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BeatriceJohnes

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Everything posted by BeatriceJohnes

  1. Yeah, it kinda is. And on ultra it goes not just blurry but also weirdly grainy or something. But imo it's more tolerable than "barb wires" on every single edge.
  2. Anti-aliasing. It's anti-aliasing. The anti-aliasing was a game changer for me. It opened my eyes on how good this game looks. For the longest time I had aaaaall of my settings as low as possible because game runs like *it (not really for quite some time but that's besides the point) and I needed that sweet sweet performance (or more like I needed to reduce loads at the start of the match as much as possible). But today I started to notice how jagged everything looks and how because of those pesky edgy pixels I can't see much stuff in the distance, especially when that stuff is hiding behind something like handrails with bars on warsaw. And I decided that it's time to sacrifice some frames for visual clarity. And wow. Just look for yourself: (anti-aliasing low) (anti-aliasing high) (all other settings are at low-med. sharpen is at 100) IDK about you but I think it's night and day. Although I have one gripe with it - it makes everything slightly blurry. Just a bit. But enough to be annoying. But besides that it only improves things. I know it's prob not anything new for many people, especially for those with rigs good enough to not care about settings at all, but if you are like me with all the setting on low - give anti-aliasing a spin. It may not be very taxing on performance and improves both visuals and gameplay (as you can see things MUCH better).
  3. IDK, kinda? I think some guns (all of them?) may reload second time (animation repeats) if you switch it at end of animation but this stuff only happened with MCS so far.
  4. Implying I have any choice other than waiting for a slot on one those 30/30 servers. And no - I'm not playing TDM seriously on Moscow. If it was Warsaw or Berlin, then sure.
  5. I just want to share another one, finally decided to play a match after a "sale break" and instantly got a reminder of how beautiful respawn system in this game is. Idk why, but this is my favourite so far. BTW anyone want to explain how this one is my fault?
  6. I already reported this stuff before and since when situation is clearly improved as it's now not draining all your reserve ammo. But now it reloads indefinitely. Look for yourself. Build: 3981881 How to: reload MCS, switch to something (first aid) before animation ends, switch back.
  7. I'm pretty sure most of the stuff unlocks for all guns when bought. But not all of it. Just for example: And there are more, mostly mags and bodyparts. Is this a bug or some weird way to balance something?
  8. Fair question. I would say clearly in place where no one got recently killed and no one shooting at anyone? I'm pretty sure (but I might be wrong tho, haven't played in a long time) that's the way squads respawns work in BF3-4 - you can spawn near you squadmates even if enemies are nerby until someone starts shooting or getting shot. Or if it was possible to go deeper into territory of insanely complicated solutions - don't spawn people in places where enemies have a direct line of sight on you (and vice-versa btw)/where they are looking towards/ADSing towards. E: "don't spawn people in places where enemies have a direct line of sight on you (and vice-versa btw)" - I just thought - is this really an insanely complicated thing to do? We have stuff like crosshairs that turn red when you aim at enemies, bots/ai that can distinguish enemies and etc. Is it really hard to place a "camera" or something like that at spawn point and have a check that if somebody is in FOV of that camera then don't spawn players there. Is it really hard?
  9. Oh, yeah, and I'm not talking about exclusively TDM. Those gifs are from TDM. But the spawns are spotty across both modes.
  10. Orly? This is not CoD as far as I'm aware and spawns are not random all over the map. There's a limited number of spawns and some kind of logic-system behind respawning that switches spawns from time to time. Most of time it spawns you as far from combat as posible. And that's why in those few examples I wasn't ready for campers - because system is designed to prevent this shit but it's flawed. Camping shouldn't be possible but it is. Uhuh, yeah, BS. Spawcamping is not normal. Especially when we are talking about game with fixed respawns on big-ass maps. And what am I even saying - it's not normal in any game. It's a gamedesign flaw. What the hell are you even talking about? I spawned in an enclosed space with the only way to go forward, the enemy was right behind that column - how else I was supposed to check "surroundings" other than walk around column that blocks half of the view? Check out walls on the left and right first? And again, it's bs and doesn't even matter - I shouldn't even spawned there in first place, in front of an enemy. Game is clearly designed to do that, with many spawns in different points of the map but sometimes (many times) it fails to pick a spawn right. Looking at what? Why are you so keen on defending this BTW? Wouldn't be able to get any frags if spawncamping'll get fixed? So, yeah, looking at what? You saw that happened, you know where I got shot from - now, can you pause the gif at the moment where that area is clearly visible and tell me where is the enemy? Would you be able to notice him without knowing he's there? Did you even knew that it's possible to get there in the first place? And what the eff do you think would happen if instead of going forward I WOULD STAND STILL LOOKING FOR THREATS? Wanna take a guess on that one?
  11. Just look at these. These are just few examples I recorded yesterday. I had much more respawns likes these, respawns where I spawn a few steps away from an enemy, spawns where I respawn and then an enemy respawn nearby me, spawncamping like in gifs, spawning into air/artillery strike, me spawning on squadmates that are engaged in combat, enemies spawning on their squad mates that I am shooting at and etc. (and the last two seems to be really obvious things that should've been restricted from the beginning. is it hard to implement? genuinely asking)
  12. Well, bigger brighter laser would be a good start. Then they could restrict whem from being placed facing walls. Then if not make them completely directional at least make damage "behind" it non-lethal, turning them from death-traps against everyone to death-traps against foes slowly entering the trapped area (i.e. how people usually approaching objectives on big maps) and an alarm/"soften-up"-trap against rushers. And yeah, making it not explode when destroyed is a great idea. Aaaand as I said they could (if they can) just remove them from TDM. Yeah, no, I don't want to see that for sure. And the fact that it was worse before doesn't make the fact that it's still bad rn any better. That thing still needs work.
  13. Oh, wow, that's some mighty good news. If KAC site is anything to go by they have just 2 LMGs in production: LW-AMG (which looks much more like LAMG from the video I linked than the LAMG on their site. different cofigurations?) and LAMG (which looks weird. prob because it's a render.) So, chances that will get LAMG are 50/50 (and even if it's the other one - is there much difference for a video game?) and 100% that we'll get something modern and cool. That's awesome. Thanks for info, now I'm totally hyped.
  14. 3940880 Not sure how to reproduce them but "run into those places repeatedly until you stuck there" could work. (btw gfycats are w/ sound, which maybe important because first one makes a funny noise)
  15. How about something fresh? Like this. Prob not going to happen due to copyrights or something but we can dream, right?
  16. 3940880 Do I really need to write how to reproduce this? Pics are telling whole story. Last screenshot is an example of properly working extra ammo on a gun with big mag. Just in case.
  17. BTW, speaking about TDM - anyone has any idea what's wrong with TDM maps? Warsaw and moscow are just circles. Literally. What's up with that?
  18. TLDR: VERP-12 is absolutely broken thanks to insane TTK and poor netcode and claymore extremely hard to notice, take out or avoid and killing too fast and easy. I have almost no problems with MCS - yeah, it's kinda a one-shot wonder at almost any distance (it can literally snipe, I swear) but it has its' drawbacks of being pump-action and having a pretty tight spread so in a panic "1v1" spray&pray against a rifle it will lose most of the times and it's mostly shining in "I noticed you first and took a shot" faster situation while not being too much OP, although it could prob see some tweaking. But VERP-12? Oh, god, that thing... In the time MCS can shot once and pump VERP can shoot at least twice? thrice? And it's the same "one-shot at any distance if hit in the CoM" type of bull. And thanks to that it excels at both "took the shot first" and "spray&pray" types of encounters at the same time. And it is so so much better at the first type than MCS. Most of the times you don't even have time to take a shot when VERPer drifts around a corner and current netcode plays a big part in it. That thing is scary, broken, AND NOT FUN TO PLAY AGAINST WHICH IF THE MOST IMPORTANT THING IN ANY GAME BECAUSE GAMES MEANT TO BE FUN. Would be great if devs did to verp the same thing they did to TOR. And then claymores - read the previous capsed sentence. They are fine in conquest - 95% of them times you encounter them in place where you expect them (if ever) - points, which you are usually approaching cautiously so you have chance to notice and take out mines. Or you just enter point from the non-trapped side and avoid them entirely. But in TDM? I'm sorry, but carefully crawling around and slowly checking every corner is not what I came to TDM for. And even if did that - would it really help? As far as I'm aware you can set up mines facing almost into the wall and they will explode anyway. And even if they are not facing the wall, the only thing that can alert you about them before you actually face them - red lasers - are just too short - you have to pretty much fully walk around a corner and expose yourself to the mine before you can see those laser. AND EVEN IF I SAW THE LASER what next? it's around a corner, right on the edge. What am I supposed to do? Shoot it and damage myself? Really? Is this even fair? Throw a nade? Then why flashabangs are in the game? Turn around? Yeah, that's just great - I have to reroute because someone pressed a button on a corner. Hm, maybe I can sprint around? It's a claymore after all. Uhuh, yeah, even with light loadout sprinting past it you'll die in 100% cases. I'm not sure if devs are aware but claymore is a D I R E C T I O N A L mine. Yeah, I know that dangerous area behind the mine is at least 10 to 15 meters (and that's not even guaranteed lethal range from what I've gathered) but then it's a video game and its' front killing radius is clearly not 50 meters. And I don't get it - previously devs clearly stated that they are against camping, so they designed maps and stuff to prevent it. And then we have claymores. Why? Maybe we also need "martyr" and noob-tube in TDM to complete the experience? So, yeah, it's not fun. It either needs balancing or devs can just remove it from TDM, that would be just awesome.
  19. Am I some kind of unicorn that had the least problems with Smolensk of all the maps? Or at least less than polyarny for sure, as I had pretty much no problems with any map but Polyarny. And my rig is not some kind of NASA super computer. What gives? E: I don't know how that double quote happened and I can't remove it on mobile, sorry for that
  20. Are headshots that prevalent? I always felt like most kills are happening "in the centre of mass" and damage logs usually confirm that.
  21. What's more important? At first, when I just started playing, I tried to max out my loadout while staying in medium weight, so I could have as much protection as possible while having a lil-bit of speed. Then I wisen up and decided for myself that those 1-2 extra shots I can hold with that armor are just not wort it - it's just nothing. Most of the times I die faster than I can do anything anyway. So, I need speed and I dropped all of my loadouts to light. Now I'm at stage three - seed of doubt has grown in my mind as I forgot how was it back when I had armor. Like, I am using light loadouts but they are not turning me into some kind of Usain the hedgehog - I'm just sprinting around now instead of running around. And this is not a console game - (presumably) people can aim. So, I really have no idea and need and advice - which weight tier (weight implies armor) is better? Should I still sprint "naked", run but in some armour or jog under the weight of tier IV plate?
  22. I told it. I was all over this crap when they announced that there will be only polyarny. And look at where we are now - tons of negative reviews from people with 0.2 hours in the game saying how game looks bad and runs bad and etc. That's all cause polyarny is not a good map. If only they picked (I'm not sure why but what I'm going to say RN is in my exp for some reason is a controversial opinion) Smolensk - it's so much better than polyarny in all the ways.
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