Posts by Farlokko

    I was waiting the sniper nerf SO much. Hope it will be impactful and efficient! :)


    Can we know if the next map will be playable in all modes or not? :O

    Hello, as we said in the past, the ranked matches are not working as expected. Wiple Games is working on it and it will be fixed.

    I see. I assumed that everything was working fine because they worked for some days in a row.


    Thanks for the quick reply :D

    Farlokko Just to clarify. That is called a "Hard-scope". "Quick-scope" means to fire immediately after scoping in. "Hard-scope" means to be scoped in for some time (i.e. >2 secs) before firing. According to you description, the sniper was already aiming in, so he was hardscoping, and then probably "flicked" when he saw you. "Flick sniping" requires quite a degree in skill and not an easy feat to do unless practiced.


    (Please don't take this as anything personal, I just thought I'd clear this up.)

    I don't know if requires a degree but basically any decent sniper can do it in this game. I think that if someone manages to fire at you first (while you're hardscoping) you (sniper) made a mistake and doesn't deserve to oneshot him immediately after being hit.

    You can increase flinch just under a certain range (or adjust it based on range), which means that long range (30+ meters) flinch will be like now for example and for others ranges (20-30, <20) flinch increases. An ADS nerf is necessary too to avoid quickscoping but the fact that i can hit a sniper from 5 meters (he was already aiming in) with some bullets and he can still kill me makes no sense.

    the problem is that flinch isn't magnified per scope magnification (as well as the magnification itself lol)

    That is an interesting explanation of why flinch doesn't work that well right now :O

    ...but the fact that i can hit a sniper from 5 meters (he was already aiming in) with some bullets and he can still kill me makes no sense.

    If he was already aiming in, doesn't that mean he was waiting for some one (in this case, you) to come in view? Unless if you mean something else...?(

    Exactly. So if he's waiting for me and still i manage to shoot at him some bullets he deserves some severe flinch and not an easy quickscope :)

    You can increase flinch just under a certain range (or adjust it based on range), which means that long range (30+ meters) flinch will be like now for example and for others ranges (20-30, <20) flinch increases. An ADS nerf is necessary too to avoid quickscoping but the fact that i can hit a sniper from 5 meters (he was already aiming in) with some bullets and he can still kill me makes no sense.

    So explain me: are you saying that they are not overpowered because if YOU (not you specifically, a sniper player) MISS a shot then you MAY lose?

    Do you understand that that's what happens to everyone? In a gunfight between 2 ar's often the one who misses more bullets lose. To defeat a sniper I have to hope he's going to miss so either that he's bad or i'm lucky. How can you think that's fair in any possible way?

    Very true, when you explain it that way. You make a good point.


    I take back what I said and agree with you. How ever I don't think snipers should get changed too much, they're fun to use. They just need to make it bit harder to aim or something. So it takes a bit more skill to use them.

    When you balance something, in any game, you have to consider what pro players can do with that thing. In this case the problem it's not about the skill requested but the fact that snipers have no counterplay in good hands. This means that they should be nerfed but without nerfing their movement capability. A good solution is just to increase the flinch so if I can shoot him first likely i'll win. Of course there are a lot of possible changes but I think that they should keep their speed and agility because it's a very fast paced game.

    That's because you are bad with snipers. There is no situation in which snipers are outplayed by anyone at any range if the sniper is really good (doesn't matter if the opponent is good too unless he's playing a sniper).

    I wasn't referring to myself, I was just saying in general of some players with snipers will miss bullets. You can't always hit every bullet even if you are the best player. Also you can't predict if you're going to get a hit marker, that is not based on the player being good or bad.

    So explain me: are you saying that they are not overpowered because if YOU (not you specifically, a sniper player) MISS a shot then you MAY lose?

    Do you understand that that's what happens to everyone? In a gunfight between 2 ar's often the one who misses more bullets lose. To defeat a sniper I have to hope he's going to miss so either that he's bad or i'm lucky. How can you think that's fair in any possible way?

    Flames21891 is right.


    The drop-off in this game is ridicolous, i have to hit with 6-7 bullets with many ar's to get a kill from long range which means that there is no fight between a sniper and an ar (obviously that's even worse for a smg). However it's unbelievable that at a medium to short range if I hit the sniper first, even with 3-4 bullets, he still can oneshot me easily. That's totally broken because I already outplayed him by aiming and shooting first and yet I lose. That's not fair and uncounterable at all.


    P.S. If you never played once against a team of 5 good snipers you have probably no idea of how much broken they are.

    Ehhh yes they do? Many snipers switch to a pistol to finish off someone or if they know someone is super close to them.

    I was talking about rifle users, who are using the quick reload perk. The snipers I play with just try quickscoping instead of switching.

    That's not true anyway. Pistols are pretty strong in this game if you can aim and both snipers/ar's use them. A person who wait to reload instead of change in a close situation is just noob ( you have to consider that if you finished your bullets the enemy has to be low, so 1-2 pistol shots should be enough).

    I disagree with the snipers being way overpowered. I use snipers as my main go to gun and I get out played by SMGs and assault rifles from long range because the damage rate and lack of recoil on some of the guns are superior to snipers.

    That's because you are bad with snipers. There is no situation in which snipers are outplayed by anyone at any range if the sniper is really good (doesn't matter if the opponent is good too unless he's playing a sniper).

    Yes, they are absolutely overpowered. As i wrote in other threads, snipers are like shotgun with infinite range right now (actually a bit better because they have more chance to oneshot in good hands). The main argument of people who defend snipers is "if they miss they are dead", which is nonsense (and often false), because if they miss it's their fault, not your merit. In every game things must be balanced looking at pro levels and you can't counterplay a very good sniper in any way (not considering streaks or being a sniper yourself).


    I think that the main changes should be:

    1) a lot more flinch to permit a gunfight from medium range to Ar users.

    2) delete quick-scoping by just increase time in scope and avoide 100% accuracy while the animation is going on.

    This way they will be forced to use their secondary close range (which is totally fair for both) and will continue to dominate long range without losing their mobility which is necessary in a fast-paced game like this.

    The sure thing is that snipers are OP as hell right now. A team made by 5 snipers is just the best you can have (luckily enough they are restricted to one per team in competitive). Hopefully, as someone stated, they will make (and read) surveys about it.

    Hi, I can't play anymore because the game is stucked always at the same point (you can see it in the attachment to this post). I had this problem sometimes but now it's persistent, I can't play at all, no matter how many times I try to launch the game.

    I didn't changed anything in my computer or my connection and I even played today, before I had this bug.


    Hope you can help me, thanks :)

    I like the outside of the ironwork building. I don't like the inside.

    agreed the doors make it random as hell

    I disagree at all. There is literally nothing random in doors. It's a strategic component that you must take in consideration while moving around.


    But i have to agree with oceanfront; it's not that good and in the first rounds is unbalanced.

    I'd normally agree with some kind of penalty for leaving a match, but given how broken the MM is right know, this would be unfair towards the players.


    Just look the posts in this thread and give me a good reason not to leave. The matches are lost no matter what and I'll get a lose that isn't my fault.

    Also, the Lobby-loop exists.

    That's why I wrote it should be implemented a system which avoids players to join beyond a certain threshold (like 2 rounds in S&D or 1 point in secure etc.).

    Hi there, first of all I have to say that I love the maps of this game. Despite what many people say about competitive, I also like the dynamic elements and all the stuff which makes this game unique.


    That said, talking about S&D mode, Oceanfront can't work right now. The reason is that the defending side has a BIG advantage in the first round and that's because you can only use 3 bridges without any cover to pass through the "river". The ship just arrive after 1 minute so basically the attacking team has barely 1 minute to attack properly, which is just unfair under any point of view. Also even the second round is not that fair, because with all the containers still on the ship there are still just a few way to attack the bombs.


    I'm not sure on how to fix it; a good solution may be to start the match with the ship already in position. I understand that the ship arriving in the port is a nice concept but it will never be a competitive map in this way, that's for sure.


    Have a good day :)

    The fact is that all the system doesn't work: they should give us an option to avoid such matches, however this would imply that no one will enter in started matches which means that if you are 3vs5 you'll end your match 3vs5, which sucks. The root of the problem is the fact you can leave without losing anything so even if you start 6vs6 you can finish 3vs6 easily, especially when you're losing and you would need more people.


    However they could put some threshold (for example # of rounds or points etc) beyond which you can't join. This, plus giving the match lost if you quit, would fix almost completely the problem in my opinion.

    Scar H.


    UPS

    -Recoil is easier to manage with the Scar H

    -Both SA50 and Scar H are 3 shots to kill and have a stomach multiplier of 0.9. However, if you hit the stomach with the Scar H, it remains a 3 shot to kill. But the SA50 becomes a 4 shot to kill.

    How is that possible? Scar does 36 damages per shot, if my math is correct 36*3*0.9 = 97.2, against the 91.8 of SA50. Both are not enough to kill with 3 shots right?


    Also about the recoil...why should it be easier than SA? Both have the same acc. and mob. while the SA has a slightly better recoil (talking about numbers).

    Since you are new in this game and on this forum I suggest you to read some of the other threads. The first one is not a feature, it's a bug (maybe related to the fact that someone reported you, but I'm not sure about it). The fact that you can die at the same time with your opponent or that you get killed by someone behind a wall is a well known issue related to the movement delay/netcode which has to be fixed (and is going to be fixed as soon as possible devs say). Noone has a problem with reload speed honestly as far as I know, there is a perk to improve it anyway.


    Hope this helps :)