|
I'm pretty sure that adversarial alert was bugged, unless I'm missing something. TR captured more than 35%, the alert ended, and it was a draw. Also whoever gave out advice on the gun attachments with the tl;dr advice being 'foregrip' was right. Even on a CQC gun like the HV45, it's way better.
|
# ? Aug 12, 2014 11:38 |
|
|
# ? Jun 10, 2024 17:02 |
If you have certs to burn try the Bandit imho.
|
|
# ? Aug 12, 2014 11:38 |
|
The best thing about playing during Euro hours is the lack of giant hell ergs, although even then PHX and AOD manage to conjure up normal, heh, zeros which at least don't cause my PC to poo poo itself.
|
# ? Aug 12, 2014 11:53 |
|
I just wish off-hours emerald NC and TR would stop slamming their dicks into the regent rock/xenotech fight over and over. I get it, people love Indar and its the only continent with pop, but uuugggh. Woo VS get to ghost-cap down until we hit quartz ridge on the west and the NC warpgate on the east! That said VS command chat either ignores me due to goku tags or just sends weird whispers instead of responses in leader and command chat when I used orders. I just wanted our half squad to snake in down to tawrich and get into a 3-way, but our elite leaders (gotta love negator) wanted to ghost-cap another continent or just drag the largest group of vs to empty bases on Indar instead. Is all the strangeness in command chat from the Waterson merge or what?
|
# ? Aug 12, 2014 13:15 |
|
A Tartan Tory posted:On a battle rifle and a ghost maybe, but they generally trend to 4x even then. On the other hand, 3.4 crosshair scopes (at least for the NC) are goddamn amazing. I put them on just about everything AC-X11, TROSS, SAW, GD-22S. The only guns I don't put it on in the NC arsenal are the jackhammer which takes a 6X scope and the Cyclone which uses 1X red dot.
|
# ? Aug 12, 2014 13:24 |
|
mag posted:Hey, I need some gun-advice. Now that I've auraxed my AC-X11, I'm trying to decide which carbine to slog through next. My gut is telling me to knock out the GD-7F or Merc. Anyone else think differently? Preferred attachments on whatever you'd recommend would be pretty cool, too. Do the Merc you fool, it owns.
|
# ? Aug 12, 2014 13:42 |
|
A Tartan Tory posted:On a battle rifle and a ghost maybe, but they generally trend to 4x even then. They'd be OK if they didn't fill up the entire screen with the scope body. I'd love a 3.4x reflex
|
# ? Aug 12, 2014 13:50 |
|
Everyone would, which is why they don't exist.
|
# ? Aug 12, 2014 14:21 |
|
I don't think anything can fix hellzerging and ghostcapping. Not even the old hex system could fix it, although the lattice does channel it. The fact of the matter is like 90% of the people who play this game are absolute poo poo at it. Whether that's due lack of skill, lovely computers that choke when they try to get kills, they're new, lag, whatever, they're not ever going to do as well at it as people with good computers and skill at the game. For them it will never make sense to break up, split off, and start smaller and more interesting fights. They will always, always ball up with whatever outfit mass-invites them or that they auto-squad into and go to the same place 100-200 other people are going. This is clearly something SOE didn't anticipate and something they have no idea how to fix. I mean, it's telling that the max size for a pop indicator is 48v48, right? I see fights that actually hover around the 48v48 number maybe once a week. Otherwise 48v48 is a euphemism for 100v100, and the bases in this game are not set up for that poo poo. It's supposed to be a massive war, not an empty continent and 300 people fighting for control of a Burger King. The servers can't handle it, people's clients can't handle it, and there's like twelve other bases that people could be fighting at but won't because somebody has to make the first move and then somebody has to respond, and nobody ever will. There's no fix for this. You can't make people play better even if you think they'd want to, you can't induce them or punish them if you make it possible for them to throw a hundred assholes in one place. That's why other FPS games just have to cap the number of people playing. If you want a 16v16, you set the cap to 16v16 and then the server generally fills to that number. It's why MMORPG raids have player caps, it harkens back to the days of a hundred people wave-rushing EverQuest raid bosses, the natural inclination of the MMO player is to hellzerg if you allow them to.
|
# ? Aug 12, 2014 14:37 |
|
At least in EQ you could train huge mobs into those idiots as revenge, this game punishes you for it.
|
# ? Aug 12, 2014 14:41 |
|
Nakar posted:I don't think anything can fix hellzerging and ghostcapping. Not even the old hex system could fix it, although the lattice does channel it. The fact of the matter is like 90% of the people who play this game are absolute poo poo at it. Whether that's due lack of skill, lovely computers that choke when they try to get kills, they're new, lag, whatever, they're not ever going to do as well at it as people with good computers and skill at the game. For them it will never make sense to break up, split off, and start smaller and more interesting fights. They will always, always ball up with whatever outfit mass-invites them or that they auto-squad into and go to the same place 100-200 other people are going. It is very fixable. "Nanite Overdraw" - When there is more than 'X' people from a faction in a region spawn times are slowed exponentially and resource gains are taxed. Want to stick 300 people in a Hex? Enjoy 60 second respawns and 0 resource gain.
|
# ? Aug 12, 2014 14:44 |
Yes that sounds like a great way to get people to not play this video game.
|
|
# ? Aug 12, 2014 14:47 |
|
Manslaughter posted:Yes that sounds like a great way to get people to not play this video game. So is keeping the Hellzergs.
|
# ? Aug 12, 2014 14:47 |
|
Zerging is half the draw of the game, they're not going to do anything to change it. You guys might not like it and I stay away from any hex with 48+, but I would wager the average players really like and seek out the massive firefights.
Fart Car '97 fucked around with this message at 14:53 on Aug 12, 2014 |
# ? Aug 12, 2014 14:50 |
|
Xae posted:It is very fixable. "Nanite Overdraw" - When there is more than 'X' people from a faction in a region spawn times are slowed exponentially and resource gains are taxed.
|
# ? Aug 12, 2014 14:52 |
|
A Tartan Tory posted:She is the Queen of Scotland as well. Unironically behead the whole lot of those dole-bludging Huns. Robespierre knew what he was doing.
|
# ? Aug 12, 2014 15:18 |
|
Fart Car '97 posted:Zerging is half the draw of the game, they're not going to do anything to change it. You guys might not like it and I stay away from any hex with 48+, but I would wager the average players really like and seek out the massive firefights. This is an important point. The major selling point this game has over other multiplayer shooters is scale but, kind of like EVE, once you actually get up into the kind of scale the game sells the servers can't handle it perfectly. (and neither can the base design. If people got into meeting engagements more often the base design would be less of a problem, but that would require a redeply/instant action/spawn mechanics nerf which will never happen). Something like last night's Nott fight is the perfect hellzerg engagement: get pushed out of a base by numbers, fall back to defend the lane, the enemy zerg actually comes down the lane, fall back to the actual base under heavy pressure, come this close to breaking, somehow hold on and pull out some clever trick to kill their spawns and break the siege, storm right back up the lane in righteous fury. The size of that made it memorable and epic but for every huge, dynamic flowing fight there are two or three 300-person stalemates or pointless farms where there's no way for the underpopped side to prevail and they just die for ten minutes while the cap timer ticks.
|
# ? Aug 12, 2014 15:30 |
|
Hell zergs might be ok if the bases and spaces between bases were sized to accommodate them but they aren't. It wasn't such an issue before the merger because the pops are lower, now they aren't and it's the same mess writ large you got with TE and the old cont locking meta. Unfortunately the game is designed as a bunch of joined together BF sized maps so, yeah.
|
# ? Aug 12, 2014 15:44 |
|
Clamps McGraw posted:Unironically behead the whole lot of those dole-bludging Huns. Robespierre knew what he was doing. Wow look at this monarchy hater. If we didn't have the monarch we would have a president and that would be far worse! Can you imagine a Conservative President?!
|
# ? Aug 12, 2014 15:48 |
|
Some people have suggested fewer, much larger bases. That would certainly be better for large fights, but it might make smaller ones feel really weird and empty. But like 90% of the bases on Esamir right now cannot accommodate more than 40 people fighting without becoming overcrowded clusterfucks, and in order to push a lane to a base like an Amp Station you have to get through 3-5 of these things and one or two larger outposts or towers. The hellzerg is simply spacing out bases of that size, yet they have no choice but to cap through them.
|
# ? Aug 12, 2014 15:49 |
|
It doesn't take a pubbie whisperer to realize that zerging is just plain fun if you're playing alone, don't really care about the stakes and just want a huge fight. You get to see huge tanks and columns move around, people yelling and mil-sperging in proximity and most importantly you keep feeling like you're awesome as you keep taking the overpopped bases and you occasionally kill someone as they walk out of the spawn shield. It doesn't matter if you personally aren't that good at the game, you'll never know anyway since you never had to face any opposition where it mattered or had to step up to the plate. If you did you just move to another continent/hex. Take that away and they are going to complain (more) on the forums and eventually move on to another game.
|
# ? Aug 12, 2014 15:55 |
|
They shouldn't do anything that removes large battles. Large battles are what this game has. They should just spread out the really large battles somehow so it's not 100 people fighting over one point. Maybe shrink the number of actual bases on the lattice, make 'em real big (like 5 points big), and have a number of off-lattice outposts/towers with no spawn rooms (but places for Sunderers and terminals and stuff) that are generally more accommodating to smaller fights? More coordinated outfits work to cap outposts and open a new front for vehicle pulls and whatever, hellzergs fight tooth and nail over huge bases where any given fight might be 20-40 people per side but on aggregate the base itself contains hundreds of people duking it out. It's just that AOD will have to learn to send 50 guys to A, 50 guys to B, 50 guys to C if they want to take the base as sending 150 guys to A, then to B, then to C will just be a musical chairs fight the defenders will easily win (due to, presumably, better logistical access around their own base, which will matter more if they're bigger). Granted that's sorta "Oh you mean like how PS1 did it? " but not exactly. And yes technically nothing will stop the hellzerg from hellzerging the outposts but since they don't contribute to the base cap and don't have automatic spawns they'd have to physically bring their 100 man zerg there and then leave them there, which is just stupid and allows for a different outpost to get capped instead.
|
# ? Aug 12, 2014 16:11 |
|
Nakar posted:Granted that's sorta "Oh you mean like how PS1 did it? " but not exactly Maybe I missed something but didn't PS1 only have one point to cap in each base and it was usually a completely ball aching grind *Cough* Interlink *Cough*
|
# ? Aug 12, 2014 16:14 |
|
Fans posted:Maybe I missed something but didn't PS1 only have one point to cap in each base and it was usually a completely ball aching grind *Cough* Interlink *Cough* PS1 base caps were generally absolutely horrible. Tech plants were like the only none poo poo ones since the cap point was on the roof, amp stations were okay to but if you jammed enough people in them before hand defending them was pretty easy.
|
# ? Aug 12, 2014 16:19 |
|
This would be a much better game if they made it more like PS1 since even at its worst after Core Combat it wasn't as stupidly bloated and bland. "Gee another gun with the exact same model that shoots slightly differently, what an exciting new feature to grind for hours to unlock."
|
# ? Aug 12, 2014 16:33 |
|
A Tartan Tory posted:Wow look at this monarchy hater. How's that any different to any other modern first world country in the world with a President? They all manage fine and at least they'd have to do their dirty business through democratic channels. I'd definitely give William "Fivehead" Hun's missus a go, though. Katherine Breedinge-Stoque or whatever her name is. Always had a bit of a thing for useless posh totty. PS2 related news: SABR w/ 1x, advanced foregrip, comp and HVA still best gun in game.
|
# ? Aug 12, 2014 16:33 |
|
Nakar posted:There's no fix for this. Sure there is, Higby just dedicates an hour of his day maybe three times a week to overlook fights and when they get into stupid 48v48 where one faction is 80% of the population Higby just activates a hex wide painfield and says in the server announcement chat "SPLIT YOUR drat FORCES" Do this for a few weeks and the player base will change, lest they randomly die and can literally not step back into the hex without dying. In fact Higby can pay me minimum wage to do this, I also accept bitcoin.
|
# ? Aug 12, 2014 16:38 |
|
I am really liking the H1C Cougar for some reason when for all purposes its just a worse Razor. Does it have much better bloom or H-Tolerance or something?
|
# ? Aug 12, 2014 16:40 |
|
BadLlama posted:PS1 base caps were generally absolutely horrible. Tech plants were like the only none poo poo ones since the cap point was on the roof, amp stations were okay to but if you jammed enough people in them before hand defending them was pretty easy. Tech plants in PS1 were the best things ever as VS since not only could you just jet over the bases walls in MAX suits but there was one angle of attack where you could clear the outer wall and be right next to the cap point on the roof in one jump. If you did it right there was an infiltrator waiting to open the door for 20-40 MAX units to dog pile the point.
|
# ? Aug 12, 2014 16:40 |
|
BadLlama posted:I am really liking the H1C Cougar for some reason when for all purposes its just a worse Razor. Does it have much better bloom or H-Tolerance or something? EDIT: Oh the Cougar has slightly worse hipfire and muzzle velocity, I guess. So they are marginally different but in terms of COFs and recoil they're identical. Nakar fucked around with this message at 16:44 on Aug 12, 2014 |
# ? Aug 12, 2014 16:42 |
|
BadLlama posted:I am really liking the H1C Cougar for some reason when for all purposes its just a worse Razor. Does it have much better bloom or H-Tolerance or something? It's because you love NC guns and having an NC gun for middle distance on your TR dude is a dream come true. It's my go-to Engineer loadout because I'm so used to the Razor.
|
# ? Aug 12, 2014 16:46 |
|
Nakar posted:The Cougar is the exact same gun as the Razor except instead of super fast reloads it has decently fast reloads and a 35 round magazine. And it pulls slightly in the opposite direction the Razor does. They are otherwise exactly the same in every capacity and the effect of every attachment. Crazy there seems like there is something else too it but its probably just from using so many 143 dmg weapons that using a 167 dmg gun again is letting me pretend like I am on my NC.
|
# ? Aug 12, 2014 16:47 |
|
BadLlama posted:Crazy there seems like there is something else too it but its probably just from using so many 143 dmg weapons that using a 167 dmg gun again is letting me pretend like I am on my NC. The Razor's great, it's just up against the NC Carbine line up which has great other choices for the range you'd use it. What you going to use instead of the Cougar? The T5-AMC? That's just a slightly better NS-11C, wheeee.
|
# ? Aug 12, 2014 16:54 |
|
Fans posted:The Razor's great, it's just up against the NC Carbine line up which has great other choices for the range you'd use it. The Lynx
|
# ? Aug 12, 2014 16:56 |
|
I have seen quite a few people say that they mount 6x scope on their jackhammer. Why?
|
# ? Aug 12, 2014 17:01 |
|
Eonwe posted:Yeah, it really is amazing what guns TR in general seems to think are bad. My KDR goes up even if I'm just dicking around. If GOKU or GOON (or any competent outfit) were on the TR then their stuff might well have been nerfed into oblivion. With luck AOD will remain the largest TR presence in the game, resulting in no nerfs and only buffs.
|
# ? Aug 12, 2014 17:05 |
|
Fans posted:The Razor's great, it's just up against the NC Carbine line up which has great other choices for the range you'd use it. o muerte posted:The Lynx Lynx might be more bullshit in relative terms than the TORQ, just because the TORQ faces stiff competition from the best AR lineup in the game while the Lynx is a god among decent weapons. Trogdos! posted:I have seen quite a few people say that they mount 6x scope on their jackhammer. Why?
|
# ? Aug 12, 2014 17:14 |
|
Trogdos! posted:I have seen quite a few people say that they mount 6x scope on their jackhammer. Why? Accuracy at long range
|
# ? Aug 12, 2014 17:16 |
|
alg posted:Accuracy at long range It's a shotgun!
|
# ? Aug 12, 2014 17:18 |
|
|
# ? Jun 10, 2024 17:02 |
|
A Tartan Tory posted:It's a shotgun!
|
# ? Aug 12, 2014 17:20 |