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Post by -3055- on Jan 30, 2014 7:10:11 GMT -5
All aliens are teletubbies now
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qupie
True Bro
Posts: 12,400
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Post by qupie on Jan 30, 2014 7:35:25 GMT -5
I already regret asking for a sentry gun nerf ;P although it was probably a good thing... I don't know if the effect of the nerf was big or even noticeable. But the new extinction mode is hard! Got to hive 6 a couple of times but no further. In the end, good job! really like the map and the extra challenge. And the first part is also already quite the challenge, which is a good thing IMO.
Also, awesome that you removed that special ammo pick up forced a reload, even if you had a full gun with that ammo already.
Thumbs up, hope you can keep it going for another 3 maps!
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Post by -3055- on Jan 30, 2014 8:07:04 GMT -5
Sentry gun nerf = vulture buff. Honestly it's good that they nerfed it. A full team of sentry users made the rest of the class setup nearly pointless other than the first area, which was already easy to get past.
The best way to use the vulture is honestly to just keep running around. The vulture will be hovering right over the aliens chasing you.
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qupie
True Bro
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Post by qupie on Jan 30, 2014 9:34:28 GMT -5
Yeah I tried the vulture in point of contact, but I was already used to sentry guns, which were so much better. Especially how long the vulture lasted was a bummer for me. But in this new map it might be a good choice, because the action is more intense and with less 'brakes' where there would be no target for the vulture.
I thought its targeting was mediocre though... takes to long to start shooting, as most of the time aliens could still hit me a few times before being killed (even if there were only 2 scouts running around)
Sentry guns seem to die QUICK now! maybe that is the nerf they did. A hunter needs about 5 seconds to destroy it now. Seems fair
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Post by -3055- on Jan 30, 2014 9:59:31 GMT -5
Their rof is slow as hell too apparently
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Deleted
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Post by Deleted on Jan 30, 2014 19:43:22 GMT -5
All aliens are teletubbies now Like this?
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Post by -3055- on Jan 30, 2014 21:58:43 GMT -5
YESSSSS YESSSSSSSSSSSSSSSSSSSSSSSSSS!!!
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Post by xFEARtheSHIELDx on Jan 31, 2014 17:44:54 GMT -5
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Post by Deleted on Feb 2, 2014 21:54:34 GMT -5
Was there really much to derail after the teletubbies?
Speaking of the IMS/Sentry it would be interesting to see a whole class devoted to just laying down claymores, betties, and other nasty traps in exchange for most of their firepower. That would be an interesting role to place them in. Several modded servers in Killing Floor added a 'Saboteur' class; players would run around planting miniature pipe bombs, claymores and mines on the ground with nothing more than a machine pistol as a direct means of engaging the enemy.
If the enemies in the end somehow don't seem challenging there's always space for even bigger/diverse enemies and an armor system. There's a lot of things that can be done to just stuff more depth into the game a little at a time while giving out another thing for players to burn their money on. -Damage Resistance. Terraria and Starcraft pop into mind for games that revolve around this; all damage dealt to the player is negated by x amount. 100 damage with 20 damage resistance becomes 80, 65 becomes 45, and 27 becomes 7. -Faster health recovery/shorter regen delay. Mostly designed to reward players who often dip in and out of combat a lot. -Life steal. Melee attacks/ kills/ a portion of all damage dealt gets reverted back into player health somehow. This favours heavily aggressive builds focused around slaying and getting a high effective DPS. -The Plasma Shield. Just a second health bar that's easier to recover and absorbs all damage before the player's actual health bar starts taking hits. It's not original, and in the context of a game like CoD it will be difficult to fit into CoD's universe. -Corridor 7 armor. Armor acts like an extended health bar. Half of all damage goes to the armor bar, the rest is absorbed by the health bar. A player with 20 health and 100 armor integrity can take 30 damage to result in 5 health and 85 armor integrity. -Damage Resistance. League of Legends, heavy armor in Path of Exile, and Skyrim do this. Armor in this case just means your effective health is multiplied by [100+A]%; 400 armor provides 80% damage resistance. -Platelets. Nobody does this; maybe the MW3 ballistic vest is a loose example of this, but that's it. Players get X armor platelets, and each platelet can absorb y damage. When a single shot deals enough damage to fall under 1<y<=2 the player takes 2 platelets worth of damage. To make this worthwhile the product of Xy must be high to be considered viable. This armor is designed to counter high-damage weaponry, one platelet can regenerate every t seconds, or it can be scavenged off of fallen enemies.
These are just a few ideas; the more obscure ones I can think of are just minor alterations for the mostpart. The decision to make armor a disposable item that demands maitenance in exchange for more money can make gameplay more interesting. Alternatively if enemies were designed to grow more powerful and numerous as the match went on upgrade-able armor can be a thing.
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Post by -3055- on Feb 3, 2014 3:07:43 GMT -5
If they didn't go down tbe road "find and buy weapons off the ground" they could've had you be able to have guns with skill trees on them. Could've been interesting.
They should also have opposites of relics. Bigger wallet and more money earned, more damage, less damage taken, pick two classes, extra secondaries and primaries. With an exp decrease, of course. Or at least make it available jn private match.
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qupie
True Bro
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Post by qupie on Feb 3, 2014 5:53:26 GMT -5
Anyone has completed the kill a phantom in mid jump like EVER? That challenge needs to be toned down a bit! if you face 5 phantoms a round, it would be really hard, but in round 3? with only one phantom when some ppl are still using their pistols? It is fairly easy to kill, but I think I have never seen it killed in mid air.... I do get some hitmarkers while it is teleporting, but it always gets killed when it gets bogged down on the ground. A change to that challenge would be very welcome! Also the 10 kills before any players gets any damage is a good idea, but it needs to be matched with what kind of alliens you get. We got that challenge once, and 0.5 seconds later, a rhino came out of the ground right in front of us... yeah.... Allot of challenges sound good, and most are actually good. But some need a little bit of tweaking I think. (dont give us that challenge when there will be a rhino spawning < 10 seconds from the beginning for example... even more than one hunter is to much in my opinion, as they will almost always hit you at least once before it dies)
Still have not completed the final boss fight, got there twice with randoms, all in all I really like this nightfall map.
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Post by Deleted on Feb 7, 2014 23:38:43 GMT -5
I got to thinking; what if Gearbox designed CoD's weapon pool? I like it when CoD throws a few wrenches in the gears. I like the concepts offered behind burst-fire SMGs, the HAMR's variable fire rate, or even the Chain Saw's design as a weapon designed solely for hipfire. Instead of trying to nerf everything that 'feels' OP why not just pile on an incomparable to every gun in the weapon pool? The only rule is that it shouldn't benefit players for getting bigger killstreaks, but for encouraging players to play a certain way. I know a lot of these traits will sound OP in theory, but when everything's OP nothing is.
I'm also assuming in these models that damage drop-off isn't a thing. It just seems arbitrary to go from a 3-shot kill at 28m and then go to a 4-shot kill at 28.3m. At the same time compensating for this by adding more recoil/idle sway is a counter-intuitive in designing a solid casual FPS. Short-range weapons from being used at long range. Hm... anyways, here's a bunch of concepts that most likely ignore the laws of... everything. I'm using pre-existing weapons from more recent CoD games so that I don't have to list 10 stats to a weapon every time I write down an idea.
SUBMACHINE GUNS -Skorpion EVO equipped with fire bullets that deals fire damage over time. "Set and forget" -A PM63 that fires in bursts of 10 at and deals 20-18 damage. It also gains a 1.5-second reload, extra magazines on spawn, and offers a bonus reward towards pointstreaks. -SMG that fires 2 bullets at a time that have a cone of fire, Low RoF, larger magazine, longer reload. -A naturally silenced MW3 UMP with 25 rounds that allows the player to just cloak for a few seconds after every kill. Cloaked players cannot capture objectives/be targeted by AI and uncloak when firing their first shot. -A MW2 P90 that spikes in its rate of fire for a few seconds after reloading. -An MSMC that can load bullets into its magazine from its ammo pool every 0.2 seconds while sprinting.
ASSAULT RIFLES/LMGs -Average stats all-around, 20-round magazine, shots that hit an enemy player don't deplete the magazine. -A SWAT-556 where injuring an opponent paints them on the minimap for a few seconds. -Low damage average RoF assault rifle. It has very high flinch reduction, nimble handling, and steals health from opponents on a hit to a maximum of 100 HP. -An MW2 MP AUG-HBAR; killing an opponent causes him to explode like a grenade. -A belt-fed LMG that fires slower and deals more damage as its magazine dips below 30%. -A drum-fed LMG that's sub-par but temporarilty performs better as it earns kills. In its 'inactive' state it will fire 625 RPM, deal moderate damage, and have somewhat manageable recoil. Once a player gets a kill it fires 750 RPM, is fairly accurate, and reload speed is 50% faster; if 10 seconds aren't over and another kill was scored it fires 900 RPM, doubles its reload speed, and is almost a laser weapon. Once the ten-second overlap ends it goes back to 750, and when both 10 seconds timers are up it's back to 625. Things cannot escalate beyond 940RPM; unless you want to waltz into 1250RPM-LMG territory... which isn't a bad thing. I know Rapid Fire was seldom viable in BO2 but the sound and feel of a 1200RPM QBB-LSW made my day.
SNIPER/MARKSMAN RIFLES -Bolt-action rifle - fires ~60 RPM; hitmarkers force players to drop their weapon and AI enemies to refrain from attacking for the next few seconds. -Semi-auto sniper rifle - fires ~90RPM, smaller 1SK zone, targets hit by hitmarkers have their movement speed significantly reduced for 2 seconds. -Scoped marksman rifle - fires at 600 RPM, headshots/neckshots cause the player's head to explode... or have money fly out of them; that works too. -Unscoped marksman rifle - fires at 460 RPM, scoping in for more than 2 seconds without firing will cause the weapon to fire 2 shots simultaneously for a potential 1-shot kill on the next trigger pull. After that another 2 seconds need to go by before another trigger pull can occur. -Full-auto high-damage rifle with 20 rounds. Deals high damage, has an integrated laser, always is a one-shot-kill to the head, and an easy way to get Counter-Strike fans to feel at home. Standing still guarantees perfect accuracy on the first two hipfire shots.
SHOTGUNS In this case we're giving shotguns a really tight spread, decent range, and a way to force shotgunners to work for their kills while keeping them viable close-quarters weapons. Semi-auto shotguns will be less likely to one-shot-kill because their damage per shot is significantly lower. -Killing Floor AA12- 20-round magazine, 300 RPM, extremely accurate, low damage profile at every range. Hitmarkers push an enemy back. -MW3 USAS-12 with a similar range and lower damage per shot. Players that take damage from this weapon are forced to aim several degrees away from the guy shooting at them. -BO2 KSG that fires slugs that can ricochet off of surfaces up to two times. Laser sight that bounces off of one surface to be used to guide shots after the first bounce and can be used to warn enemies. If anyone remembers the Halo sniper rifle you'll know this gun is for that kind of guy. -A MW2 SPAS-12- A player wielding this weapon can overheal like in TF2. One third of all damage dealt can be used to heal the player for a maximum of 150 health. Players that have over 100 health slowly lose 2 health every second until they reach 100 again. -The M1216. Bursts of 4, every 1st shot stuns opponents for a short time.
LAUNCHERS/MISC Also, why not throw in an M32? Seventy damage on direct impact, and if it hits an opponent it forms an area of denial of that deals 15 damage per 0.5 seconds for 10 seconds. We can use white phosphorus, or a pool of acid in case you played/watched Spec Ops: The Line and never want to use willy pete ever again. The XM25, Javelin, BO2 crossbow, a Skill Cannon that fires tac grenades really far, that pistol that fires shotgun shells; those are all pretty cool ideas. FLAMETHROWERS! Where did those bad boys go? If we gave them lower damage, DoT(?), LoE, and a long magazine life they can become the ultimate middle finger to long-range combatants that want to cover long sightlines.
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Post by -3055- on Feb 8, 2014 0:43:50 GMT -5
These are all awesome but I don't think the dev is here anymore
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Deleted
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Post by Deleted on Feb 8, 2014 3:09:06 GMT -5
These are all awesome but I don't think the dev is here anymore If this went into 'Hey Guy' it can quickly be construed as a joke thread.
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Post by LeGitBeeSting on Feb 8, 2014 10:45:24 GMT -5
Buff the AA-12.
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Post by -3055- on Feb 8, 2014 10:58:26 GMT -5
AA-12 DIED TWO YEARS AGO FORGET ABOUT IT. YOU NEED TO MOVE ON, ALRIGHT? LISTEN TO ME. MOVE THE FUCK ON.
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Deleted
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Post by Deleted on Feb 8, 2014 13:19:03 GMT -5
It could have a really low damage profile at all ranges; accurate with plenty of sway from the hip and has ridiculous recoil when hipfiring, bonus headshot/torso damage in lieu of a really low damage model. This can be a shotgun with several LMG properties for its potentially long reload.
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Post by -3055- on Feb 9, 2014 1:39:15 GMT -5
I know what you're saying but all I hear is gimped ChainSAW
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Post by TheHawkNY on Mar 5, 2014 15:41:53 GMT -5
I really like Nightfall, it's a lot more difficult, you can't just upgrade your Sentry Gun and place 2 in an electric trap to easily get past almost every single hive. You really need to have a balanced squad, and there's a lot more variance in what people are using.
The biggest problem I have is that it gets repetitive using the same very few guns over and over. I was in a game and someone said, "why are there all of these lockers if there are no keys?" I can't say I disagree. Throw down a few more keys, and put other guns in the lockers (it would be great to pick up a gun that isn't available for purchase on that map from the locker).
A big problem with the weapon balance is that essentially any weapon that is not fully automatic is complete garbage:
Snipers - I've gotten hitmarkers on Scouts with the VKS. If snipers are only effective at range, and enemies all rush at you, and you can't consistently even take out the Goomba equivalent, how on earth are you supposed to use a Sniper Rifle?
Marksman Rifles - I don't normally complain about firerate caps, but they're devastating here. The SVU and MR28 fire so slow, and none of them do nearly enough damage. They're not powerful enough to compensate for the difference in ammo and firerate from the ARs or LMGs, much less to compensate for how you'll have to jam on the trigger thousands of times over the course of an hour.
Shotguns - You have to reload after 5 or 6 shots, it's completely ineffective against enemies that aren't up close, and yet for some reason, I still get lots of hitmarkers against Scouts. I understand why they're underpowered in Multiplayer, but I don't really understand why they're so weak in Extinction.
Pistols - The M9A1 isn't accurate at all. You could aim and tap the trigger with any of the pistols, or you could use the MP-443 Grach and unload between 15 and 44 bullets in around a second. It's rare you see anyone decide to forgo the option for a hailstorm of bullets.
Basically, only the ARs, LMGs, and SMGs are really usable, and even the SMGs seem a little weak.
Explosives are also completely underpowered, there simply isn't reason to use them on Nightfall. In order to effectively use a Kastet, you would need to (a) have someone drop leveled-up explosives, (b) either have someone drop leveled-up boosters or be a leveled-up Weapon Specialist, and (c) have leveled-up pistols to the point of being able to carry two primaries. It would basically take all of your skill points for a long time and the coordination and cooperation of your teammates to even be able to use the Kastet even slightly effectively, and even then it would take way more money than it's worth to keep up the explosive supply. Using and upgrading explosives seems a pointless task anyway, given that there seems to be no real tactical way to make use of the explosives. If you toss down a leveled up box, usually what happens is everyone will toss out the 16 betties in the same general area to be blown up by the first 3 or so enemies that spawn. It would be better if you could choose in your loadout what type of explosive to use. You could then choose something that compliments your playstyle, like a Medic using Canister Bombs to clear an area around a downed enemy, a Weapon Specialist quickly tossing a Semtex, or an Engineer using Betties to protect the drill. Then with the launchers, I would either (a) double or triple both the max ammo and the amount supplied by the explosive box, or (b) make them not take up a primary slot (similar to the Venom-X) and increase the price to $5-6K.
Also, please don't place items right next to each other. In the first area of Nightfall, there is a searchable box right next to an electric trap, and people frequently hit the trap trying to search the box. In the next area, the Vector is right next to the electric trap, and it is super annoying to lose an upgraded weapon with plenty of special ammo to picking up a Vector when you try to turn on the trap. I've taken to switching to my pistol when hitting that trap just so I don't accidentally lose my weapon.
One more thing - no one uses Stun or Incendiary ammo. Perhaps you could add bonuses to the effect of those ammo types for guns that are not fully automatic?
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Ill-lll
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Post by Ill-lll on Mar 7, 2014 11:10:18 GMT -5
Snipers - I've gotten hitmarkers on Scouts with the VKS. If snipers are only effective at range, and enemies all rush at you, and you can't consistently even take out the Goomba equivalent, how on earth are you supposed to use a Sniper Rifle? Snipers are effective against Scorpions. Aim for the glow on their back or the tip of the tail if they are too high above you. They are so much more effective than an automatic. If you're going to grab one of the snipers, you should be on Scorpion killing duty. It works well there, but I agree there is no other enemy they are effective against. Also, the ammo problem applies to these weapons too. Mag size balance makes perfect sense for multiplayer, but in Extinction sniper rifles need to allow for quite a bit more. Marksman rifles are the same problem. They can be used effectively but the ammo shortage becomes a real problem and thus, they are never used. Shotguns are a sad case. No one uses them, ever. They are never effective and every time that weapon is selected for a challenge past the first few hives, you know you won't be getting all challenges this run. Adding them to the pool of possible challenges for area 2 or 3 is just a cruel joke. Or just an incentive to use this ammo type, at all, period. Everyone is using automatics anyway due to all of the other reasons above. If we are going to reserve bonuses for only specific weapon types, those weapon types need their inherent problems fixed first. If stun ammo would stun every enemy for multiple seconds (aside from the Breeder) then this would changes things quite a bit. Rhinos could get stun-locked. Scorpion gas could become a non-issue. Right now it is more of a quick stifle, and doesn't buy you any time to do anything different. This may sound OP, but with the quantity of enemies that are rushing you and the lack of AP/Explosive damage, you'd still have a hard time keeping it all in check. It would make crowd control a possible strategy. Incendiary working as damage-over-time is an epic failure and really would need something special. It needs a buff to the damage it does and also the effect needs to last longer. Then, when you opt to go this route you could play a game of tag trying to shoot as many of the enemies as possible in rotation. The damage could stack with other players for maximum benefit. Nightfall was a step in the right direction as far as making Extinction more challenging and fun. I hope the next one follows suit.
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Post by colerawrrrrr on Apr 10, 2014 17:26:01 GMT -5
The main thing I would really like to see is better weapon switching. At the moment, ill have pistol plus 2 guns plus venom plus riot shield whoch is 5 things, so when your trying to quickly switch to your pistol to run and recover some health quickly its a bit of a nightmare. Either a weapon wheel or double press Y to bring out the pistol will make the playability that bit much smoother, and im sure its not a big thing to incorporate
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