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  1. I don't know what is wrong with the game, it could be the fact that tanks have been rendered useless with rpg spam, mines, and airstrikes/artillery, but in most matches I play now, my team is doing very well, and is well ahead of the other team, until about 25 minutes left of game time, then the enemy team starts spamming strikes, and simply dominating, and no matter what my team tries, the other team is simply capping faster and holding more objective. It may be due to some squads not doing what they are suppose to and letting down their other teammates, I don't know. Perhaps the game needs a team balancing feature, or a rework on strikes because I think they take away from skill and tactical based gameplay, I just don't enjoy the game as much anymore. It is not because I am not doing well, I easily place top of the board with over 20k score, but in the end, the matches feel rough and lack fluidity. About half way into the game around 2500 score, it's mostly a defending game, running back and forth between your objectives because 1 or 2 enemies are trying to cap them alone. And something needs to be done about Tanks and how their threat level has deteriorated, offensively they work fine, but defensively they have become very week. RPGs are already a huge threatto them, one man can easily take down a tank by sneaking around corners and shooting at its bumper, but C4, mines, have also become very effective, if you factor in the optics can also easily be destroyed, tanks have become very weak overall. They went from holding their own and providing enough support to help their team hold a position, which a skilled tanker should be able to do, to be effortlessly bullied and forced off objective with their optics shot and RPG spammed. Perhaps better smoke grenades is needed, since the tank smoke grenades are an inferior version of infantry smoke grenades. I don't want tanks to be one man armies and just going around and looking for easy kills, this would take away from the skill/strategy based gameplay. However, in their current state I can say they are far worse, something in between would give a better experience. Suggestions: When capping and enemy objective, it takes much longer than capping a neutral objective, I remember in Battlefield games, you would have to neutralize the objective before making it your own, it would effectively take twice as long to capture an enemy point. I think this is a huge problem right now, because a solid team would be advancing after capturing 2 objectives, but immediately the enemies would be directly behind them, such as A1 on Warsaw, as well as flank spawns which are imbalanced on most maps. It forces the teams to constantly run back and forth, sometimes I don't know if I should defend or continue advancing, since I don't know what the other squads are doing, it causes alot of confusion and "strategy" simply doesn't work as either decision ends with being finessed by the enemy team, you lose your objectives while advancing to take their objectives, it's just a circle of chaos. I think it would help if as squad leader, I knew what the other squads were doing, so I can plan my next attack/defensive. Airstrikes/Artillery, very annoying, perhaps airstrikes can become an overall squad command, executed by the leader, it would cost a sum of the overall squads score and it would be very effective and strategic, whereas right now all we have is spam. Is the enemy team already capturing your last captured point? Good, then spam artillery until we have the time to go and defend the point... It's not a fun gameplay feature, it is just tedious and annoying. Having it be squad based and much more expensive, would make it less and more strategically, not spammed continually. Guns/Recoil: I know the current recoil system was done to force burst firing, but in honestly I never had a problem not burst firing, people were already bursting past 50-60 meters, which is realistic enough. Instead weapons feel very inconsistent, and you will sometimes find a sweetspot, like right now the G36 has become top tier, accuracy, recoil and rate of fire, making it miles ahead of most other ARs. The recoil system we have before was much more favorable, as most people I have talked to have agreed. Armor: The change in the armor system didn't do anything fruitful, it has become very hard to equip the heaviest steel armor, you can maybe run an smg if you try to equip it, while nothing else works. I think armor should belong to class, AR-Medic class should have light armor, AR-Ammo should have the option to get medium armor, Snipers and LMGs should be able to equip the heaviest armor, to prohibit this aggressive sniper bs, and have them focusing medium-longe range instead of 1 shotting you in hip fire like you see in TDM, and LMG's should be encouraged to prone more and I know the true LMG players to prone, but it should be more fluid in being a wide open target with heavy armor, tanking damage and laying down 100s of rounds either attacking or defensive objectives, this should also help mounting the bipod on any flat surface. These are all things that should really be no brainers in smoothing out the gameplay. Maybe there should be classes, I know devs don't want that from the launch, but perhaps we need it, classic BF types of classes, so each squad gets one or is encouraged to get one, instead of 5 dudes with med kit and AR, or 5 dudes with ammo pack and PKM. Also the guys that equip Sniper and AR should have some type of penalty besides speed, perhaps they are slow and have the lightest armor at the cost of being able to engage at all ranges. Perhaps no more than 2 of the same types of specialization in a squad, so if 2 already have med kit, the others have to choose something else. Also, the armor plate should cover the entire torso, no more gut shots please. Either use armor piercing for the chest, or aim for the head. Tank Squad: I was also considering a specialized tank-expert squad, which will be automatically assigned at the start when the first player gets one of the stock tanks, his team will be assigned with following the tank driver, giving it backup, fending off RPG spammers and helping it capture/defend points. This would be easier to do when the player cap is increased to 40, you will have 3 regular squads and one specialized tank squad, and the tank squad should have an increased ability to repair the tank and resupply it some ammo. I normally have trouble when I am a tank and my team has capped all the objective on the outside and I am also squad leader, I cannot reach the objectives inside structures, so instead I would be happier if my squad followed me outside the structures and helped to look out for enemy team attacking outside objectives. Alternatively, if a team is losing badly with over 1000 points behind, perhaps they can be given tanks in flank spawn, to try and win back some objectives. Anyways, I hope some of these things are considered or devs have much better ideas that they have planned all along. I know the focus is on upgrading engine, reworking animations, and preparing for free-weekends, these things must be fixed to bring this game into a positive light. It is already a good game, but I don't play it seriously, and you can't, half the time it feels like something is wrong or not working as intended.
  2. We created this topic so the feedback could help us further balance the strikes' pricing and power. I would like to get as much votes from you and explanations in this topic so tell your squad mates and tell your friends who don't play anymore. I'll make a similar poll with vehicles soon.
  3. Inspired by the above thread I have read, where the beginning of the match is far too predictable for the end in many cases, I propose a balancing measure. I propose that in Warzone matches, the winning team needs an additional soldier in order to capture objectives - for instance, if one team is winning and is attacking an objective, at least two soldiers from that team are needed to claim that objective - objectives cannot be claimed when only one soldier from the winning team is present, even if no opponent from the losing team is present at an objective. The losing team only needs at least one soldier to claim it back. In the case that the winning team outnumbers the losing team by a significant amount, more soldiers from the winning team are needed to defend an objective. For instance, if the winning team has 16 soldiers, but the losing team has around 10 or 11 soldiers, 3 members of the winning team are needed to (re)capture an objective at the same rate that one soldier from the losing team can. To further illustrate examples, in the unlikely scenario that the winning team has 16 soldiers, but the losing team has around 4 or 5 soldiers, 4 members of the winning team are needed to do the same. I'm not sure how well this will balance the game, or if it will even serve the intended purpose. This would still make organized players who are part of a clan or whatever fight effectively. At the same time though, it would encourage more individualistic players who are on the winning team to work harder with their team and/or squad to ensure their objectives are defended. I admit I have thought of this based on my rather recent experiences of playing Warzone matches, where I have trouble staying alive when either playing the objective or simply just coming across enemies (more of this on another thread - I don't blame all of this on TTK tweaks from recent patches). I also admit I prefer to play in a more individualistic manner, too. If I am on the winning team, in many of my experiences, it's either because it's as a result of good team work from the squad leader, or as a result of enough players being able to capture and defend enough objectives closer to the start of the game. I wonder what the World War 3 community thinks of this.
  4. Sniper Rifles are not skilled and balanced at the moment. You can also do one shots, doesn't really matter what part you hit on mid and long range. On Warzone it's for the most time annoying if somewhere camps a sniper and gives you all the time one shots. Best solution would be that headshots are only one shots with full health on mid/long range, other parts 65-90 Damage - armor hits included. Some players wish a bit more spread in hipfire, that the Snipers can't run around a corner and give you a precise one hit. On close range I don't know if one shots should be there just belly, torso and head hits or if all parts like hands, arms, legs etc. get one shots.
  5. Cześć, w anglojęzycznej części forum założyliśmy bardzo istotną ankietę i bardzo chcielibyśmy abyście w niej zagłosowali. Pytanie w niej brzmi tak samo jak w tytule tematu: "Którego Strike'a używasz najrzadziej i dlaczego?" Głosujcie i wypowiadajcie się tam, a jeśli chcecie dodać jakiś feedback od siebie, a nie czujecie się na siłach w obcym jezyku, piszcie tutaj. Temat został założony w celu dalszego zbalansowania strike'ów. W przyszłości stworzę podobną ankietę dla pojazdów i attachmentów do strike'ów.
  6. [ Trying to fix the formatting of the text ] The current problem with fully upgraded Armored Vehicles is that its performance in the game is too “binary”. Most matches ended up with either of the following situations: Multiple tanks being airdropped into a match but dying within minutes or A dominating tank on a 30+ killing spree Having played with vehicles in semi-realistic FPS like “Squad”, “Red Orchestra 2” and “Rising Storm 2”, I believe the reason for such a large deviation is due to player’s playstyle. Players who do well with vehicles generally tend to play more conservatively, picking targets from a distance and denying opponents from taking shortcuts to the objectives. On the other hand, you have overly-aggressive players who dive and attempt to capture the objectives blind, thinking they are invincible before dying. I observed the same thing happening in “WW3” and I believe it is the reason why the forums often get feedback about vehicles being overpowered or underpowered. I would like to suggest how to make vehicles less underpowered for most players and less overpowered for the better players. PROBLEM: Vehicle repair downtime ( make it less overpowered ) Vehicle Performance at close range Even with the nerf to HE shells, it is still very easy to get kills at close range by shooting the ground within the instant-kill AOE. However this has been balanced out because it is at close range, RPG projectile drop is not an issue and tunnel vision allows easy one-shot tandem RPGs to the back. However, since the developers wanted to stop players from equipping overpowered “multi-purpose” loadouts by changing the weight system in patch 0.3, I believe it might have an unintended side-effect of making fewer players equip RPGs and allowing vehicle users to drive closer with less risk. Because it is easy for vehicles to get kills at short range, It is important to have some form of deterrent to stop players from driving up close. Vehicle Performance at a distant range The better players like myself like to “park” the tank away from objectives and block shortcuts. It may not feel overpowered to us because even if we went 30+ kills 1 death, we miss a majority of our shots and the amount of kills per minute appears balanced. However, it is actually overpowered gameplay-wise because such players just don’t die throughout the match and it takes an un-proportional amount of teamwork to counter a relatively simple playstyle. It is difficult to land a shot on a distant vehicle,but what makes this incredibly demoralizing and frustrating is knowing that a suicidal attack to destroy the optic or APS gets you 30 seconds of respawning and walking back to the action, while the tank user only needs 4 seconds to undo everything you just did from a safe distance. This frustration is further exacerbated by the failure to land the killing RPG shot on a tank which means the team only gets 1-2 minutes of breathing room before the tank returns back in full health. SUGGESTION: Instead of repairing continuously, making module repair work similar to how players uses a health restore pack. Players hold down the repair kit for a few seconds to “charge”, finishing a “charge” restores a percentage of module health instantly Being suppressed disables module repair Massively decrease the rate at which the repair pad restores hull integrity. Slightly Increase the vehicle module’s damage resistance to firearms of smaller calibers as a counter-buff RATIONALE: longer repair times dissuade players from driving up close even when there are not many RPG users around Damaging a distant vehicle to retreat rewards the team with a longer “vehicle-free” downtime to advance. Make follow-up attacks from teammates more rewarding at interrupting tank module repairs PROBLEM: Cannon’s non-lethal AoE and lack of suppression ( make it less underpowered ) Because the non-lethal AoE was too insignificant and the instant-kill AoE has been nerfed, most players try to compensate this by going up close like 10 meters, shoot the ground and hurt/kill players with the explosion. As close range and tunnel-vision makes the tank a lot more vulnerable to RPG-7, it gives players the impression that tanks are underpowered due to RPG-7s Majority of cannon shots either instant kills or misses completely, This makes it feel frustratingly "buggy" on near-misses. For players used to semi-realistic FPS, Vehicles are not very viable in a support role because it is difficult to get assist or suppression regardless of range SUGGESTION: Cannons should deal Light splash damage in a much larger AoE. The instant kill AoE remains the same but the cannon shell has double the AoE with a very heavy damage dropoff. Apply Suppression, deafness and Screenshake in an even larger AoE, ignoring cover. Intensity and duration of effect is based on caliber size, RATIONALE: The changes result in cannon shots feeling more “consistent” at damaging opponents Getting instant kills with vehicles still requires the same accuracy as instant killing with the nerfed HE shells, it takes an unviable amount of shots to kill using splash damage alone. The main purpose is to make it easier for players to get assists and suppression without increasing the lethality such that it is even more overpowered in the right hands Encourage tank users to keep their distance,thus extending their survivability and making tanks feel less underpowered to RPGs. It is much more difficult to land an instant-kill shot from a distance, but the above changes makes it more viable for players to use vehicles to support their team rather than getting cheap kills. Because the old meta is all about getting kills, the 57mm and 90mm cannons might be statistically balanced, but it feels “psychologically" underpowered. Despite a slightly faster fire rate, failure to kill on the first shot means I cannot fire a second 90mm shot on time before the target gets to cover, just like the 120mm. In this case, I should have used the 120mm in the first place because of the larger AoE and higher probability to get a lethal first shot. Slower fire rate meant that the TTK ( Time To Kill ) for 57mm non-lethal shots is much higher than the 30mm because both the 30mm and 57mm need 2 non-lethal shots to kill. In this case, I should have used the rapid firing 30mm instead for a shorter, near-instantaneous TTK. By changing the meta from "kills" to "assist and suppression", adjusting it using caliber size makes the 57mm and the 90mm cannons worth using without actually changing the stats
  7. I mean, what the fuck happened to this game? The TTK used to be decent on launch. Now that the devs are "balancing" the game, are we going to see another generic BF4-like shooter? My Gripes Bullets don't do much damage (pea shooters srsly?). The recoil on some weapons is way too high. Shotguns and RPG don't do shit to infantry. The pacing feels too fast for a tactical shooter. Muzzle velocity on all weapons shouldn't be dumbed down. HE shells have weak splash damage. The ROF of 50.cal Coaxial and RCWS are too slow. Headglitching. (Bullets/Projectiles should originate from the barrel, not the camera/head) Lack of weapon and barrel collision, especially for turrets. Suppressors should decrease recoil by weight and improve accuracy by giving additional barrel length, and in return increases gas blowback.
  8. As requested by on of the develop in discord, these are the changes that I am suggesting to try to balance the game in some way or another: 1. Change the RPG to equipment rather than weapon, similar to c4, to avoid people spawning with it and using Ammo pack just to spam RPG 2. Lock the sensitivity of the turret of the tank to low sensitivity to give a chance for people to sneak to the tank and plant c4 or mines 3. Zone of the spawn needs to be far enough that the enemy can’t stay out of the zone and spawn kill. If anybody goes out of the zone, their screen should be scramble up to the point that they can’t really see 5 meters ahead of them and they will have 10 sec timer to get back into the zone or they get killed. 4. When spawning, the game needs to pick a point where there is not enemy soldier within 50 meters radius to avoid being shot as soon as you spawn 5. When spawning from a point, you don’t spawn exactly at the point but outside the point applying the rule number 4 above.
  9. Okay, I love the game so far, but there's a few things that make me really want to quit playing until they get fixed. Spawning is horrible. The spawn selection screen can be buggy sometimes, like not being able to spawn on the quad leader. But stuff like that is expected with EA so whatever. My main problem with spawning is getting spawn killed. There's no spawn protection, and sometimes I get killed before my screen has totally loaded in. I also feel like we should be able to spawn on any member of the squad, not just the leader. There's already been a bunch of discussion on this but I think it might help with another issue. One team, almost always, dominates the map. The only assistance the losing team gets is an extra base spawn on a side of the map as a flank. But it never works out. Getting all points taken from you, being pushed back to your spawn, then having pretty much no way of getting any points back feels terrible. I feel like being able to spawn on any member of your squad would help with being able to secure and defend points a lot easier. It could just be the losing team is way less organized than the winning team, which seems to be the case sometimes, when my whole team is sitting just within the spawn, while I rush by trying to capture the obj. But if I could spawn off the 4 other guys actually playing the obj, maybe we could get a couple and come back. Tanks are also really good. Especially when they have APS. If a tank has a skilled operator, upgraded armor, and APS, it's almost impossible to take out without a whole squad firing RPGs at the same time. There's been plenty of times where an enemy tank has destroyed my team, and no matter how many RPGs I put down-range, the tank was fine. (I'm also guilty of this, it was super fun for me but I kinda felt bad about it lmao) And finally, some balancing stuff. The RPG is way too good against infantry, plenty of posts about that already. Imo it's way too hard to snipe, but I'm probably just bad. Shotguns are the real snipers in this game, etc. I'm sure all this stuff will be adjusted in the future, since I've heard plenty of people complain in game and on Discord. Sorry for the long / rant post, but these things are extremely frustrating, and not hearing much news from the devs, on top of this, makes me want to put down the game. Let me know what you guys think, I really want to hear your feedback!
  10. MG5's TTK (time to kill) is really low. Even at longer distances this waepon can be a pain in the ass for players. It's recoil is quite managable so basically you can spit a whole mag directly onto a single point. A moving soldier equiped with mg5 can easily kill a sniper on a distance of 100+ meters while sniper has to spit 3-4 bullets straight to enemy's face just to deal 90 damage. Let's take TOR for an example. Few times i bodyshoted someone with TOR just to deal 15 DAMAGE!!!! Tor can damage a tank for 20+ damage but a moving soldier is waaay to much for it?!! Farm 51 WTF? I want to remind that TOR is a .50 cal sniper rifle, and we know that .50 BMG can basically penetrate any concrete wall that is up to 15 cm thick.' Best way to fix this is to significantly increase MG5's damaga and increase sniper rifle'sarmor penetration and damage.
  11. As the name of the topic suggests - do you think that SGs are too strong or too weak? I personally think that they deserve a nerf on distances over 30 meters - mainly in damage drop-off and maybe increase the spread by a bit. I haven't tested if the shotguns have the same multiplier as other bullets hitting some parts... but if they do have the damage increased, that shouldn't be the case. We should limit their range to CQC fights, limiting the range of max to 20 meters to be truly effective. I had multiple fights over 30-40 meters where I fought against ARs, SMGs and SRs... and still came out on top due to landing all of my pellets perfectly.
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