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tynblpb

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Everything posted by tynblpb

  1. 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. So, plz, whoever is accountable for sounds - make so that tank shell's explosions will be juicy, impressive and informative.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Actual for all Berlin maps. Was always forgetting to report this. Don't remember it being reported. For my own complacency. Some flat surface is "protruding" from the edge and blocks projectiles. 2 corners behind the columns on this side of the room are inaccessible. 2 corners that are "behind" and have identical columns don't have such problems.
  7. 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.
  8. 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.
  9. Didn't find with search. Absolutely disastrous immersion breaking bug! When choosing Glock G17 with default sights u simply can't hit anything! Bullets fly that much higher than ur aiming line, that u r almost hitting planes flying somewhere in the sky! It's unacceptable! I can't play like this! No problems with other scopes/sights though.
  10. 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.
  11. My last theme in pre-release times. Nothing more worth mentioning. TDM spawn system. I don't know is it working how it was/is intended or is it broken. Was it fixed in new build if it is broken. So, let it be. There are problems with spawn system on 2 current TDM maps - Berlin and Warsaw. Moscow is "safe" because of its much more CQC geometry with tight hallways and corridors. Problem actual for all maps that is connected to spawning - they all promote lightweight meta run'n'gunning with highDPS weapons. Only way to oppose is another malignant type of behaviour - spamming smoke grenades with IR scope attached to weapon. Berlin map. Berlin TDM map is severely damaged by one particular feature: Green and red ellipses show all from my experience possible spawn areas for players during the match. The problem is that when even 1(one) enemy will enter building in the center of the map(yellow striped square) ur choice of possible spawnzones is reduced to only 3 red ellipses located on the far sides. Very inspirational to run from the edge of the map, then trying to storm the building where usually there are claymores and ppl with shotguns/LMG/SA80 and C4 upstairs. And if u've failed - u're welcome to repeat it over and over again. And the heavier is ur kit - the longer u will run. OFC ppl to save their time start to run using paths shown by red pointer lines. And almost nobody uses "dotted line" paths, because, u know, x1.5 longer. That is why lightweight kits benefit. Add to that fact that particular "feature" https://forum.worldwar3.com/index.php?/topic/12198-gadget-feature-tweaking-claymore-apm/ and u will see that gameplay on Berlin is usually degraded to some kind of the "king of the hill" where ppl fight for building with 2(good luck with trying to use scaffoldings to enter 2nd floor vs 3-5 camping ppl) entrances that is 5% of the map at best. Plus, u almost never spawn in the left lower part of the map. Somehow it feels abandoned. Warsaw map. It has its own problems. Green circles. 1 and 2. Both teams can have their first spawn in the round in these circles. And it leads to that problem that ppl who know about that "feature" start to sprint using the green lined paths to meet enemies. The lighter is ur weight - the more chances for u to take an advantageous position. Ppl who don't know about that are often ambushed. Red circles. I call them trap spawns. The problem is that it is not that hard to predict next enemy spawn when u look at map and see where ur teammates are. Encircled with red green spawn 2. Point where the spawnrape is most often and most merciless. Why? Because somehow game thinks that even if u've been killed in few seconds after the spawn and all ur teammates too - u should spawn there 2-3-4 times more. And then it will look like this. Where this spawnpoint is acting like a shooting range for enemies. All the traps spawns have only one exit path or 2 that are that close that it doesn't rly matter. Problem is that the casual player when being shot at usually lies down turning into stationary and thus even easier target. First and Second. Third and Fourth. So my suggestion is to move red spawns to the areas shown by blue ellipses. The will be closer to center of the map. They will have 2 possible paths. And 2nd floor gallery will work as some kind of shelter for some of them. First. Second. Third. Fourth. As of now Warsaw and Berlin are TDM maps where u r run'n'gunning to find a position where u can start camping. So much fun...
  12. Ты форумом не ошибся?
  13. 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.
  14. So, almost a year has passed. Again. https://forum.worldwar3.com/index.php?/topic/8563-gunplay-my-thoughts/&tab=comments#comment-41607 https://forum.worldwar3.com/index.php?/topic/11625-gunplay-my-thoughts-1-year-later/ Here was a longread, but realizing I'm almost repeating what was in linked themes I decided I'll try to make it as brief as possible. Ur point of aim returns to the point where the latest action has taken place(LMB click or mouse movement) PLUS the migration caused by Sway. Sway is greatly reduced when u lying down and it's ATM the only way to more or less exclude it from the "formula". When lying down with right loadout we can go for consecutive shots that will land into the same spot.(AK Alpha). And how fast we will be able to shoot depends on the weapon's recoil and what loadout we made to compensate that recoil. The higher is recoil -> the more time is needed for crosshair to return to the starting point -> the less frequently we can press LMB -> the less is DPS. If u r pressing LMB faster than point of aim returns to the initial position - u will see it's moving upwards and to the sides. The only way to reduce the required time for point of aim "restoration" is to manually compensate it with ur hand movement. On the pic below(max horizontal recoil reducing loadout) we see the shooting when we let the crosshair to return to initial point(1). When we press LMB faster - we see "ascending" hitmarks (2). And the (3) and (4) is how it looks like when we try to compensate it with mouse movement. Obviously, the less is vertical recoil - the easier is to compensate it with ur hand movement. Long Barrel having -0.2 Vertical Recoil in their stats give ATM significant advantage when shooting both single-fire and full-auto. To "balance" it there was illogical shorter barrel - higher dmg system introduced. And if earlier Long Barrels were must-have, now it's almost always Short barrels. I don't know what was done to "fix" this, so here is what I'm suggesting: Long barrel - Higher, Short barrel - lower initial dmg. Recoil is now EQUAL for all barrels. Justification: higher bullet impulse compensates the long barrel heavier weight. And vice versa for Short barrel. We are adding momentum to a list of properties for barrels and silencers as the heaviest muzzle devices. Momentum affects: equip time, ADS time and finally newly added feature "point of aim time to return". The latter shows us how fast after the shot our crosshair will return to the initial point of aim. For Short barrel it will be decreased time. Standard for Medium. And increased for Long barrel. Justification: barrel is moving upwards because of recoil, backwards -with ur muscles. The heavier is barrel - the more force u need to apply to make it moving, the more time it will take. From previous themes - Long barrel have increased horizontal recoil when shooting full auto. Medium has no downsides. Short barrel has increased muzzle flash that is affecting visibility when using scopes with magnification. How I see it working. Long barrel. Increased equip and ADS time means that we can't run'n'gun in CQC depending on our twitch aim and reflexes. We are slowing ourselves down and come into fights prepared and mb even ADSing already. Our higher initial dmg is balanced by increased horizontal recoil in full-auto and on long distances we aren't shooting full-auto as the dispersion is higher than we wish for it to be. Thus we are kinda forced to switch to single-fire modes or use max horizontal recoil reducing loadouts by the cost of increased vertical recoil that we now have to compensate manually. LMGs, having no single-fire modes, will be forced to use bipods -> making them stationary targets. Less LMG run'n'gunning, more or less fixing current LMG meta. When switching to single-fire mode on the scene appear newly added momentum for barrels and silencers. Having the equal recoil for all types of barrels, the Time for crosshair To Return to initial point of aim (TTR) will be increased for Long barrel, intact for Medium and decreased for Short barrel. Basically it will mean that Long Barreled weapons will be "heavy punchers" that will land heavy hits with their increased dmg but TTR will affect the recoil by increasing the time between the consecutive shots. Or u can compensate it with ur hand movement and this is the room for showing ur skillz. Short barrel with decreased TTR will be able to shoot more faster, but dealing significantly less dmg per hit. With Medium barrel being in-between. Silencers having momentum will increase TTR, equip time and ADS time. Justification: weight. And now there will be room for flash-hiders, that don't have any advantage over the silencers. SO, attaching silencers u will have completely removed muzzle flash, but in the same time it will cost u equip time. And if for LMG with increased equip time and Long barrel it will not be that important, if u r using Short barreled AR/SMG for CQC, u will have to think about what u'll gain aand what u'll loss. Moreover if u will attach Silencer to get rid of flash and go with Short barrel for Long Distance "hunting". Increased TTR will worsen the ability to make consecutive shots and with decreased dmg u again will be forced to think about gain and loss. I hope it is the last time I'm creating a theme with my thoughts regarding gunplay and its mechanics in WW3 and in the next year we will have it completed and working.
  15. 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.
  16. 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.
  17. 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.
  18. No, didn't see such a thing. Or it's that little so I can't recognize the difference.
  19. There are no news, because it's My.Games that is now accountable for that. I don't think u can expect from a company that big anything besides the usual PR talk. As I've said it long ago: there will be nothing "new" till the time to promote/hype will come. And no, I'm playing everyday. But I can't be used as example, because I'm hardcore WW3 fan. For normal ppl problems/lack of updates/polishing of the current version could be many times enough to stop playing.
  20. I think my lazy ass will simply copy-paste my answer from the similar theme on Steamhub.
  21. 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.
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