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UAT - Testing / Playing with Devs

Discussion in 'General Discussion' started by jbregg, Mar 30, 2017.

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Are you interested in testing/playing with the Devs on the latest build?

  1. I'd want to play but not test.

  2. Not interested.

  3. Sign me up!

  4. I would be interested but the time of the test is an issue.

Results are only viewable after voting.
  1. Proteus Lychoro ProteusVM Forum Beta Tester

    Literally the only thing I can agree could be overperforming on the bolter is hipfire accuracy. That's it. The weapon is designed to be a long - mid range assault rifle, which is exactly what it does. There are more than half a dozen weapons I would rather use than a bolter within 0 - 25m.
  2. Proteus Lychoro ProteusVM Forum Beta Tester

    Want to make the game harder for skilled players?

    Add meaningful recoil to all guns with both vertical and some horizontal recoil on all weapons, to some degree, relative to their power.

    Make Relic & Artificer armor available to all players, it should not be locked behind a level/advancement wall.

    Remove every single ammo mod in the game, no penetration, no burning ammo, no double ammo, no quick reload. Just remove all that shit, the weapons have a defined role without needing an option to basically double my damage per magazine or reload 2x as fast.

    Reduce the hipfire accuracy on EVERY weapon, not just the bolter. If you want to reduce the power a skilled player can wield in-game, remove their ability to fire at full accuracy while strafing.

    Add a camera swap function, so a good player can't just hug a wall which gives them first shot advantage and win every firefight ever.

    Remove I-frames, rollex and grenade tricks. All three of these, whilst requiring skill to perform, fuck with the gameplay and are not explained at all in the tutorial, which leads back to my point that the tutorial is utter garbage but removing these would be ideal, makes the game much easier to understand.

    Change melee into something viable, simply by modifying the way melee works that attacks and movement are separate with no punishment for winning an RPS encounter, if I d-bash a fast attack - I should take no durability damage and my attacker should be stunned and take some durability damage.

    Almost all of these are absolutely unlikely to ever happen, I've spent over a year and a half suggesting this sort of thing to the developers via private messages and direct communication via discord, and while I've had hundreds of responses nothing to this front has ever been done and I can't even blame my developer contact, because he is not a programmer.

    He is not being paid extra to listen to me, play with me and understand the game as I do in order to make changes and maps, he is not being paid extra to learn to program and fix the game, he does it because he fucking loves this product and yet the management in bE doesn't give a fuck.

    Regardless, the cornerstone of all skill within a shooter in 1v1s is accuracy - you cannot fuck with this formula or you will create a shitty shooter, (s)he who tracks their target the most consistently should win 100% of the time, (s)he who tracks their target's head the most consistently should win 200% of the time, disregarding outside factors such as differences in durability, being caught off guard, etc.
  3. Durash Durash Arkhona Vanguard

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  4. Mainfold Mainfold Preacher

    Even if Dawn of War is used as an example for bolter accuracy, all "rifles" have at best 80% accuracy.. so that's a large chance to miss even on the first shot. Kinda like having a native spread that's not pin-point accurate in the first place, but doesn't increase much either. (or wh40k: sm's rapid bloom spread starting small and at worst being massive if firing discipline isn't maintained)
  5. But you don't because the bolter is better due to the CQC barrel. Also Proteus and you know you do this all the time you win fights with the Stalker when someone comes up to melee you because you can roll and shoot with no loss of accuracy what so ever. This is a problem. 90% of the guns in this game are far too accurate for there own good. Want a good example look at Ork guns the most inaccurate things in the galaxy and yet in EC they are sniper rifles in a heart beat. Thats just plain unorky that is. Now dont get me wrong I dont want weapons so terrible that you miss from point blank range but at the same time some of the insane I can't miss unless I am just bad at aiming needs to go as well. I think the devs choose the bolter first for this because it effects 2 factions at once with these changes rather than say the Orks or Eldar where there weapons only effect one race. We will see as time goes on what they have in store.
    Eldritch and Talron like this.
  6. Lady Rheeva Steam Early Access

    Now we are talking. I agree with pretty much every, single one of these points.
    Some are unlikely to ever happen, for one reason or another.
    But lets take the hipfire again, for example: You have to start somewhere and the Boltgun is a good starting-point.
    I don't think its realistic that these changes will move to live without other, tactical weapons undergoing the same considerations, just as the Melta-bundle.

    I actually think that the ASC, TLASC and the Hunters mark are all respectively, very well designed weapons that can serve as a good starting point to base the rest on.
    One is very limited by its small clip-size, one is very limited by its effective range and one is limited to ADS.
    They are not perfect of course and if the Boltgun gets adjusted, so should they.

    About the recoil: Generally speaking, you use spread for hip and recoil for ADS, but I have no problems seeing noticeable recoil on hip aswell.

    I do not agree on 100%. The problem is this: the more important aiming becomes, the less prevalent positioning and awareness are. If you can just iframe your way out of an ambush, start shooting back and still win, thats not very good.
    But, TBH, this really is a TTK-problem. You have too much time to correct a mistake. I would love to see TTK go way down and get replaced with soft barriers like better cover, recoil etc, but that won't be an option unless we get the performance fixed.
    I also don't think every oteh rhsot should miss. But, for instance, a perfect track on the head should not yield exclusively headshots. Go for upper body, have it be part body/part head with a small element of RNG.

    As Ive said before, I think anywhere between 2° and 3° on moving hipfire is a fair value. 1° is a bit too reliable, but I could see it working out with high SIPS, so you can't take too many shots before you have to fix your aim.
    The 0.7° with Texgrip are indisputably too good.
  7. Proteus Lychoro ProteusVM Forum Beta Tester

    As said, rollex & i-frames need to go, because then all that would happen is I'd roll and get blasted. But the developers refuse to put in the man hours to do so.
    I disagree almost wholeheartedly that the ASC/TLASC are well designed when it comes to accuracy/spread while moving - I can use an ASC to hit a target 100% of the time as far as 100m, I just won't be dealing a lot of damage and up close I can dance around my target and land headshots pretty much non-stop. The only thing that stops me from being an absolute murder machine is my low EHP.

    The bolter has a defined role too - up close the only way to win is if your opponent misses, a CSM build can be tougher than you with the same weapon and if both are headshotting wins 100% of the time, an Eldar has nearly 2x your dps on headshots and can basically just murder you faster than you can kill them on HS if both are specced out to be tanky as hell whilst an Ork is so tanky that he can kill you with headshots using his pistol faster than you can headshot kill him with your bolter. The weapon is great for mid range but the only reason it works up close is because so many players are absolutely atrocious at EC.

    And I do believe that these changes won't be taken over to other weapons, because the only reason the bolter is now being changed is because a certain few people pestered the developers with recommendations of a bolter that fires at 140 RPM with 90 damage, to feel more like a bolter and make it more of a mid range weapon without affecting the DPS, not changing it statistically beyond the way it functioned to do the exact same thing.



    Recoil is a must on all weapons in ADS, and spread on hip should be more noticeable if you move but this needs to be on all weapons, not just the bolter. The only weapons that should have good hipfire are stormbolter/tlasc, the big shoota should not by nature of suppressing fucking everything you point it at.

    As for I-frames, as said. Rollex, i-frames and nade tricks must go to make the game more understandable OR they need to be properly explained and demonstrated in an actual fucking tutorial, I don't actually have a problem with I-frames but they are something a newbie will not understand without guidance. The issue isn't that the TTK is too long, it's that there are even abilities that allow you to basically pause the fight and get a moment to think by rolling in the game.
    Slough_Monster, Durash and Talron like this.
  8. Mkoll Oan-Mkoll Steam Early Access

    I'll take a wild guess u dont have any Idea how factions work since u only play smelldar.
    I am in BLOP and enough GvGs on my youtube. and CSM is far above power curve compared to lsm
    Krayt and ProteusVM like this.
  9. Lerdoc Katitof Well-Known Member

    And still believe that sorc keeping one player up is stronger then apo providing 0,7 received dmg modifier to everyone around, who didn't run ahead?

    For a guild relying so massively on zergy alpha strike I thought you had more appreciation for survival vials and apo nades.
  10. Proteus Lychoro ProteusVM Forum Beta Tester

    I mean, I guess three to five bloperators storming a point can be considered an entire team in terms of combat effectiveness.
    Slough_Monster, Krayt and Durash like this.

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