Thought about not responding to this... Just putting a Scope on a gun doesn't instantly make it more accurate. (Yes they don't ANIMATE the scope moving around for sheer game usage purposes, but it would be wobbling around realistically, that is what the "shitty crosshair" represents, your wobble.) You need to use the Accuracy mods too, not the Recoil one that you used in your other complaint video.
Now now, it isn't very gentlemanly to redeploy just because you are in a losing melee fight. The adversary earned it, so they deserve the kill. Keep talking like that and Forj will take away your top hat and monocle. Valid point in the lascannon guus, I didn't think about them. However, they are even farther removed from the fight most times, so I think they are even less likely to be in melee. I think. I only rarely swap over to lascannon, and just for popping turrets or a stubborn vehicle.
no im talking about taking the scope, the stalker barrel, the stalker mag and the other mod that eliminates the first shot recoil .... not just a scope. Im talking about the full line of gear that changes the bolter into a sniper weapon. No you can increase the accuracy but then you will have to reorient on target like 5 times to get a kill aka you never will. you used to in the last patch be able to squeeze off between 2-4 headshots and get a down, it can take over 9 shots with the retical on their head in the new build .... because several of your shots don't hit. As many other guns are accurate at that range with very much less aiming i find this asinine at best, its hit scanning its not real physics .... if the retical is red and quiet it should hit where i'm aiming. every other gun does if its in its operational range. To say nothing of the fact that theres becoming a pile of one shot weapons in the game and HW can fire that far with insane accuracy ... i have an easier time landing a long range single shot from the reaper launcher than getting consistent damage out of the "bolter all stalkered out" and the stalkers effective range should be much higher than the reaper launcher within the context of this game. That video is hardly my entire stalker experience the stalker bolter is one of my favorite weapons in the SM arsenal .... i have been using it since i joined the crusade in fact in the last patch i MAINED tactical sniper for my guild. the options you have don't work and aren't desirable results. tactical has suffered some serious setbacks this patch you can make excuses all you want but the ttk on a stalker bolter and the regular bolter modded stalker is on average dismally high compares to far less precision limited weapons. Im fine with taking the concession that it takes between 2-4 headshots to snipe someone as long as we make that feasible. The stalker barrel alone should add piles of accuracy a longbarrel is the majority of what adds accuracy and range to guns in addition we are dropping down to semi non burst from auto. The other accessory should be choosing between recoil compensation types, or add bullet damage for a loss in recoil control, on a long barrel rifle like that our first shot shouldnt be suspect in a game like this it should always fly true. wobble would be fine if we were playing an infinitely slower game with less motion, or a single headshot worked for the kill but you wouldn't put wobble on a Halo sniper rifle because people be moving too fast. WW1 simulation shooter maybe ..... It just doesn't have a place here. and people would throw a hissy fit if a really hard to make shot that basically requires them to stand still kills them just look at how they complain about the HB imagine if it took you 10 seconds to line up a shot and OHKO someone the threads would be endless for nerfing the stalker bolter if it "really worked like a sniper rifle" and single shots in the center of mass destroyed 25% of the torso or shots in the leg were so disruptive they led to death .... so because this isn't in the game ... the wobble aught to not be either its already hard enough to aim the long range sock thrower just to throw socks at the armored enemy. to mention nothing of the fact you might see less HB whining threads if standing still meant snipers would kill you. but as it stands now i can pump rounds into a HW braced on harkus so long they turn in my direction and kill me when they didnt even know where i was before i started headshotting them
http://steamcommunity.com/app/252490/discussions/0/630802979544968468/ sway is not a big deal until VERY long ranges, ranges longer than anything on any of the maps on our game. The guy in the video is firing across 10 acres and he isnt wobbling enough to miss the part of the body hes aiming at, and he doesn't even have a full sniper rifle. go ahead and search sniper sway ... you will see an awful lot of people complaining about it and those are on games where the sniper rifles will 1 shot you with almost any hit .... center of mass, beefier leg, or head. to implement something like that when 5 in the dome like my video does not kill you .... would be absolutely retarded.
Because of past reviews and upcoming reviews, the game will ultimately be painted in a bad light and surely fail in less than a year. 1. Yes they are. The data they are using is not what will result in the best possible game and is therefore wrong; unless bE is making the conscious decision not to make the best game they possibly can. Saying it is wrong is like saying they are testing the statistics from something that should be its own completely separate game, if it should even exist at all, with them instead using the right information that will result in the best game possible, which is not possible using the statistics and mechanics they have in place. 2. Regardless of what you think, which is wrong, I know that the TT's statistics can be translated to a real-time video game. Here is proof. The silence from the Devs is likely due to their feeling of inferiority and their desire to not put the superior product in the light above their inferior one as it could cast them in a bad light for having been out-performed by a single person. My models are based on fact and backed by data. Here is proof. I've even posted other proof in my previous posts. 3. Models based off data not conclusive to the best possible game will result in a game that is not the best possible product. If the intent is to make the best possible product, using data not conclusive to the best possible game is using the wrong data. My lack of traction is the inability of most people to understand advanced/new concepts. 4. The game needs a rework if it wants to be more than a mediocre niche game that fails less than a year after launch. Some of the baseline is there but there is also other garbage(I.E. clang) that needs to be replaced with the proper baseline(I.E. Block). The game is not going to have the content nor balancing by "launch" time for it to actually be considered a fully developed game that is ready for release. It is not even a Beta at this state. My models and ideals match an MMOTPShooter/Slasher WH40K game and to a higher degree than bE's do. It's just a shame that I would have to waste 5 more years of my life to prove you are fos instead of you being able to understand that due to the information I am sharing with you so we can have that awesome product in less than a year. It would not take that long if they do what they should and post-pone the game's launch to make the necessary changes that will significantly improve the product. The owner said "no" because it was a bad implementation of Block. When you are shown shit you have to go with the best of the turds. If someone comes along and shows you better, instead of sticking with the shit because it was the first idea picked, you should change to the better idea so the game will be better. Bolter TTK should be: 1.75-sec, 8 Bolts, 0.25-sec Fire Rate Bolter Accuracy should be: 3.4-cm spread at 24-meters Bolter Major Damage Drops should be: 48(or 24 or 12) and 96-meters Heavy Bolter Ready-Up Time should be: 0.2 to 0.3-sec Heavy Bolter TTK should be: 1.2-sec(1.4 to 1.5-sec), 7 Bolts, 0.2-sec FR Heavy Bolter Accuracy should be: 2.9-cm spread at 24-meters Heavy Bolter Major Damage Drops should be: 72(or 36 or 18) and 144-meters The Heavy Bolter should have more recoil per shot than the Bolter and should reduce the player's move/turn speed, further reducing them when firing. Once the weapons are situated thus, the other faction's weapons should be balanced asymmetrically against them. Player Armor needs to be increased and HP needs to be reduced but players also need to be able to recover a portion of their HP if they take no damage for a while. The increased Armor allows players to move from cover-to-cover a little more reliably rather than getting shot Down the moment they leave it, while the HP recovery takes some of the pressure of the "Support" classes, allowing those players that pick the class just for the increased survivability to feel more comfortable taking their preferred class. The Storm Bolter is a close-range weapon so should be a good match for some of the lower tier melee weapons. The Twin-Linked Shuriken Catapult should be functionally similar to the Storm Bolter, as in having a higher rate of fire than the non-TL in return for lesser accuracy. Sniper-type weapons(I.E. Stalker Bolter) should be able to dislodge weapons like the Heavy Bolter by firing more accurate shots from longer range. Suppression should be natural, not artificial; otherwise, artificial suppression should exist on all weapons to some degree(I.E. 3 Bolters equal Heavy Bolter suppression). You should as the Pistol/Combat Knife should usually be a better alternative to whatever heavy weapon the Dev/Havok is using in melee/close-range combat. The Stalker Bolter and Bolter should be separate weapons the player picks and can then modify. The Stalker should at least be more accurate, have more range and deal more head shot damage in return for at least a smaller magazine size and slower rate of fire. For instance: Bolter TTK: 1.75-sec, 8 Bolts, 0.25-sec Fire Rate Bolter Head Shot TTK: 0.75-sec, 4 Bolts Bolter Accuracy: 3.4-cm spread at 24-meters Bolter Damage Drops: 48(or 24 or 12) and 96-meters Stalker Bolter TTK: 1.925-sec, 8 Bolts, 2 Bolt Burst w/0.2-sec Bolt Delay and 0.15-sec Burst Delay Stalker Bolter Head Shot TTK: 0.575-sec, 3 Bolts Stalker Bolter Accuracy: 1.7-cm spread at 24-meters Stalker Bolter Damage Drops: 96(or 48 or 24) and 192-meters
I got my head out of LegionLand long enough to get some games in yesterday (being off sick helps), and I like how things are shaping up. The advancement tree gives me something to work towards, and I like the new Standards. I'm not finding the weapon itself very different to a few weeks ago: I'm still vulnerable to melee, CQB, flanking, and off-axis shooters, but I'm still straight up murdering anyone I'm prepared for, and anyone who crosses open ground for more than 2 seconds while I'm braced. I do feel like there is a small increase in how long it takes to kill a moving target at medium range, but this could be me being out of practice, or a wargear difference. As @Leaker has said, one of the the counters to the HB is to suppress them with another HB equivalent, and I've found myself doing this quite a bit. in fact, I've been doing a lot of supporting advances, and it feels really good. However, it's often less a case of applying suppression effect than it is a case of keeping heads down, or killing the enemy HB by shooting off-axis. The suppression effect seems weak when applied to myself, and I've been shot down at long range by a target I was actively suppressing, so I'm not sure how effective it is at protecting my allies. It feels like the issues people are seeing with the Heavy Bolter are heavily map dependent, with latency a significant factor as well. In maps with close quarters, and/or brace points that don't cover much or are blocked, the HB is easy to counter - go around them. Personally, I've only observed the issue from my end where in situations where the HB has a brace point over open ground that needs to be crossed. And even then, it takes 2-3 seconds per target to drop them. At no point have I killed a full health enemy in single digit shots, or in less than a second. Why I think latency is part of the issue is that I am regularly killed in the 1-2 second range. If the HB is OP independent of latency, then it can't take longer to kill people than it takes them to kill me with a weaker weapon. I still think the HB effectiveness past 100m could afford to be reduced a touch, but now I feel that I largely wouldn't notice it since I'm not engaging targets beyond that very often. As for their damage against vehicles, I've noticed that it is often the case that a Rhino is parked up within reach of a brace point, with the rear or top armour exposed, and no-one defends it. That said, I still agree that some damage reduction is in order. I wouldn't mind the adoption of someone else's suggestion of making the front armour immune to HB fire. This would still penalise poor placement, while offering a means of advancing against emplaced HBs, alongside making them worth hiding behind. Overall, I think the HB is in a good place for launch.
Remove suppression so we can all finally move on with our lives. I get there's a save in tabletop for units to "go to ground" with heavy bolter" if their leader fails the save or something so ya, its not guaranteed in tabletop anyway.... So don't add it in the game. They're not afraid of other bullets, why are they afraid of heavy bolter bullets especially? Its fine if the screen slowly starts to blur a bit, w/e thats okay. But making the screen shake ON TOP of all the other crap going on and making your accuracy horrible. Just no. Gun needs slight tuning down which the Nathan said they may have already done the last few days for path 24 but need confirmation on if they changed anything or are going to. But Nathan said on DJ Penguin's Q&A that they will look at Heavy Bolter again. Copy and paste Space Marine heavy bolter and boom, done. It was simple and effective in that game and didn't need to brace on a wall. Could carry it around just like in table top and be effective. Also the wall bracing animation/texturing looks bad anyway and the model looks all weird. Also you can aim straight down with it which makes no sense and further ruins tactical gameplay. Needs to have more blind spots.
All good points that I agree with to differing degrees. It's worth pointing out though that you can only aim straight down when braced on "thin" cover, such as railings. Window sills and walls prevent you from depressing, and sometimes give significant blind spots, such as the closer open ground to Olipsis A when shooting at B.
@Zaeryn your post makes too much sense, stop or you're going to blow these fanboy minds too much. But yes, you are 100% correct when you said "Sniper-type weapons(I.E. Stalker Bolter) should be able to dislodge weapons like the Heavy Bolter by firing more accurate shots from longer range. Suppression should be natural, not artificial; otherwise, artificial suppression should exist on all weapons to some degree(I.E. 3 Bolters equal Heavy Bolter suppression)." The community in games like this have always been split on suppression. People like that they feel immersed in the fight but half of us don't like the screen shake and inaccuracy and "forced pin-down". It just makes the guns silly and makes no sense as to why the other guns don't do it either. The heavy bolter needs its killing power but it also doesn't need its accuracy at extreme distances. I don't even think it has that much power in tabletop. I don't like to bring tabletop into this too much as I know its a shooter but they seem to like to refer to tabletop and lore a lot (which I don't really enjoy as it dumbs down the game and creates balance issues). So yes, keep its lethality, make the gun more usable without the brace on the walls, and make the weapon have more spread at extreme ranges (also maybe tone down that damage at long range). I also agree with Zaeryn again in that players need more armour to move to and from cover. Currently your shield gets blown up too fast and allies can hurt your armour A LOT. Its not fun.
I've noticed this as well in regards to aiming down in some areas, but I suspect its a bug. There's just some spots where you brace the gun where it only lets you aim directly in front of you or up. You are unable to look down in any form which is pretty bad for where the gun needs to aim in some areas. But you're right, on most of the thing railings you can aim directly down and have no blind spots. Other smaller spaces have pretty big blind spots as walls and pillars can start to get in the way. Also a lot of the maps have a lot more vertical play to them so getting shot down at is a problem too.