to team nadeing the stair abuser on their own team now.
4: The pentagun sorry i don't mind the penta i just think it's available at to low of a level. It should be way higher with the other semi-auto shotguns considering the dmg output it has and ROF. Anyone can pretty much be great with the penta it takes no skill to use just point in general direction and press your mouse ****on as fast as you can. Oh look you dropped 15 people lol.
5: The hit box when behind cover this is something that's just annoying. Your behind cover with a shotty or a long gun and you got like 3 fingers of your hand showing or maybe your knee. And a sniper has now picked you off by shooting this tiny area doing a crap load of DMG. Or a LMG/AR on semi doing the same as a snipers.
6: PunkBuster need i say more then it's name itself. That company should be ashamed of itself and be out of business every game that's protected by so called punkbuster is over run by cheaters. Your Ubisoft you guys can't come up with your own anti-cheat that you can control and modify on the spot.
I am sorry but this is not at all what i expected to come from a huge name such as Ubisoft. Seems that they are dragging their feet at fixing anything yes i am sure their at work doing what needs to be done. But in all honesty 2 phases of closed BETA we seen what 3 patches that really didn't do a thing. I am sure i will think of more but these are my biggest gripes as of now. That most of these have been complained about in other post. And as of now not one things has been done to fix or change these issues.
Last edited by elke_10; 05-03-2012 at 07:46 PM.
The Penta-gun's reload should be decreased dramatically. As should that of any magazine-fed shotgun. It's a pop-open, close, and done, 5 insta-kills. The last tier shotgun has a 10 round magazine that does the same. Normally you'd expect someone to be easy to take down once they're out of ammo.
All the other shotguns have similar takedown capabilities, just slower ROF or slower reloads, around that tier. So just make the operator have to manually load 5 shells each time (even though it's a 6-round magazine). That would double the reload time at least.
I agree, the pentagun (maybe all shotguns) is way easy to kill with from short to medium range....but I think it's more of an accuracy issue more than anything. The reticule on it never moves...it's always tight even after sprinting...so your guaranteed to get an accurate shot off at all times from all ranges. I've often hit a prone sniper laying on the tracks while I was at objective D using my pentagun...granted it did only 17 damage but point here is both that kind of range is too long for a shotgun and the accuracy of shotguns are way too high. At close range though, shotguns are supposed to be king....if the accuracy was reduced making it less likely for any noob too get a guaranteed hit then I don't think you would need to change the damage or increase reload times....because experienced players will always have high accuracy with any gun...so even if you did do things like give it longer reload times, a good player with high efficiency in aiming would still only need 1 shot to hit you...therefore you won't change anything.
The only thing I can think of right now is increase the recoil or alter the spread of the pellets at medium to long range or something.....for close range, as I said s shotgun is supposed to rule just as in long range a sniper rifle is king...if you face a shotty user in close range, you need to use various tactics to give you an edge and not allow them to get in close on you...don't leave it to the devs to change game mechanics for things the player is supposed to be responsible for.....it's your job to reduce the effectiveness of the enemy regardless of what weapon they use...if you know they have a shotty, then don't run up on them thinking your MG will have the advantage...1 shot from a shotty is faster than 8 shots from a MG...you need to have continous on target aim to get your kill, they only need to get you in target 1 time for the kill....it's simple logic and math.
As for the hitbox thing, I think they need to remove the red outlined hit box from the game completely....in fact, while they are at it, remove oracle, vector detector, gunshot dector as well....make people use their own eyes and ears to detect the player and the open shot...I mean there have been multiple times per match where the red box pops up and shows me the location of a 100% hidden enemy that I was unaware off (meaning his whole body is behind cover that you know you can't shoot or see through from your own experience of being in that spot before)...so I'm not sure how or what make that red box show up...I thought it was having direct line of fire to the target but this doesn't seem to always be the case...
Last thing is being hit in the minor areas of the body (hand, feet..etc) should not be insta-kill just because the damage of the weapon used is higher than the amount of HP you have....when hit in various parts of the body, damage should be scaled down based on the body part hit....Feet/Hand should take the least damage and have the highest reduction on incoming damage, Arms and Legs should take a bit more damage and have medium damage reduction, Torso should take even more damage and Head should take max damage of the weapons base damage (unless we get hoods/helmets in the future that give some sort of head protection, then you could treat it like a vest).
when it comes to crit damage, I guess it can remain as it is...I don't see any big issue with excessive crits or anything...