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tynblpb

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Everything posted by tynblpb

  1. Idea is to add downsides/shortcomings to alternate ammo so they will not be "best-choice" and then having them 120 cartridges in loadout wouldn't break the balance and their choice will be based on a player's playstyle. With that FMJ will not be a poor relation and will have his own users. Especially, if u will be able to choose with what type of ammo will be ur next spawn.
  2. I don't like current system, where u have 30 rounds of alternate ammo. It's often rly insufficient amount and works only for Tochnost rifle when BR/LMG are secondary weapons and their secondary ammo is accessible as secondary for Tochnost rifle too. Same goes for BR + UKM when BR can have 20+80 AP/HP bullets as secondary ammo. My suggestion is to make alternate ammo a primary 120 cartridges ammo be it chosen by a player. And to balance it there should be added some properties: Armor Penetrating Ammo. Usually armor penetrating is achieved by adding a hard material core to a bullet. Usually it tungsten carbide. One of its properties is the much higher density in comparison with "normal" steel core. So, higher density means higher weight and it results in: 1. Significantly smaller bullet velocity. 2. Bigger trajectory drop on distance. 3. Higher recoil. With that u will need much higher shooting skillz to land hits on mid to long distances. Especially if we talk about moving targets. Hollow Point Ammo. Here we will play dumb a little and agree, that HP rounds are looking like that. Big flat nose with hollow that negatively affects ballistics. With that HP rounds will have: 1. Bigger trajectory drop. 2.1. Damage decrease distance will be much shorter in comparison with FMJ/AP rounds. Or 2.2 Damage drop on distance will be bigger so on long distances 20% flesh dmg bonus will be (almost) nullified and there will not be seen HP rounds abuse like it's happening now when G29 with HP cartridges OHK even with limb-hits on 100+m distances. Or both 2.1 and 2.2 but more mild. Plus it will again require higher shooting skillz. With that IMO it wouldn't be gamebreaking to make AP/FMJ/HP equal 120 rounds ammopools for weapons. And everyone will choose ammo by his own volition and understanding.
  3. BUT ONLY FOR SQUADMEMBERS! The only use the CP icons have for them: asking SL to give u order. IF the latter is good enough, he knows that himself, that he must give orders. If SL is bad - okay, 1 min later he will be that particular squadmember that has absolutely no need in CP icons on his screen, because, u know, he isn't using them. So, suggestion is: full course menu of CP icons is only on SL's HUD. He is the leader, he needs info, he has to react, so having CP icons on the screen is mandatory. While his squadmembers need to know only 2 things: what order to perform and where is CP they need to go to perform orders. And nothing else. All other CP icons are visual garbage that blocks the view, ESPECIALLY, if we will remember that average player doesn't even know he can adjust HUD elements size. So, this is how will look screen when squadmember is staying in the base. This is how it will look like when he'll receive order. There will appear ordered CP icon and arrow on the compass, that will show him where to turn if he is looking away. When entering CP zone, there will be only one icon in the upper middle part of the screen where he'll be able to see capturing progress. And the current screen that will be SL's only. And if player will apply for SL position, the moment he'll become one he will not miss it as the on-screen info will change drastically.
  4. First a little geometry lesson. Look at gif. Even though these 4 ellipses (yes, orange circle is ellipse too) have different sizes there is one measurement that is equal for all of them: area. Circle area can be found with this formula S = π*R^2 = π*R*R. Ellipse area is S = π*R1*R2, where R1 is long radius and R2 is short radius. So, if R1*R2 = const, it means that no matter how we will change the shape of the ellipse it's area will be the same. Green ellipse on gif, for example, has long radius = 2R and short = R/2 accordingly. S = π*2R*R/2 = π*R*R = π*R^2 and it's area is equal to that of a circle. And here comes the suggestion: I know it's rly unlikely to be implemented because with that it's "intruding" into Bomb Strike's "authority zone" but I would like to see adjustable AOE for Artillery Strikes. For example current Warsaw WZ map. And if for C2 circle shaped AOE is decent, if we will try to place it on C1 or A2 CPs, we will see that half of a strike is wasted. For an average Joe it's often worth 5 mins of his efforts. And if we will be able to adjust the shape of Artillery Strike with that restriction that S staying intact we will be able to place much more efficient strikes without wasting shells only to shake the ground. The suggestion itself: when placing mouse cursor and pressing LMB we will choose Artillery Strike's center. Initial form is circle. Holding LMB and dragging the cursor we can adjust the shape of the strike's ellipse with max radius being 2R. Rotating the cursor around the center of the strike we can choose it's orientation. Releasing the LMB we give it a start.
  5. Another suggestion to make IRNVscope abuser's life not so easy. In current WW3 there is one problem - IRNV scopes aren't that affected by muzzle flash like all other high-magnification scopes are. GIf below shows how it looks like when u r shooting Pecheneg that has one of the biggest muzzle flashes in the game. As we can see its "vision blocking" effect is insignificant if we talk about IRNV scopes. Suggestion is to make it closer to reality so that eash muzzle flash will be non-transparent to IR scope's vision so that ppl will be be forced to use silencer to get rid of muzzle flash and thus decreasing weapon's accuracy/effectiveness.
  6. Based on old AK platform weapons, such as Beryl7.62 and Vepr-18, that have detachable Upper Receiver can have it to be painted separately from the other weapon parts in general and Lower receiver in particular. Like this. On the contrary, western weapon in their base being constructed around Upper and Lower parts when being painted are painted as a "whole". And Upper+Lower have painting that belongs to ONLY ONE colour set. Even though when applying paint we can see, that Upper and Lower are different parts of the model and can be coloured separately. Like on the gif below. "Dot" camo skin. Green and Steel dot accordingly. As we can see, Lower part is staying "intact", while we change painting for the Upper. Plz, devs, make so that Upper and Lower will be separate parts of the model when painting it in Customization Menu.
  7. For more than 1.5 years was too lazy and a little hesitant to create a theme to suggest only that, but let it be. Dunno, how it is "now" in "new" version with reworked sounds, but there is one thing that was scratching me and I was always envious: when having HeliDrone in the sky u clearly hear its rockets explosions even from the other side of the map. U always know that there is HeliDrone bringing pain to somebody out there. In the same time, EXPLOSIONS of the tank shells are deaf, muffled and non-impressive even when they are 20 meters far from u. HeliDrone's rocket sound MUCH MORE juicier(especially Hydra and Z233). So, plz, whoever is accountable for sounds - make so that tank shell's explosions will be juicy, impressive and informative.
  8. U don't have that much of a "unprotected areas" if shooting from the front though. Only groin area and a little part of the chest above vest's plate. U have the chance to OHK, but it's rly minor. IMO, nobody will abuse it even if it will be in-game unless it's 2 situations: 1. Bored skilled player. 2. Dumb dev's move to add it to some kind of challenge.
  9. I was talking about them too. 100+ grams chunks of metal and explosives flying at nearly 100m/s speed is IMO enough to kill someone with headshot by simply breaking his neck. My point was that with flying speed THAT low u can use GL as "shotgun" only when ppl are running at u. And the moment u will try to kill someone with direct hit at ~10-13 meters distances u will see that it requires quite a skill. Travel time will be 0.12-0.16 secs. For lightweight soldier it's ~1m if it's 90° angle between ur vision line and where he is heading. And for face-to-face encounters this time is enough for some weapons to kill u BEFORE ur grenade will even reach their owner. And only to deal ~40 dmg after that? That is why I was talking about grenades being able to OHK ppl with torso-hits to unprotected parts of the body.
  10. IMO, with 2.5 secs reload time and 85 m/s projectile speed it's too weak. I would like to see it another way. Grenades are counted as RLY big pistol billets. So, their piercing ability is equal to the latter. Base damage is 100. And then it'll be 2 hit kills when hitting limbs. When hitting protected areas there will be armor in the game and if, for example, it was Steel plate enemy simply will not bother. And then he will have 2.5 secs to kill the guy with this GL. But if the enemy has shown his back - it's his mistake and 1 grenade to the back should be enough.
  11. Being a little in a M mood I'm demanding that SL being an only player in a squad(aka lone-wolf) will have 10 sec respawn time. B - Balance. No benefits in leaving previous squad except being free from trying to follow some dolt and his orders.
  12. Okay, I'm officially blind and dumb. I somehow skipped the part with stats when reading the first post. My assumption s were based on 0.2-0.25 spread that is "typical" for BRs in WW3.S ry for bothering.
  13. I was talking about spread though. Take SCAR-H with its awful recoil and try hipfiring. U will see, that with BR's low spread u can go for headshots on 20m distances.
  14. IMO 100 round magazines (betamags?) is kinda over the top. One of the strongest points of BRs in WW3 that actually allows them to be usable in CQC is accuracy when hipfiring. If u will be able to go full-auto for ~10 secs with comparable to ARs RoF and typical BR accuracy nobody will: 1.Use 20 rounds mags. 2. Use LMGs. 3.Go ADS when shooting full-auto. 4. Previously suggested ASh-12.7 will die in vain. Trigger delay, equip/lift-up and ADS time should be made rly big/long to stop this gun from being the ideal pub-stomper on TDM and in CQC. IMO - 40 rounders, no more.
  15. For the Greater Good, Balance and in the name of Ragir's Playable Realism! This is how actually belt fed LMGs operate IRL. Bolt is in rear position and when u pull the trigger it starts moving forward pushing cartridge into the chamber and only then shot occurs. SO, the idea is to make it closer to reality and add short (0.05-0.1 sec, TBD) delay between u pulling the trigger(read: clicking LMB) and the actual first shot. It will fix current LMG-meta when ppl run with LMGs that have highest DPS, biggest ammo count and are able to perform OHK. The only downside is weight. With this feature being implemented it will be disadvantageous to run'n'gun with LMGs relying on ur reflexes and twitch aim. How it will look like if being implemented u can check even now by taking DMG Nine-milli and Glauberit as this particular bug is perfectly displaying the suggested feature. P.S. IMO, easiest way to balance LMGs.
  16. In WW3 there is Anti-Personnel Mine "Claymore". Its designation is to create dangerous for enemy infantry zones forcing them to move with great caution and thus slowing the gameplay and make it more tactical. This is how dumb me sees that. Problem is that in fact, current Claymore mine is having direct opposite effect on movement/loadout meta. The only kits that prosper are the lightweight kits with max movement speed. Why? Because with current 7 m/s movement speed lightweight soldier pass claymores unscathed. While, for example, heavyweight soldiers are forced to somehow deal with claymores, trying to defuse them or force them to explode. For lightweight it looks like this. So, my demand is to tweak APMs trigger mechanism so that it would be "inductive". The higher speed of the target is - the faster will it trigger the APM. And it will ROUGHLY look like this. If u r mindlessly running with lightweight kit - u will be punished with insta-death. If u r running with heavyweight kit and u have good reaction - u can lie down when hearing beeping sound and survive. Just like u can do it now. With implementation of this demand Claymores would finally be able to perform their role. I'll repeat, as of now they are promoting lightweight meta of WW3.
  17. I object. Vepr-18 has possible 3 BTK with same 5.45x39 cartridge. It balances it relatively inaccurate furing and only 30 rounds magazines. All weapons with RoF less than 640 have possible 3 BTK. With 600 RoF even 100 rounds belt wouldn't compensate gap in DPS in comparison with " normal" ARs.
  18. Well, I could add 1 thing: hip -fire accuracy closer to that of a AK at best and not BR-like, where u can go for headshots on 20m+ distances. Or the low ADS speed will be useless.
  19. No, didn't see such a thing. Or it's that little so I can't recognize the difference.
  20. Shamelessly stealing pic from TZoningHard's post in 0.7 patch's Feedback theme. https://forum.worldwar3.com/index.php?/topic/10309-feedback-on-update-07/&do=findComment&comment=49954 Pic ROUGHLY shows how sway looks in WW3. And currently sway is "thing in itself". It exists, affects ur aiming point and isn't affected by anything. And here appears one problem. When shooting in SINGLE fire mode ur aiming point after the shoot is returning to where u were aiming before the shot. With one BUT - "point before the shot" + sway. For full-auto it's actual too, but only when u r good with recoil compensation and weapon's loadout is appropriate. I'll remind: sway is NOT affected by anything. And if it was swaying downwards - so will do ur aiming point. Look at gif. SCAR-H long barrel, Cobra grip + UKM compensator, x4 Sapphire scope. And then, if u for example were shooting at ppl on the long distances when they are hiding behind the covers and mb even abusing head-glitching, u can see that large part of ur shots is hitting the ground a little lower than u want. Just because u were shooting on the "descending sway". Usually not penetrating the obstacle or dealing much less dmg if doing it. Moreover if it was relatively high-recoil weapon such as SCAR-H and u were automatically trying to compensate it's recoil with ur mouse movements only to see ur shots going low. SO, my suggestion is: first shot is "rewriting" the sway pattern IF sway is in the "descending" part of the loop. If sway was in "ascending" part of the loop this feature will not affect it and only when the sway is in the highest point of its trajectory it will rewrite it with another "ascending" loop. With that there will be no such unpleasant things as sway creating "overcompensation" that will affect ur shooting on long distances with single fire. It will increase vertical recoil a little and make shooting a little more challenging. Different sway patterns for different weapons can be used as balancing feature, where for some weapons it will be mainly vertical/horizontal loops. Or for different barrel lengths there can be different sway loops. Sway may be affected by forehand grips, increasing their meaning even more.
  21. It has been used, it is used and I'm sure it will be used. Cheapest tactic to gain advantage in firefights. U throw smoke grenades and shoot through the smoke because smoke is transparent for IR scopes. It's the "fair" advantage as it's not breaking any rules or mechanics, but in the same time it ruins the fun for average players. So idea is to rework a little how IR scopes interact with Concussion grenades. Concussion grenade exploding even on the max distance(iirc it's ~30m) when it's blinding effect expires in a split second - it should apply full time duration blinding effect. But not to the soldier. It should IR scope's matrix to be "overloaded" so that pic when u go ADS is full-white, but u still can hipfire while being in the same equal situation as all others. Rocker-paper-scissors if u want.
  22. I don't know was it spotted when making new animation or not, but(!) I DEMAND, that when falling off from certain height landing animation should be equalized and will match that of a HEAVY weight kit. Because now it's ridiculous.
  23. I physically can't vote for this suggestion as long as rifle has this knob as silencer. My sanity is in danger every time I look at it.
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