Posts by sqroot

    Why is it worth 500 chips? How is that value calculated/justified?

    I’m pretty sure it’s the amount you get after drawing a duplicate.


    However, this is not related to this thread in any way.

    I'm sorry for bumping this thread once more so late, but to clear up any confusion for people that stumble upon this thread at a later time:

    You do not get 500 chips when drawing an orange duplicate, you get 50 chips.

    Movement delay is still a huge problem with this game. It's sad because that's the one thing holding this game back from being a solid 10/10 for me.

    Too many times do I die without seeing the player or get a kill in the same regard. Frequently I see post-match highlights that show people ADSing but, shooting around the player model, completely missing but, still getting hit markers.

    I really want to enjoy this game but, you still have netcode issues to work on.

    >Frequently I see post-match highlights that show people ADSing but, shooting around the player model, completely missing but, still getting hit markers.

    I am very sure that this is because the server applies lag compensation when registering hits, but not when calculating the final kill cam!

    As such, it's a bug with the final killcam, and you shouldn't worry about it.

    Why is it worth 500 chips? How is that value calculated/justified?

    I’m pretty sure it’s the amount you get after drawing a duplicate.


    However, this is not related to this thread in any way.

    Thanks. I've drawn an orange duplicate before but I didn't write down the chip amount to confirm that this is true.


    As for relevance; neither is the original comment you replied to, nor your reply to that comment.

    Wew. Surely one could store chat messages in a way that's GDPR compliant?

    Are you sure that Aeria Games doesn't just want to make the effort of implementing the necessary mechanisms to be GDPR compliant?

    The only thing that would be possible is to save messages as just the text without any meta information. There would be no information about the user who wrote it. Just the plain message. And that doesn’t really help in situations like this.

    I read this article: https://www.livechatinc.com/kb/prepare-chat-gdpr/

    Why is it that LiveChat seems to be able to store chat messages associated to a sender (enabling that people can choose to delete their own data, for instance)?

    Aeria Games doesn’t save messages sent via chat since this is not allowed due to the general data protection regulation.

    Wew. Surely one could store chat messages in a way that's GDPR compliant?

    Are you sure that Aeria Games doesn't just want to make the effort of implementing the necessary mechanisms to be GDPR compliant?

    If the battle pass system fixes the broken loot box system, I'm welcoming it.


    I think I'd honestly prefer the drone categories to remain seperate, otherwise everyone running UAV recon + UAV recon will equip an offensive third killstreak, resulting in WAY more killstreak spam.

    If the categories are merged, please also increase the points required for some of the killstreaks. I regularly see people get a hellbird with only 15 kills, resulting in a barrage of three hellbirds of both teams in a row at the end of some matches. Fixing the escort drone should also be a priority and nerfing the "you'll just die randomly sometime during the match"-killstreaks (blade drone, striker drone) should also be in order. Please don't encourage that kind of madness, getting killed randomly all the time and having matches ended by waiting 2 mins until all the hellbirds are over is extremely frustrating and unrewarding.

    I really hope the netcode fix removes killtrading and reduces the peeker's advantage, which are my main gripes with the netcode. Honestly, I've decided to stop playing until those two are fixed, because it's very frustrating.


    Are there any actual gameplay changes or significant fixes coming up, or is it just battle pass, maps and drones?


    As for drones, there's no significant difference between the two options. I know for sure that I'll see more super buggy escort drones and annoying offensive killstreaks when the categories are merged, though.

    You could break the spawn system in every single FPS I've ever played, especially Call of Duty, which was the worst of both worlds: Chaotic and broken.

    I think map design is what reduces most issues, not a "better spawn algorithm".

    Well rip ironsight lol but like a map like rust in mw2 seems like a regular size for ironsight (maybe a bit bigger) isnt that bad.

    In ironsight u could basically spawn trap the full team by keeping the distance of moving their spawn and also have the light of sight to the spawn. Anyways the spawn system is weird asf

    You can do that in CoD as well - I remember that people posted 200 kill gameplays of MW2 and such back in 2010 where they basically just camped a spawn for the whole duration of the match. Probably not as easily, since CoD had more spawns, but this also leads to more chaos.

    While I agree with penetration, I don't think fixing the spawns is that easy. You can't just spawn people all over the map because that would result in chaos, and the game likely already chooses "the optimal" spawn position by some sensible metric (e.g. furthest average distance from every enemy or furthest distance from closest enemy, probably the former).

    So introducing more spawns might lead to chaos, and there's not much you can do to find an "optimal" spawn - in the clip above a switch to the other side would likely have resulted in people spawning next to enemies, which is also undesirable.

    Maybe the maps where this regularly occurs are just inherently broken in terms of map layout for TDM.

    Then how does spawn work in other AAA fps games :) u can feel the difference

    You could break the spawn system in every single FPS I've ever played, especially Call of Duty, which was the worst of both worlds: Chaotic and broken.

    I think map design is what reduces most issues, not a "better spawn algorithm".

    To add some more to my post about maps, here's another nice clip where I'm abusing the hell out of the spawn system (and inpenetrateable glass!) on airport: https://www.youtube.com/watch?v=ItS2CKjuqc8

    Again, I can't think of a solution to this (except for the glass of course - having stronger penetration would be nice), but maybe someone smarter than me can come up with one, so I'm raising awareness for it despite that.

    Please excuse the music, that's part of the recording ;)

    u mean better algorithm for spawning and having full penetration mechanic

    While I agree with penetration, I don't think fixing the spawns is that easy. You can't just spawn people all over the map because that would result in chaos, and the game likely already chooses "the optimal" spawn position by some sensible metric (e.g. furthest average distance from every enemy or furthest distance from closest enemy, probably the former).

    So introducing more spawns might lead to chaos, and there's not much you can do to find an "optimal" spawn - in the clip above a switch to the other side would likely have resulted in people spawning next to enemies, which is also undesirable.

    Maybe the maps where this regularly occurs are just inherently broken in terms of map layout for TDM.

    To add some more to my post about maps, here's another nice clip where I'm abusing the hell out of the spawn system (and inpenetrateable glass!) on airport: https://www.youtube.com/watch?v=ItS2CKjuqc8

    Again, I can't think of a solution to this (except for the glass of course - having stronger penetration would be nice), but maybe someone smarter than me can come up with one, so I'm raising awareness for it despite that.

    Please excuse the music, that's part of the recording ;)

    Callsign (in-game name): matt

    Link to the video: https://streamable.com/le5dy

    Orange Weapon of Choice: Fire Monkey AK-47

    Considering that the clip will presumably be used for advertizing purposes (and as such I suppose that it might get embedded with other clips), is the video supposed to be a raw clip, or can it be an edit as well?

    EDIT: If it's supposed to be a raw clip, is it okay to splice together two perspectives from the same match at the same time? What about music (either music that is playing in the raw recording, or music edited on top of an otherwise raw clip)?


    You can edit it (put some effects or music on it), but it needs to be one clip / action alone. (example: one killstreak, one impossible shot or some hilarious moment, etc.) It should not be a compilation.

    Pretty sure that it's a bug, happened to me as well before and other people could still see and kill the player in question.

    I don't think I've had an issue with sprint before, what do you mean?

    It's also been a long time since I've had hitbox issues.

    As for cooking grenades, I think I prefer it as it - unavoidable deaths from explosions suck.

    Not sure if the game has enough players to implement a system where you avoid specific people.

    Well, at least the Ak12 lasts longer than any other assault rifle because of the extended mag.

    but as I said, it should be only one clip from you alone. Only from your gameplay.

    I certainly don't see you saying anything of that sort in this thread, which is why I was asking the question. Thanks for clearing this up, though.

    To explain: I play together with someone else and I've got a clip where I kill a bunch of people, I die, he avenges me with a multikill, and I hit another multikill right after his. We both recorded the match, so what I had in mind was showing my gameplay and my death from my perspective, then his multikill from his perspective and finally my multikill from my perspective. There's two obvious cuts, but no discontinuity, as all these things are happening right after each other.

    Since that isn't allowed, I guess I'll just upload my own part of the clip, although I think that without context it's a lot less interesting.

    I wanna provide some map feedback of my own while we're at it because we don't talk about it often. All of this applies to TDM only.

    The maps I enjoy are: Titan, Mart, Oceanfront, Outpost, Island, Cruise and Airport. I think all of these are mostly good or great maps.

    I dodge Cloud9, Dam, Ironwork and Biolab, but more on that later.

    Firstly: Even the maps I enjoy sometimes suffer from issues with the spawn system, where enemies spawn right next to you (or you right next to enemies). This is annoying for both players: Waiting for the spawn shield to end to kill someone feels terrible and not seeing someone in your spawn and then dying right after spawning also sucks. I'm not sure if this can be improved without making the spawn system too chaotic, but it'd be great if someone could take a look at it. Some maps suffer from this more than others.

    • Titan: If I'm not mistaken then the rocket smoke is client-sided, which makes it a bit difficult to judge whether people can see you. It would be nicer if it was server-sided. If it already is, fine. I could also do without the screen-shake when the rocket starts.
    • Mart: LGTM.
    • Oceanfront: Could do without the pre-ship phase. People mostly just camp on either side and attempt to rush across while under fire.
    • Outpost: I'd prefer it if the sandstorm and the connected screen shake didn't occur.
    • Island: LGTM.
    • Cruise: The middle section is too messy when the deck isn't elevated. People hiding on the elevated deck can also be annoying. The outer sections simply aren't complex enough to avoid the middle section. Maybe keeping the deck elevated and not allowing players on it could fix this. I'm not sure if having those one-way stairs on the parts of the deck where people often camp is such a good idea, but I'm also not sure how to fix it (A second set of stairs? But where?). Clearing them is always annoying because there's only one way up and you need to check two angles. This map also heavily suffers from the spawn issue, since I see it happen every single match. If spawns need fixing on a map, this is it.
    • Airport: The conveyor belt section can be pretty annoying to attack because camping on the belt can be very effective. I don't think it would be better off without the belt, but it'd help if you could see people that get dragged into the room by the belt (i.e. there's no black flaps) and the belt was at the same height as the wall next to it, so you can't prone for cover on the belt. It might also help if you could crouch behind the belt in the rooms that allow you to get dragged into the main room, so you can pick off people on the belt without having to prone down on it. I also feel like this map is too sniper-heavy, maybe some more cover in the main room could help. This map also heavily suffers from the spawn issue. Here's a tiny clip that seekax recorded: https://www.youtube.com/watch?v=kfGF0nfwwgg

    Now on the maps that I dodge:

    • Cloud9: I really don't like lane-maps like this. It's very easy to spawn trap people, there's no complexity to the map, meaning there's not much you can do to outplay people and hipfire is very effective on this map. I've seen many matches against good players escalate into a hipfire-trade-fest, which isn't an enjoyable way to play the game. The matches against players that aren't as good escalate into a spawntrap-fest.
    • Dam: This one is very similar to Cloud9, but worse. It suffers from all these issues (except for maybe hipfire being so effective), and spawntrapping is even easier, so easy in fact that I barely ever play a match on this map that doesn't escalate into a spawntrap-fest.
    • Ironwork: Very open, the middle section is very chaotic, the outer sections are boring with little cover and there's almost no way to outplay people because of the huge doors, corridors etc.. You also spend a lot of time running around the map while looking for people.
    • Bio Lab: Bio Lab Feedback


    EDIT: After revisitting Cloud9 I think I'll take back what I said about complexity. The other points remain, though. I also still believe that lack of complexity is an issue on Dam.

    Here's another spawn hell video: https://www.youtube.com/watch?v=UHSbUHGLiok

    It's unlikely that any new CoDs will play like the old games because the engine has changed a lot since then.

    You'll likely see lower FPS, different movement mechanics, different netcode and higher input lag, to name a few. Even CoD4 Remastered played significantly different from the original. That being said, most of these things might not be very noticable for people who didn't play the old games very intensively.

    There really hasn't been f2p games that have this high production values before.

    The argument was about free games in general, which I replied to, not "games like Call of Duty". After all, you named CS:GO clones as counter-examples as well. That being said, in my list of examples, Dirty Bomb and CS:GO are probably the closest, which you chose to ignore.


    Irony_Sigh

    I considered letting you get the last word, but since you argue that you'd take the death of Ironsight as a validation for your position, I'll give it another stab.

    I agree that the game could die - maybe soon and possibly even because it gets repetitive - but not because it isn't a CS:GO clone or very newbie-friendly, as you argue. If I were you, I wouldn't feel confirmed when the game dies - after all, that would be a fallacy ;)

    Your point about "Nostalgia" illustrates two things:

    1. That, once again, you're willing to bend reality to support your argument. I won't even go into detail as to why what you said is stupid, you can easily open Merriam-Webster yourself and do that. Here's an explanation of my point so that even people with your reading comprehension skills can understand it: [You looking back so fondly on these games] might very well be for nostalgic reasons - [<Explanation as to why these games invoke nostalgia in the first place to disprove the argument that you liking the game back then proves that the game had to be good>]
    2. That your argument is so weak that you're willingly ignoring the other arguments and instead attack the use of a single word - not even the statement it was used in!

    Now, go ahead and feel smug about being a particularly ignorant case of dunning-kruger with terrible reading comprehension, but don't expect people that don't have the mental capacity of a child to take you seriously.

    Irony_Sigh

    Man, that's a lot of text to inflate some very weak arguments that essentially boil down to "I don't like it but I'll pretend that there's some objective reason why noobs easily win encounters".

    The observation that newbies perform as well as good players is nonsense - and your entire argument is based on it. Not a single match I've played in this game reflects that observation; good players consistently pubstomp almost every match.

    Even the arguments in your text that aren't observations are often nonsense with many counter-examples that you could easily come up with yourself. Honestly, I feel insulted that you would want people to read all that nonsense while having spent so little time thinking about your own arguments.


    But I'll go ahead and bite. Here's some quick bullet points to get you started:


    • >That's because I was addicted to the game and I didn't mind starting over if it meant playing the game, because it was simply THAT good.

    This is a fallacy. It might very well be for nostalgic reasons - when you're younger you tend to enjoy certain games more than when you grow older. I can remember playing and loving a bunch of pretty terrible MMOs myself, but I didn't necessarily spend time on them because they were objectively good games.

    • >Somehow I feel like you will quickly abandon your loyalty and either leave or stop playing and just complain for this to be changed.

    If you're even too lazy to come up with a reason for an argument like this and instead just validate it with your gut feeling, don't bother posting it.

    • >It was fun when I was around 11-13, but after that it became too easy and idiotic.

    I suppose this is an observation, but you state it like an argument. If it was so easy and idiotic, why didn't you participate in the CoD4 Promod competitive scene? It was about as big as the CS scene back then, and many players from the CoD4 Promod scene are still active and successful in other competitive games (like CS!) today. You could've made your way to stardom, you pro!

    • >it's too casual and noob friendly

    I don't agree at all, as stated above. I won't go into statements of this kind for the rest of my response.

    • >because there are noob-friendly OP guns like AR57

    People might agree that it's noob friendly, but I don't see it being OP at all, and I don't know a single good player who only runs around with SMGs like the AR57.

    • >prone spam allows the noobs to survive most encounters

    I've never seen a single person who didn't put themselves at a disadvantage when proning. It's slow and blocks you from firing while going prone. I will agree that proning can suck as a mechanic, but not for these reasons.

    • >no HP meter and HP regen means that as soon as the noob survives the encounter, they HP fills up in a couple of seconds and they continue to PWN around

    I don't see how HP regen favors newbies in any way more than good players, considering that both can benefit from the regeneration.

    • >only tryhards play them and it's really tiring experience to keep trying to be good and yet play the same games from 20 years ago

    Now you're even admitting that there can be a benefit in motivating newbies to play the game. But hey, I suppose that's only true when you're the one getting rekt. Who would've thought that you'd disagree with yourself? Before you start angrily attacking a strawman: This doesn't mean that I believe that Ironsight is noob friendly or should be.

    • >because snipers in Ironsigth just run around the map and quickscope

    The Blaser tags lots and the DSR has a scope time that is too long to survive a spontanous encounter. Additionally you'll die if you encounter more than a single player at a dangerous range. Quickscoping isn't that terribly effective.

    • >There is literally no difference whether you use AR or SMG

    Except for, you know, range, the major attribute that is supposed to partition the guns into these two classes.

    • >There is no point in being competitive in the only serious mode - Search & Destroy , because of the HP regen.

    Wow, I really wonder how people managed to create a thriving competitive scene in Promod with HP regen that was even stronger than in Ironsight!

    • >5 seconds later, he is at 100% HP

    Regen isn't nearly that strong. It's no coincidence that K/Ds in Ironsight are on average way lower than in CoD - this is partially because of regen.

    • >In a normal shooter with competitive scene and a large following there is 100 HP and if you're left on 5 HP, that's it, you can't heal up, you're supposed to try and make-do with that.

    This is literally only true for CS. Simple counter-examples to this are (were) Quake, Promod or Overwatch.

    • >because you can't play anything else

    Wow, big assumption there buddy. The only one who's looking like he can't play anything else is you - because you're disregarding any mechanic that isn't in CS or one of the shitty Korea CS clones that you played.

    • >there are few useful weapons and recoil patterns and grenade spots are very easy to learn, after that the game becomes boring too.

    Should've started making bank in the competitive scene, you pro! Your case of dunning-kruger is unbelievable.

    • >The real challenge in an FPS game is when you start, you get your behind pounded for about 1000 hours before you start getting good, and a good game like this will keep you interested and wanting to play, not discourage you.

    You literally just admitted earlier that you got pounded in Quake and decided to quit because of that. What a bunch of contradictory nonsense.

    • >because this type of gameplay gets easily boring, there is no real punishment, when you die in TDM, you don't have to wait 3, 5, 7 seconds to respawn, you respawn instantly

    Oh my, what a terrible issue. More punishment implies more fun and less boring, got it. I can only imagine how much having to wait 7 seconds like in any other Korea fps will add to the gameplay. Maybe if your daddy had punished you by smacking you every time you post dumb stuff on the forums you wouldn't do that anymore either - but I can only wish.


    As a final note, I won't reply to any further posts of yours. Explaining to people like you that their arguments are full of fallacies and their observations don't represent the general population and bend reality to support their argument is only constructive as to convince readers that your post is nonsense. Any further interactions are a waste of time, because you don't invest enough time into thinking about your arguments to make it worthwhile. I suggest that you do the same: Quit the game and the forums and stop wasting your own and everyone else's time.

    I don't see the point in the developers clarifying their position on issues like these way early before an update except for extended discussions, which I don't see happening, considering how this game is published.

    There's so much garbage floating around on these forums, if they wanted to be consistent, they'd have to explicitly disregard a lot of garbage, which would make many people very unhappy. As a dev (or team member that has to moderate the garbage), I'd rather not deal with the resulting abuse, especially when the developers aren't actively engaging in community discussion all the time.

    Only announce things that you actually plan to change soon if you can't create an active and well moderated space for discussion with developers (not just members of the publishing team).

    I don't think the inaccuracy increase needs to be exponential to achieve what you're trying to achieve (we're looking at an expected value after all) - and for obvious reasons it should have sensible start values and a cap.

    I'm not even really sure if what you suggested isn't already in the game - does the accuracy not get worse when hipfiring for a bit? I never realized this.

    One also needs to be careful with how this interacts with ADS firing: The inaccuracy timer should slowly reset as if you aren't hipfiring while firing in ADS so that you can switch from ADS back to hipfiring in situations where enemies get too close.


    In regards to the scope: I think holding your breath is also weird. Several people I know have commented that it feels off and not how they would expect it to work, but can't quite figure out why (Is it because of the delay after scoping in? Maybe because of how it drags the scope to the center?).


    Solid suggestions.

    Quick scoping doesn't need to be ineffective for SRs to be balanced in CQC.

    To name another example from Promod: Quickscoping could be very effective, even in CQC, but the snipers had very low RPM (something like >1s delay between shots), meaning that if you ran up to people in close range, you could kill exactly one person (given that you hit that shot!) and then would get overwhelmed by the rest. I think this is the right way to go to balance snipers, because then certain mechanics won't feel bad while remaining balanced. Granted, this requires better secondaries too.


    Regarding secondaries: Tac-Ops, the SPAS, the crossbow and possibly the python can be viable, but they all feel kind of mediocre.

    Tac-Ops RPM is too low, so you easily max out its RPM, meaning that you need to slow down to hit max RPM because of the lack of buffering. Other than that, it's a great gun at close range.

    Python RPM is fine, but the recoil is impossible to handle and because of the low ammo it's rather unviable for hipfire.

    The SPAS is great - if it works. Sadly it's very unpredictable and you'll often randomly tag people, making it a very risky (and hence frustrating) gun to use.

    The crossbow is pretty good, but most weapons in the game would benefit from a decent close range secondary instead, considering the maps. There's also no visual feedback for bolt drop or travel time, so learning to use it is a bit tricky.

    In general, some of the secondaries can be viable, but they all feel frustrating to use.

    That's what I think of it. My fat dog could use this gun and do good with it, and he has CCD. What is everyone else's opinion on the AR-57?

    AR-57 is a gun that is easy to use, making unskilled players look skilled. It's easy enough to stomp them with the MP9 and a little skill, though.

    Very simple solution to SMG issue. Reduce accuracy and range for SMGs. (maybe even have them do 0 damage at long range...)


    Overall, I like the accurate hip-fire in the game. It sets it apart from games like Warface, one of the reasons I play the game. However, I feel this should be more of a strength for ARs. The SMGs should have hip-fire accuracy more like the LMGs.

    SMGs should probably have a hipfire advantage over the ARs, otherwise there would be absolutely no reason to use SMGs anymore. They're already pretty weak (just easy to use), so I don't think a range nerf would make sense either.



    Would like to point out that the AR-57 is meant to be an easily accessible weapon but other SMG's kill significantly faster.
    So in retrospective, an AR-57 user isn't as much of a threat as a P90 user right now. The majority of skilled players aren't using the AR-57 anyways.

    To be fair, the P90 and the AR-57 are very similar. AR-57 criticism usually applies to the P90 as well.


    OhEmGee I would be careful with the whole 'rock-paper-scissors' mentality in this game.

    Sure, each class should be somewhat effective at their designated range, but the truth is that this can get pretty frustrating if the maps don't allow you to use certain weapons at that range. For instance, BF1 is partially so frustrating to play because no matter which kind of gun you play, you'll regularly get into situations where your opponent wins merely because of the optimal range of his gun.

    Some other FPS solve this issue by having useful secondaries that complement the primary at another range, usually having high kill potential, much like the primaries, but also low ammo, so you can mostly just use them as a fallback device.

    An example for this is the Deagle in CoD4 Promod, which is both strong at range if you're an SMG player and strong at close range if you're a sniper player, but you'll only be able to kill a single person before it runs out of ammo.

    The secondaries in Ironsight are all terrible or at least feel terrible because of the lack of buffering on semi-autos.