|
Post by Megaqwerty on Jan 22, 2015 16:13:48 GMT -5
Check your quote tags.
I haven't tried in AW, but in previous games, Flak Jacket was insufficient for surviving direct hits from a bombing run.
|
|
|
Post by beesting on Jan 22, 2015 16:30:14 GMT -5
FJ in AW can't handle a direct hit or a near-hit. It helps when cowering in a corner
|
|
fpsdredd
True Bro
Always working on the FPS metagame
Posts: 495
|
Post by fpsdredd on Jan 22, 2015 16:48:40 GMT -5
Just use hover and pray.
|
|
bradman
True Bro
token old guy
Posts: 1,178
|
Post by bradman on Jan 23, 2015 7:43:26 GMT -5
FJ in AW can't handle a direct hit or a near-hit. It helps when cowering in a corner Then it's of great benefit to my playsstyle.
|
|
Will
True Bro
K/D below 1.0
Posts: 1,309
|
Post by Will on Jan 23, 2015 10:05:41 GMT -5
It seems Flak Jacket uses the same 0.09 multiplier in Hardcore that the Treyarch games use, which is super cool and makes it a really powerful perk there (means you can take 333 explosive damage before dying!) - and Danger Close cancels it out completely, making that perk really useful too!
And yeah direct hits probably don't register as explosive damage, or they do 334+ damage.
|
|
Will
True Bro
K/D below 1.0
Posts: 1,309
|
Post by Will on Jan 23, 2015 11:02:13 GMT -5
direct hits explicitly do 1000 damage iirc Oh yeah forgot Marvel gave us that. Well, except the Crossbow and MDL, which do 30 and 40 damage. But both are a 1HK in HC even against a Flak Jacket user, which indicates it is not explosive damage I wonder what the purpose of the 1000 damage is? I guess to deal with Goliath suits and Exo Stim
|
|
|
Post by cashmoves on Jan 23, 2015 12:19:55 GMT -5
What I would like to see is some sort of nerf for killstreaks when playing DOM, particularly Ground War DOM. Many times, the second half of the game is a Nuketown-type experience where just surviving and minimizing deaths is about all one could ask for. I will take the bad game and stay in when my team is getting pounded, but going 0-10 or more in a minute or less without firing a shot or moving 30 feet makes me want to hide in a corner until the game is over...which I've done and the bombers STILL find me. I usually run with the full complement of stealth perks, LP, CB, BE, HW, and that may help but not often when the game turns into the explosion-fest. I am sure it is fun for the guy who goes 54-7. He earned the skillstreaks, and I wouldn't want to take that away, but I'd like the game to still be playable to some extent. Maybe limit the number of uses per game for individual or team or only once a minute. Another option could be to allow scorestreaks up to and including the system hack, and not making the higher streaks available. That would keep the match more skill-based and more 'mano a mano'. I don't have a great answer, just sharing my thoughts. Anyone else have an opinion? make the launchers decent. the raise and reload times are an absolute joke. the sky visibility on a lot of maps is horrendous.
|
|
|
Post by beesting on Jan 23, 2015 12:34:52 GMT -5
I like that. Raise, reload, and mag size and lock-on times could all be buffed. With the launcher buff, I would think it would be important to make them vehicle-killers and not people killers. Having launcher-spammers is annoying...we've seen that play out and it isn't good. There would be the slot-usage penalty for carrying a launcher to offset the launcher buff.
|
|
|
Post by thegentleman on Jan 23, 2015 15:09:59 GMT -5
You could also buff the launchers' raise and lock-on time (or other parameters) by adding onto Blind Eye, which is a pretty weak perk in this iteration.
|
|
|
Post by cashmoves on Jan 23, 2015 15:27:59 GMT -5
as a guy who normally likes to roll with a launcher whenever he's not using a sniper rifle, these are the worst launchers ive ever used. its comical. i dont even use them in search. by the time i raise the gosh darn golly gee whiz thing, locate the UAV, and fire, some assclown has already bunny-hopped all the way to my spawn and killed me with his asm1. shit just aint worth it.
i run disable streaks on my system hack in dom and never use it until someone calls in a paladin or similar, then i throw that shit down and it gives you tons of points just for shutting all that shit down, not to mention the amazing schadenfreude of it all.
|
|
|
Post by beesting on Jan 23, 2015 16:31:58 GMT -5
I agree System Hack is a potent scorestreak, especially when buffed, and could help solve the issue. I don't usually equip scorestreaks that I can't build up to through 'support' like UAV, Turret and Care Drop. I am a chronic flag-jumper...I sometimes die a lot! A good game I might be 5 to 10 positive (28-20) and a regular game I am even or slightly negative. Ugly games such as I describe I go 10-30 or worse...ouch! I do take 8-12 flags a game. I also usually find that when the second half of Ground War DOM starts there is a backlog of scorestreaks to get put up and clearing the sky is a good thing, but there are many more ready to take its place. I don't mind having a single Paladin or bomb run, it is the 4 minutes of continual Bomb Run, Paladin AND Warship at once, one after the other! As one finishes another takes its place.
|
|
|
Post by Megaqwerty on Jan 23, 2015 23:02:01 GMT -5
All exo abilities should activate twice as fast. Using Fast Hands should eliminate the animation entirely a la Overclock.
Cloak should provide the effect of all stealth perks while active.
Mute should prevent the player character from making any noise whatsoever including gun fire and boost movements. Similarly, unsuppressed gun fire and boost movements should not show on the minimap, even if the relevant attachment or perk is not equipped.
EMP grenades should completely drain all exo ability charges.
|
|
|
Post by thegentleman on Jan 23, 2015 23:12:34 GMT -5
I'd also like to see the time for Cloak and Stim increased by 50 to 100%. I feel like Overclock's good as it is and gives the user a damned respectable amount of time to be activated. Cloak and Stim are over as soon as they're on, though, making them pretty dumb. To date, I've maybe shot one stim'd opponent. In turn, they'd give overclock a reason to exist.
Alternately, keeping them where they are but giving them an "instant on" would be neat, too.
|
|
|
Post by broth3r on Jan 24, 2015 0:24:49 GMT -5
Been trying to only use the Speakeasy when I feel I absolutely need to, but with a balance patch on the way, suppose I'll throw that out the window.
Got it during the free weekend, bought the game on Steam Sale right about when the ASM1 got buffed. There's writing on the wall and I'm trying to look away.
|
|
|
Post by imrlybord7 on Jan 24, 2015 5:39:27 GMT -5
I think they'll tone down the Gung Ho penalty on shotguns. Right? RIGHT?
|
|
|
Post by kylet357 on Jan 24, 2015 6:36:25 GMT -5
I think they'll tone down the Gung Ho penalty on shotguns. Right? RIGHT? What insane asylum did you escape from to assume they'll do that anytime soon?
|
|
|
Post by strokedem on Jan 24, 2015 12:34:12 GMT -5
FJ in AW can't handle a direct hit or a near-hit. It helps when cowering in a corner Ive stuck someone with a semtex and got a hitmarker because of fj. So it can handle a direct hit. I have it recorded on my xbox.
|
|
banana
True Banana
Zoro > Law
Posts: 1,577
|
Post by banana on Jan 25, 2015 12:43:29 GMT -5
Oh yeah, I also want a mk14 and pistol buff
|
|
asasa
True Bro
fuck
Posts: 4,255
|
Post by asasa on Jan 26, 2015 0:21:34 GMT -5
I think they'll tone down the Gung Ho penalty on shotguns. Right? RIGHT? I really doubt it, and dont think its that necessary. The penalty is too large, but a penalty itself isnt a bad idea. They clearly want to balance the shotguns around ADS, so Gung-Ho is completely against that. Just be happy you can get a 0s sprint out time IMO. I'm not sure what I've said in the past on this subject, but to me ADS shouldnt be such a focus on shotguns. It was dumb when ADS hurt the spread.. but it shouldn't be abysmal without it. Tight enough hipfire spread still requires and rewards skill, while ADS just makes the aim assist go nuts, so to me the answer to shotguns is in fact tighter hipspread. I think I disagreed with someone who said this in the past for which I apologize. I hadn't used shotguns enough & formed my opinion with little experience. Whats taking these mo-fos so long? I want a fighting chance with an MK14 pls.
|
|
Will
True Bro
K/D below 1.0
Posts: 1,309
|
Post by Will on Jan 26, 2015 0:45:43 GMT -5
I think they'll tone down the Gung Ho penalty on shotguns. Right? RIGHT? I really doubt it, and dont think its that necessary. The penalty is too large, but a penalty itself isnt a bad idea. They clearly want to balance the shotguns around ADS, so Gung-Ho is completely against that. Just be happy you can get a 0s sprint out time IMO. I'm not sure what I've said in the past on this subject, but to me ADS shouldnt be such a focus on shotguns. It was dumb when ADS hurt the spread.. but it shouldn't be abysmal without it. Tight enough hipfire spread still requires and rewards skill, while ADS just makes the aim assist go nuts, so to me the answer to shotguns is in fact tighter hipspread. I think I disagreed with someone who said this in the past for which I apologize. I hadn't used shotguns enough & formed my opinion with little experience. Whats taking these mo-fos so long? I want a fighting chance with an MK14 pls. The "big patch" is tuesday, with the maps. I assume it will have the weapon balancing, the new method for "earning" weapon variants, and hopefully grand master prestige (it's so sad seeing all this 2x and 4x XP count for nothing).
|
|
|
Post by imrlybord7 on Jan 26, 2015 3:29:45 GMT -5
Really hope all that patchy goodness hits PS4 around the same time. Need me some variants.
I agree that there should be a hip accuracy penalty with Gung Ho, but I think it should be like half of what it is and apply to all weapons and be reduced by the laser sight.
|
|
|
Post by Megaqwerty on Jan 26, 2015 9:55:08 GMT -5
Gungho should have no penalty on shotguns. It will, however, because not having a penalty would make shotguns almost viable.
|
|
ThatGuy
True Bro
Bal = Life
Posts: 78
|
Post by ThatGuy on Jan 26, 2015 11:32:09 GMT -5
Gungho should have no penalty on shotguns. It will, however, because not having a penalty would make shotguns almost viable. "almost"
|
|
fpsdredd
True Bro
Always working on the FPS metagame
Posts: 495
|
Post by fpsdredd on Jan 26, 2015 18:27:37 GMT -5
I always forget, what time does the patch usually hit? PS4
|
|
|
Post by LeGitBeeSting on Jan 26, 2015 18:37:43 GMT -5
nerf pistols.
|
|
|
Post by strokedem on Jan 26, 2015 19:04:21 GMT -5
Not sure about ps4 but the patch is live on xbox one.
|
|
Will
True Bro
K/D below 1.0
Posts: 1,309
|
Post by Will on Jan 26, 2015 21:59:49 GMT -5
Drift0r will pay Marvel $1000 to guest star in an episode of "In Depth" discussing the patch.
|
|
ThatGuy
True Bro
Bal = Life
Posts: 78
|
Post by ThatGuy on Jan 27, 2015 2:36:41 GMT -5
Not sure about ps4 but the patch is live on xbox one. what changed?
|
|
|
Post by strokedem on Jan 27, 2015 8:10:26 GMT -5
Well the asm1 and bal almost seemed even better. Maybe the patch isnt live?
|
|
|
Post by xFEARtheSHIELDx on Jan 27, 2015 9:17:24 GMT -5
Supposedly live on xbox...
|
|