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Post by illram on Aug 28, 2017 12:09:10 GMT -5
Hopefully no footsteps is just a beta issue...
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Post by lustindarkness on Aug 28, 2017 12:32:21 GMT -5
Condrey just posted a bunch of stuff been worked on. Hope it's for next weekend and not November launch.
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Post by kaster on Aug 28, 2017 12:44:15 GMT -5
I skipped the jetpack phase so I'm getting WW2 by default... can only play so much BO2 and Ghosts, and it's hard to find unhacked games on earlier stuff.
I mean it's CoD, so I expect a bunch of BS, but the game seemed solid. Nothing that can't be fixed before launch.
Connection/lag was my biggest complaint, but I haven't configured my router for gaming so it could be on my end... I'll have to google that before next weekend.
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Post by bucket415 on Aug 28, 2017 12:49:04 GMT -5
Played all day. This game is better than Advanced Warfare, but still worse than any non-SH title. It feels very much like World at War, not just in the setting, but in the pace, and the restrictive loadouts. SH still can't do the little details right. The post-game is lethargic, and you'll get told you unlocked rapid-fire repeatedly. The menus are an abomination. Details like a sound indicating you scavenged equipment are missing. Footsteps aren't just bad, they're unacceptable. Enemies are completely inaudible, even when they shouldn't be. The lack of infinite sprint is infuriating as a shotgun user. Sorry to disappoint you, lust, but I won't be purchasing it. I agree with the above. The maps are horrible as well. Can't say I'm going to partake with this one. Wheres that MW2 remaster?
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Post by GodMars on Aug 28, 2017 12:55:31 GMT -5
So... Call of Duty sucks?
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Post by GodMars on Aug 28, 2017 15:07:42 GMT -5
Check that, a chunk of what Hawk said screams "beta" to me.
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bradman
True Bro
token old guy
Posts: 1,178
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Post by bradman on Aug 28, 2017 16:15:04 GMT -5
Hopefully no footsteps is just a beta issue... There aren't any in IW, so it may be a "feature".
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Post by illram on Aug 28, 2017 16:39:17 GMT -5
There are, they are just super quiet and very close to useless.
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Post by TheHawkNY on Aug 28, 2017 17:40:10 GMT -5
Condrey just posted a bunch of stuff been worked on. Hope it's for next weekend and not November launch. Assuming you're talking about this: www.reddit.com/r/WWII/comments/6vtu8h/the_call_of_duty_wwii_private_multiplayer_beta_is/dm8ps1s/Hilarious, they're already talking about shotgun nerfs. No idea what making you load Incendiary Shells every respawn would accomplish aside from being annoying. Nerfing them would be tragic, the pump and double barrel are both pretty trash without them. Then again, Incendiary Shells are such a terrible idea to begin with, I can't even fathom how bad they'll fu ck it up by launch. They should have given the division the Espionage perk instead.
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Post by TheHawkNY on Aug 28, 2017 18:22:56 GMT -5
Check that, a chunk of what Hawk said screams "beta" to me. If you're implying that the issues are simply because it's a beta, you're mistaken. Deep down, we all know there aren't going to be footsteps when the game launches, and the bad perk system is here to stay as well. All the little details, sure, they'll fix a few, but the majority are here to stay. It's sad, I'm trying to think of ways this game is better than World at War, and all I can come up with is upgraded graphics and more stable connections. It's been 9 years since World at War came out, and SH hasn't progressed the game any further than it was back then. With Advanced Warfare, it all of the new things they tried to do failed spectacularly, and it feels like for this game they overcompensated by doing nothing new at all. The game feels like the bare minimum of Call of Duty - sure, it looks and feels like COD, but there's nothing remotely new or well done about it.
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Post by GodMars on Aug 28, 2017 18:41:19 GMT -5
But do we want "new"?
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Post by kylet357 on Aug 29, 2017 11:59:48 GMT -5
Condrey just posted a bunch of stuff been worked on. Hope it's for next weekend and not November launch. Assuming you're talking about this: www.reddit.com/r/WWII/comments/6vtu8h/the_call_of_duty_wwii_private_multiplayer_beta_is/dm8ps1s/Hilarious, they're already talking about shotgun nerfs. No idea what making you load Incendiary Shells every respawn would accomplish aside from being annoying. Nerfing them would be tragic, the pump and double barrel are both pretty trash without them. Then again, Incendiary Shells are such a terrible idea to begin with, I can't even fathom how bad they'll fu ck it up by launch. They should have given the division the Espionage perk instead. Honestly, I don't see the point of the incendiary shells. They're practically useless when you consider that the regular ammo for the shotguns are much more consistent. Also, you can't load a single shell for the Auto-shotgun so you can have the rest of the full mag left after like you can with the Trenchgun. But unless the incendiary shells did something that the regular shells can't do, then I don't see the actual point.
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Post by kaster on Aug 29, 2017 12:45:02 GMT -5
They are a neat concept, but fail in practice. The one hit kill range was abysmal and I ended up just trading kills with most of my victims. It was also rage inducing on the receiving end to 'survive' the initial blast, kill the shotgunner, then die anyway from burning 2 seconds later.
I definitely don't see any need for a nerf, but maybe a complete re-work? If anything, it should increase the one hit kill potential. Maybe make it so one shot can kill a cluster of enemies where a normal round would only kill one... say 2-3 capping a dom flag if you can get in close enough.
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Post by TheHawkNY on Aug 30, 2017 8:52:06 GMT -5
I'm going to have to disagree - it's a bad concept. Bonus damage for any weapon type is a bad idea, because it's basically impossible to balance; it will be either pointless or a necessity. If it's a necessity, then they essentially have to balance the weapon class so that it is competitive when using the perk, and completely useless when not.
Furthermore, how the community perceived it is completely predictable. Even though they balanced it so that the shotguns are at best mediocre even with incindiary rounds, people still complained that they were overpowered, because people will always complain about getting killed by shotguns, and giving them a perk that gives them a damage buff gives the perception that it is a problem.
Were it any other weapon type - if someone had stood up in a design meeting and said "I think we should give SMGs a perk that gives them stopping power" - the idea would have been dismissed immediately. No reason it should be different with shotguns.
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Aug 30, 2017 12:45:51 GMT -5
Yeah the fire shells are a bad concept.
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Post by kylet357 on Aug 30, 2017 13:02:11 GMT -5
According to the Weekend 2 reveal, they're not gonna touch them (or at least it seems that way). Condrey said "The incendiary shells have a lot of visual appeal... They're actually less powerful, but do more damage over time." which doesn't sound like a guy who's adamant on nerfing them. But you never know with CoD devs. I mean, remember Robert "Fuck You Last Stand" Bowling?
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Post by LeGitBeeSting on Aug 30, 2017 13:15:43 GMT -5
"I'm a stealth clown <:3" - Unknown
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Post by TheHawkNY on Aug 30, 2017 13:31:07 GMT -5
Trailer for a new map to be added to the beta this weekend:
I know this is supposed to be epic, but for me it really just showcases how visually drab and unappealing the game is. The descriptions says "It was one of the largest urban battles fought by U.S. troops in World War II." Not sure how that spirit is really captured in a 6v6 on a map that looks like Downturn.
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Post by GodMars on Aug 30, 2017 13:45:20 GMT -5
Trailer for a new map to be added to the beta this weekend: I know this is supposed to be epic, but for me it really just showcases how visually drab and unappealing the game is. The descriptions says "It was one of the largest urban battles fought by U.S. troops in World War II." Not sure how that spirit is really captured in a 6v6 on a map that looks like Downturn. What exactly do you want WW2 to look like, Hawk?
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Post by TheHawkNY on Aug 30, 2017 16:20:11 GMT -5
What exactly do you want WW2 to look like, Hawk? I guess...not the most cliched garbage possible? I wasn't alive, but it's hard to imagine that all of the colors except brown and grey simply disappeared off the face of the earth for that decade. It's the same color palette that everyone has been complaining about Treyarch using for years. I watch that trailer and it just adds to the impression that it's simply regurgitated old content with nothing remotely interesting added. Let me guess the rest of the maps - a few more destroyed city maps, a river map, a map in the forest, a snow map in the Soviet Union, a Normandy map, a castle map, a factory, and planes weren't big enough at the time so it's a toss up between a crashed zeppelin and a crashed train map. If they want to get real crazy, a map in occupied France, maybe a cabaret like Moulin Rouge.
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bradman
True Bro
token old guy
Posts: 1,178
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Post by bradman on Aug 30, 2017 16:26:25 GMT -5
The Moulin Rouge map will be great for showing off my pink M3 Grease Gun or a rainbow colored MP40. Hopefully a helmet and mask that looks like a rice cooker will also be available via loot box.
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Post by GodMars on Aug 30, 2017 16:58:29 GMT -5
The Moulin Rouge map will be great for showing off my pink M3 Grease Gun or a rainbow colored MP40. Hopefully a helmet and mask that looks like a rice cooker will also be available via loot box. Brad, as always, is on point.
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Post by kylet357 on Aug 30, 2017 17:44:23 GMT -5
They are a neat concept, but fail in practice. The one hit kill range was abysmal and I ended up just trading kills with most of my victims. It was also rage inducing on the receiving end to 'survive' the initial blast, kill the shotgunner, then die anyway from burning 2 seconds later. I definitely don't see any need for a nerf, but maybe a complete re-work? If anything, it should increase the one hit kill potential. Maybe make it so one shot can kill a cluster of enemies where a normal round would only kill one... say 2-3 capping a dom flag if you can get in close enough. I saw a good idea of making them slug rounds instead of Incendiary rounds. Give a limit number of high damage slug rounds that increase mid to long range viability in exchange for close range ability. I know that's what the point of the M30 Luftewaffe drilling is supposed to be when you have the 'Rifle Rounds' attachment, but I think this is much more viable overall than the incendiary shells are at the moment.
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Post by lustindarkness on Aug 30, 2017 17:49:29 GMT -5
Well, the incendiary rounds suck, but if they piss people off, I guess I'll embrace them. Let's leave them alone, I can deal with the kill trades.
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Lexapro
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Posts: 1,066
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Post by Lexapro on Aug 30, 2017 22:54:45 GMT -5
I think Incendiary rounds would be cool if they were tools that you could choose to use tactically. The current concept of either loading or unloading them all is really unappealing; it takes forever on the only two shotguns worth using. What if, and I'm just spitballing here, incendiary rounds: - Were loaded one at a time and can be loaded pretty quickly. Each dpad press loads one incendiary round directly into the chamber (realism be damned) - had more range than regular rounds - did less damage than regular rounds - sets the enemy on fire which does damage over time and disorients them with an annoying flame effect - ignites the area creating an AOE DOT, a weaker, version of the molotov effect
Some of these things probably already happen; I haven't had a chance to test them extensively. But in this way, they are tools with multiple applications: - Open engagements by setting the enemy on fire, weakening and disorienting them - Finish engagements against retreating enemies out of range of normal shots - Flush out enemies behind nearby cover; great for those ring-around-the-bunker 1v1 scenarios - Deny flanking routes and covering your own escape route
The key should be being able to use one quickly when the situation calls for it and being rewarded for correctly choosing incendiary vs. normal rounds. Right now, there's very little difference in their applications; incendiaries just look cooler and have apparently less 1 shot potential.
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Post by TheHawkNY on Aug 31, 2017 15:19:25 GMT -5
I think Incendiary rounds would be cool if they were tools that you could choose to use tactically. The current concept of either loading or unloading them all is really unappealing; it takes forever on the only two shotguns worth using. What if, and I'm just spitballing here, incendiary rounds: - Were loaded one at a time and can be loaded pretty quickly. Each dpad press loads one incendiary round directly into the chamber (realism be gosh darn golly gee whized) - had more range than regular rounds - did less damage than regular rounds - sets the enemy on fire which does damage over time and disorients them with an annoying flame effect - ignites the area creating an AOE DOT, a weaker, version of the molotov effect Some of these things probably already happen; I haven't had a chance to test them extensively. But in this way, they are tools with multiple applications: - Open engagements by setting the enemy on fire, weakening and disorienting them - Finish engagements against retreating enemies out of range of normal shots - Flush out enemies behind nearby cover; great for those ring-around-the-bunker 1v1 scenarios - Deny flanking routes and covering your own escape route The key should be being able to use one quickly when the situation calls for it and being rewarded for correctly choosing incendiary vs. normal rounds. Right now, there's very little difference in their applications; incendiaries just look cooler and have apparently less 1 shot potential. Once again, we're still in a place where they're incredibly hard to balance. It's really hard to find a middle ground where you boost the range without them absolutely mapping people and lower the damage without making them marshmallow shooters. It's even harder to accomplish that while making players also have the perception that it's balanced. The AOE DOT isn't a great idea - imagine the nightmare Domination would be with people spamming the Toggle Action at B, and the idea that the game would encourage you to fire a shotgun with the intention of missing enemies isn't great. As for flushing enemies out of cover, that's what the entire rest of the training helps with: you get both a tactical and a lethal; you throw them faster, farther, and while sprinting; and you resupply them from dead enemies. You shouldn't be firing your shotgun into a room to light an enemy that might be in there on fire, that's what you have the stun grenade for. The other divisions all have a set of perks that work together, and a weapon class specific perk that compliments the set of perks. Expeditionary has a set of perks that all work together and then it's just "lol your shotgun totally lights dudes on fire isn't that sweet?" They should ditch the idea completely, combine "Select a piece of Tactical and Lethal Equipment" and "Throw equipment faster, farther, and while sprinting" into one level, add MW3 Recon as the other level, and have it give shotguns infinite sprint.
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Post by illram on Sept 1, 2017 1:28:01 GMT -5
I feel like we're losing focus on the most important thing: footsteps.
I'll be sure to complaint about the lack of them tomorrow when the Xbox beta opens.
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Deleted
Deleted Member
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Post by Deleted on Sept 1, 2017 2:18:38 GMT -5
Exactly, except I feel like we're losing the most important part of footsteps: tap dancing. How can my opponent hear me clanking my smug toeprints all over him without proper footstep noises? He can't!
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pachiderm
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Chewing some serious leaves
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Post by pachiderm on Sept 1, 2017 4:57:25 GMT -5
Obligatory "soundwhoring is a crutch" comment
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Slick
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Taking the piss
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Post by Slick on Sept 1, 2017 14:36:44 GMT -5
So I decided to try it for giggles and nostalgia and got it from the MS store and now I can't launch the beta, says I'm too early. What am I doing wrong?
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