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Carecat
Apr 27, 2004



It's hard to check without chucking a load of one day parts on a weapon but both ARs are under 60, you are looking at a heavy assault rifle or a combat rifle. Comparing the Mantis to the base SMG for example has lower recoil, lower min spread, faster reload, higher zoom level but lost 8% of it's range, has a higher aimed spread, higher minimum spread and a slower run speed.

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Verr
Apr 1, 2010

Whoah.


Jesus, the burstfire rifle is amazing. I've been an assault rifle guy all the way through 15th level, but I'm not sure I can go back.

S.T.C.A.
Feb 22, 2005
Crazy Arab

What are people's thoughts on hardsuit balance?

Dr.Oblivious
Jan 17, 2010


S.T.C.A. posted:

What are people's thoughts on hardsuit balance?

They're good for killing dumb people, not so much smart people.

hopterque
Mar 9, 2007
INTERNET DETECTIVE HERE! Look out!


Well I think the pixel perfect accurate 1 hit kill weapon with a fast reload is a bit much but I also think that since it only takes like 3 rocket hits to kill one it's not a huge deal.

Dr_Amazing
Apr 15, 2006
Probation
Can't post for 3 days!


S.T.C.A. posted:

What are people's thoughts on hardsuit balance?

It's pretty good I think. A hard suit had the ability to dominate a bunch of people and is usually worth the money.

On the other hand it's pretty easy to see and avoid. A good player with the right equipment can take it out no problem.

Both using and fighting them depends most heavily on the skill and teamwork of both sides.

Right now my favorite thing is when someone tried to get in your face with a flamethrower and you just boost right over him.

Drakes
Jul 18, 2007

Why my bullets no hit?

Hardsuits are super effective against dumb people racing to them when they should be avoiding them until they've got a flamer or a stinger. Or atleast get in close range if you're using a gun to circle-strafe the suits .

If you wanna continue racking up kills they aren't always the best option since its a pain to navigate around most maps with the hardsuit. Unless people are idiots and charging at you .

Delacroix
Dec 7, 2010


S.T.C.A. posted:

What are people's thoughts on hardsuit balance?

Anyone worth their salt will find their way to a stash and buy a flamethrower the moment you hear that NNNRRRRRRRRR BOOM. And kill you. I should point out it's a little more difficult sprinting up to them and trying to circle stafe now that jumping takes up stamina.

Carecat
Apr 27, 2004



Easter rewards are finally going out, except for the title that will come later.

S.T.C.A.
Feb 22, 2005
Crazy Arab

I feel a lot better, because my post originally mentioned

you're probably bad if you think they're OP

but everyone else put it... less dickishly.

Also, I confirmed that there are damage ranges on premades that appear to be outside what's possible with attachments, unless higher-level level attachments are way stronger: there are burstfire rifle premades that do 72 damage. I forgot to post when I was home last night, but seriously, it looks like the premades are statistically way better unless it's a display bug or higher level attachments are dramatically more powerful than those at level 14.

Dibujante
Jul 27, 2004


S.T.C.A. posted:

I feel a lot better, because my post originally mentioned

you're probably bad if you think they're OP

but everyone else put it... less dickishly.

Also, I confirmed that there are damage ranges on premades that appear to be outside what's possible with attachments, unless higher-level level attachments are way stronger: there are burstfire rifle premades that do 72 damage. I forgot to post when I was home last night, but seriously, it looks like the premades are statistically way better unless it's a display bug or higher level attachments are dramatically more powerful than those at level 14.
Has anyone done a comparison with level 30 attachments?

Carecat
Apr 27, 2004



The heavy assault rifle kick takes getting used to. Not sure it is any better than the regular assault rifle, the damage is great if you can keep it on target.

Carecat fucked around with this message at Apr 17, 2012 around 21:41

S.T.C.A.
Feb 22, 2005
Crazy Arab

S.T.C.A. posted:

I feel a lot better, because my post originally mentioned

you're probably bad if you think they're OP

but everyone else put it... less dickishly.

Also, I confirmed that there are damage ranges on premades that appear to be outside what's possible with attachments, unless higher-level level attachments are way stronger: there are burstfire rifle premades that do 72 damage. I forgot to post when I was home last night, but seriously, it looks like the premades are statistically way better unless it's a display bug or higher level attachments are dramatically more powerful than those at level 14.

I am wrong and blind. Premades are totally in line with normal weapons. I was reading the top-right box for weapon type, not realizing that's what I have equipped, despite the stats box below that updating based on what you have selected from the premade menu. The 72 damage weapon is a combat rifle; I had a burstfire rifle equipped.

In conclusion, the customization UI is annoying, the game is awesome, the game is also not at all pay to win (at least no more than Tribes Ascend).

thetrin
May 4, 2009

I pull down the curtain, wantin to do me some dirtin aint nuthin better then jerkin my gerkin so I start with some flirtin

But my magic find aint working so I can't do no spurtin its got Wirt's feelins all hurtin, and his wooden leg stops all perking


S.T.C.A. posted:

I feel a lot better, because my post originally mentioned

you're probably bad if you think they're OP

but everyone else put it... less dickishly.

Also, I confirmed that there are damage ranges on premades that appear to be outside what's possible with attachments, unless higher-level level attachments are way stronger: there are burstfire rifle premades that do 72 damage. I forgot to post when I was home last night, but seriously, it looks like the premades are statistically way better unless it's a display bug or higher level attachments are dramatically more powerful than those at level 14.

I don't think they're OP, but I also can't kill them at all. I've killed one once, and it was like, a gigantic achievement for me. Most of the time, I just run away, because they cut me to pieces.

Did I mention I totally suck at this game?

Mojo Jojo
Sep 21, 2005
Hypnotist of Ladies

Carecat posted:

Easter rewards are finally going out, except for the title that will come later.

I had some Easter Tag late arrivals (including a random Easter tag pack), so I got the award. Woo.

And then for the last few days I've been kicked from every match because apparently my client is trying to update or something :P

Drakes
Jul 18, 2007

Why my bullets no hit?

Man the heavy assault rifle is really good its basically the AK from CS. I get loads of incidental headshots with it while aiming around the body just due to the hard recoil it has.

Carecat
Apr 27, 2004



http://www.destructoid.com/review-b...on-226017.phtml

A good review, Destructoid being realistic for a change.

Delacroix
Dec 7, 2010


I'd rather wait for RPS to review it to take anything with any amount of salt. But fortunately I already have my own thoughts on gameplay.
I think the constant rankups with rental rewards early on makes it fulfilling to play at first but the "reward feedback loop" peters out quickly.
It doesn't help there is little difference between being the MVP of a match and doing terribly (iirc, about 40 GP difference). And it may not even matter, how long you spent in the match seems to matter most.

Many things gives you CP and that's nice that you're about to play around with different toys, but CP is only indicative of the match you're playing and does not reward your effort in the long run.
I was ready to give up after perma-renting my third item as there is too much grinding between levels with reduced items to tide you over later on. You might gain more mileage by spending money since they lock the objectively better unlocks til later/prohibitive cost but to perma an entire gun is going to cost a hell of a lot.

That said, it looks nice and plays decently for a F2P but then again, it is competing with TF2 which is on another dimensional plain altogether. It's fairly solid for 30-40 hours (I would not envy someone who put in closer to 70 hours like myself) but again, I spent over 1500 hours in TF2 quite casually over the years.

It's one of the better distractions I've played. The flamethrower will forever be amusing because it was better than all of the guns for a long period of time because it did not shoot bullets.

AlexanderVenturi
Apr 1, 2012


Is it just me or does the game give you the best weapon straight off the bat? The Standard Tactical Knight for me has been the workhorse of pretty much every top-three placing I've had. I've also used different loadouts like the SMG, the combat rifle, bolt-action and even the LMG, but the STK just seems to beat them all even as an all-rounder.

That, paired with some decent aim and a good buddy means that you can lay the hurt on pretty much anything with a fairly good chance of winning.

Thoughts?

Delacroix
Dec 7, 2010


AlexanderVenturi posted:

Is it just me or does the game give you the best weapon straight off the bat? The Standard Tactical Knight for me has been the workhorse of pretty much every top-three placing I've had. I've also used different loadouts like the SMG, the combat rifle, bolt-action and even the LMG, but the STK just seems to beat them all even as an all-rounder.

That, paired with some decent aim and a good buddy means that you can lay the hurt on pretty much anything with a fairly good chance of winning.

Thoughts?

First bullet accuracy makes tapfiring at any range generally the best way to go. As such you don't actually need a spec out weapon, only a good scope and trigger discipline. The default gun is therefore pretty good at getting the job done. The burstfire is supposed to be more viable but I was always a melee combatant.

Cardboard Box
Jul 14, 2009

Grunkle Stan, what did you feed us?!


Okay, it's been a good while since I played this. Have they patched in the ability to make clan officers so others can invite people so I don't have to feel guilty about it?

S.T.C.A.
Feb 22, 2005
Crazy Arab

I still play this, I like it, but the community is probably dying since it seems like I rarely if ever play against people that make me say "WOW THAT GUY'S GOOD" and usually see quite a few familiar names. I shitstomp virtually every game I'm in. It's weird, and that's usually an indicator to me that a community is dead if I'm one of the vets (in as Tactilol). I just assume it's because really good FPS players are playing not-this-game, since I know I'm not actually that good at FPS games anymore.

The only novel thing I've ever seen was somoene exploiting the ballistic shield to block the entrance to the B point on Deadlock-DOM (or whatever map is in a city where the B point is in a subway station). It required a hardsuit or shittons of explosive to kill for some reason, and was 100% impassable otherwise. Granted, chucking some nades down the other entrance solved the problem, but still, neato (if not super loving annoying).

This game does lack a lot of obvious things like stat tracking, how far you are towards achievements, making their title system actually *work* (only the ROTTEN TO THE CORE and BETATESTER titles work, which is ironic since they're both test-related titles; I guess none of them bothered to note that none of the other titles work while they tested), explaining why some taunts are no longer available, making the customizaion UI and Nodes system less crappy in appearance...

It'll keep me engaged till D3, but I'm not fusing any epic nodes past the two-week duration, since they'll just go to waste past that point.

There's something about this game I really like, though, and I'm not sure what it is. Maybe it's running around with a machete scoring headshots, maybe it's crushing bads in a hardsuit, maybe it's just that for a 10-minute timed round in virtually every game mode, the game is pretty fun for what it is, and there's a lot of room for small unit tactics that just isn't seen because there's only, as far as I can tell, two clans on USW who play pub games (BLR and KOS).

S.T.C.A. fucked around with this message at Apr 25, 2012 around 18:27

Carecat
Apr 27, 2004



They should have kept it in beta until the new game modes went in.

quote:


All BLR servers will be down from 11:00 PM Pacific until 1:00 AM Pacific. Once the servers are back up, your client will automatically download the latest patch. Patch notes are as follows:

Fixes:
- Fixed a rare UI-related crash
- Fixed a rare game-related crash
- Fixed hardsuit targeter effects staying around after the hardsuit drops
- Fixed issue that prevented social categories from rendering when playing the game in FRA and DEU
- Fixed the AAR for Training
- Fixed being unable to place turret while holding a flag
- Fixed spectators being able to vote kick someone
- Fixed spectators being able to vote to skip the map
- Fixed invalid icons in the UI when a controller was plugged in
- Fixed captured points on DOM HUD always being colored red for spectators
- Fixed unlocalized text showing up in combat log when players are killed by a barricade melee
- Fixed the return to lobby button in intermission not closing the loadout menu
- Fixed XP boosts showing in the in-game score menu, now only applied in the After Action Report
- Fixed an issue with default chat channels
- Fixed the ignore list not respecting all channels
- Fixed an intermittent hang that occurred when using DX11
- Fixed incorrect player counts for entries in the server browser that occurred when transitioning between game states

Additions:
- Removed the dialog box in node fusion UI when fusing nodes - Fusion is now 4x faster!
- Added a breakdown of GP earned in After Action Report
- Added the game state to the server browser
- Added volume sliders for hit FX sounds for giving and taking damage
- Added a reply button to mail
- Added saving of server toggle states in the server browser
- Added the ability to modify FoxHud.ini again!
- Added a gameplay option to turn off HUD chat
- Added a gameplay option for static crosshairs that aren't affected by weapon spread
- Hard-suit now faces away from you when it lands
- Crash reporter no longer requires input

You can no longer see the enemy healthbars when you have the heal injector equipped.

Heal injector nerf

Tagichatn
Jun 7, 2009

Praise the Sun!


quote:

- Fixed an intermittent hang that occurred when using DX11
I hope that's the one that fixes my problem. It was incredibly annoying to hang at random intervals throughout the match. I'd usually come back dead.

Scruffyhawk
Jun 30, 2005

FHNNNNNNN

Hey, I'm the community manager on this game (my PWE handle is Crabclaw). I'm really glad to see that feedback is pretty good here. The game definitely has a ton of stuff en route that will improve pretty much every aspect of it. New guns, game modes, maps, you know the drill.

I'll be in this thread regularly from here on out, so definitely let me know what you like/don't like about the game. The developers are super cool, and are extremely open to ideas presented by players of the game.

ndub
Jun 9, 2007



get us a toggle that completely hides pubbie chat forever

Scruffyhawk
Jun 30, 2005

FHNNNNNNN

ndub posted:

get us a toggle that completely hides pubbie chat forever

Done.

Vadun
Mar 9, 2011

I'm hungrier than a green snake in a sugar cane field.


Let me do test runs on items i'm on the edge about buying in training mode. I really want to see how the final unlock for depot weapons works, and the grenade launcher.

Hell, let me spawn an "enemy" (doesn't need to be mobile) hardsuit with a randomized weakpoint that I can take potshots at in training mode

Delacroix
Dec 7, 2010


The way hardsuits have a giant stack of health and the way flamethrower and toxic grenades completely bypass make trying to shoot the weakspot almost pointless. Why bother shredding 15k from one spot that you have to be constantly aiming at when the pilot is so much easier to kill.

I could get the job done circle strafing hitting the hardsuit with a machete (trying meleeing a hardsuit to death, I dare you ) than risk being blown away trying to aim for the weak point.

Delacroix fucked around with this message at Apr 26, 2012 around 04:24

S.T.C.A.
Feb 22, 2005
Crazy Arab

Delacroix posted:

The way hardsuits have a giant stack of health and the way flamethrower and toxic grenades completely bypass make trying to shoot the weakspot almost pointless. Why bother shredding 15k from one spot that you have to be constantly aiming at when the pilot is so much easier to kill.

I could get the job done circle strafing hitting the hardsuit with a machete (trying meleeing a hardsuit to death, I dare you ) than risk being blown away trying to aim for the weak point.

Unless they just changed it in that last patch, toxic grenades 100% do not bypass your suit. I always thought they should, but I walk through tox nades all the time in hardsuits and specifically looked at my healthbar and it wasn't dropping (unless this is some bizarre bug caused by carrying a health injector, which I always have).

Also: Shoot the weakpoint with a rocket or railgun or even a few AR clips. They go down FAST and you get visual confirmation when you hit it (blue sparks instead of yellow/orange).

You don't seem to get any hit confirmation besides the normal red reticule popup with melee vs a hardsuit, which bugs me (no sparks of any color to know if you're killing it or wasting your time).

Drakes
Jul 18, 2007

Why my bullets no hit?

Hitting the weakspot does 10x damage. SMGs can do like 400 dmg a shot if you shoot'em well. So almost any weapon can shred hardsuits if you can shoot the dinky point.

Delacroix
Dec 7, 2010


S.T.C.A. posted:

Unless they just changed it in that last patch, toxic grenades 100% do not bypass your suit. I always thought they should, but I walk through tox nades all the time in hardsuits and specifically looked at my healthbar and it wasn't dropping (unless this is some bizarre bug caused by carrying a health injector, which I always have).

Also: Shoot the weakpoint with a rocket or railgun or even a few AR clips. They go down FAST and you get visual confirmation when you hit it (blue sparks instead of yellow/orange).

You don't seem to get any hit confirmation besides the normal red reticule popup with melee vs a hardsuit, which bugs me (no sparks of any color to know if you're killing it or wasting your time).

Weird, when I was playing around a month and a half ago I had a few times where I threw a toxic grenade and I only needed to poke them with the flamethrower to kill them, other times if I died before I could close the distance they'd have 50 health or something after leaving the cloud.
I never thought the weak point was a viable place to hit since they're almost always going to turn away and they usually have teammates which makes moving to constantly hit it not worth my time.

As for meleeing hardsuits, it's worked. I've tried to lunge at a guy time before he could jump into his fresh hardsuit and after 30 or so seconds he jumped out and cut down. I checked the health and it had 1500 armor points left. Out of 15000.

Dr_Amazing
Apr 15, 2006
Probation
Can't post for 3 days!


Carecat posted:

- Hard-suit now faces away from you when it lands

I'm glad we got this one. That was always bugging me.

Are turrets supposed to be always firing into walls? Or is that a bug? It doesn't make much difference but it they look dumb as hell when they're doing it.

I'm still never hearing anyone using voice chat and no one seems to be able to hear me. I've been asking this with most of the patches. Someone claimed to have heard it but can anyone confirm it's actually working in the game?

Delacroix
Dec 7, 2010


Dr_Amazing posted:

I'm glad we got this one. That was always bugging me.

Are turrets supposed to be always firing into walls? Or is that a bug? It doesn't make much difference but it they look dumb as hell when they're doing it.


They target everything in their range rather than line of sight, which naturally extends through walls and so on.

S.T.C.A.
Feb 22, 2005
Crazy Arab

Hardsuit spawn direction change makes me happy.

The turrets shooting at walls make them kind of useless since 1) they'll keep shooting at a wall, not a person, and 2) they give away their position so there's no reason to get caught offguard by one except in a handful of positions.

I had no idea the fact I carry a healing injector is what let me see enemy HP bars, ha. This explains so much. I was always so confused why people wouldn't kill certain hostiles; I just assumed it was part of the UI, and once my injector trial ran out I unlocked a permanent one immediately.

Scruffyhawk/Crabclaw, any timeline on working titles? How about progression towards Trophies? I really want that title for running down people using my hardsuit, or getting 5000+ points in a round, or to know how far I am towards my dildo of honor flashlight trophy.

ndub
Jun 9, 2007



quote:

Balance Changes:
- Shotgun: Decreased max damage from 300 to 260. Decreased base damage from 250 to 230.
- Heavy Pistol: Increased min damage from 40 to 45.
- Machine Pistol: Increased min damage from 30 to 40. Decreased max damage from 55 to 50.
- Burst Rifle: Increased ADS spread by 16%. Increased min damage from 45 to 50. Decreased max damage from 65 to 50. Decreased damage decay range by 50%
- LMG: Lowered spread by 5%. Increased Min damage from 55 to 57. Decreased max damage from 75 to 73.
- Assault Rifle: Increased ADS spread by 21%. Increased min damage from 40 to 45. Decreased max damage from 60 to 55.
- Proximity Mine: Decreased trigger distance by 30%. This ensures greater damage done when triggered.
- Digi Grenade: Now comes with 2 grenades
- Frag Grenade: Increased total blast radius by 53%. Increased damage range fall off by 250%
- HE Frag: Decreased total blast radius by 35% Increased damage range fall off by 100%
- Shock grenade: Increased damage by 300%.
- Toxic Ammo: Increased damage over time duration from 5 to 10 seconds. 120% damage done on toxic "infected" players. 60% immediately and 60% over time. 80% damage done on players not "infected" by toxic ammo. 40% immediately and 40% over time.
- Incendiary Ammo: Lower damage now deals a faster burn over time. Higher damage deals a slower burn over time.

Some good changes, no more one shot kills with incendiary snipers, ridiculous HE grenade gone, not thrilled about the shotgun nerf given it's ridiculously short dropoff range of 10 feet. Will have to modify my loadouts some more but good overall.

Carecat
Apr 27, 2004



Patch video
http://www.youtube.com/watch?v=T9AyM27eCYQ

Theorycrafting!

Shock grenade 300% boost means it now does 75 damage.

Toxic burst rifle

quote:

Time will tell whether it need to be re-balanced, but here is some basic info:

Bullet 1: 80% damage
Bullet 2: 120% damage
At this point 1+2 = 100% damage, essentially normal ammo
Bullets 3+: 120% damage

But also keep in mind that half of the damage done is over 10 seconds. This is a significant amount of time in our game

Lets do a quick example with a max damage Burst Rifle.

With Normal Ammo:
Bullets 1-3 = 180 damage (60 + 60 + 60)

With Toxic Amo:
Bullets 1-3 = 96 damage immediately, 96 over the next 10 seconds. (48 + 72 + 72)

Old frag grenade is the blue line, new is red. Slightly less damage but a longer range and not a linear fall off.

S.T.C.A.
Feb 22, 2005
Crazy Arab

What does ADS mean?

Liberatore
Nov 16, 2010

Would you like
to know more?


When (that's no) moon hits this guy like a big Twi'lek guy: Liberatore!


Aim down sights.

Liberatore fucked around with this message at Apr 26, 2012 around 14:57

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Thompsons
Aug 28, 2008

Ask me about onklunk extraction.

Well that's dumb, why not just call it ironsights?

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