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Feedback on update 0.8

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Soldiers!

Please feel free to leave your feedback regarding patch 0.8
You can find patch notes below:

See you on the battlefield!
WW3 Team

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Devs, WHY didn't u mention in patchnotes that in 0.8 patch HORIZONTAL recoil is now FULLY implemented and working?

And that with changed stats for grips some weapon loadouts SHOULD be revised and require quite a much time to test weapon's handling.

IMO, it's important as much as Breakthrough mode presentation, since WW3 is a SHOOTER.

Upd. IMO, there should be Weekly Report that would cover the aspects of the horizontal recoil addition .

Edited by tynblpb
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7 minutes ago, seeneonu said:

For some reason there is no kill message and u wont get points anymore, i have no clue if i killed enemy or not.

im not getting them either i kinda prefer it though.

Also whats with the robot voice thing?

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HUD:
I still think, it can be smaller (and symbols thinner). Ofc it more informative, but also MORE clunky.

Optimisation:
Less microfreezing, than in 0.7, but also less FPS, than 0.6.

Strikes:
Well, reducing count of active strikes will reduce its spamming too. Or not? We'll see.

No kill message:
Well, I hope, now kill and damage bounties are merged and you won't get cheesy 50 XP for lasthitting.

Fixed lighting after match:
No more acid-drugged colours. Hell yeah!

MAP ROTATION WAS BROKEN FOR ME!

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I've played a handful of breakthrough matches already and it was fun but a bit calm. To few players i think, 30 players would be a good spot. Also I hope the sectors see some changing as breakthrough is very linear with only one path or multiple paths that lead to the same spot.

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Pretty sure the no kill message is a bug or i atleast really hope it is

Also still think breakthrough should be 30 players 

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14 hours ago, MOBBOB said:

Also whats with the robot voice thing?

something like "our MRAP respawned - take it" but it sounds so weird so I barely understood what is it

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I logged to a server and guess what I encountered in the first minute? Yes, invisible medic packs. Seriously. I don't know what to say anymore.

Also consider a possibility for two HUDs in options menu. I prefer minimalistics. I hate huge icons spamming my screen. Make people choose or select size at least.

Edited by ClawHawkCZE
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12 minutes ago, ClawHawkCZE said:

Also consider a possibility for two HUDs in options menu. I prefer minimalistics. I hate huge icons spamming my screen. Make people choose or select size at least

its too expensive to support 2 HUDs at once. Same here for minimalistic HUD - the new one looks oversized and covers like 50% of the screen. There is a HUD scale in settings, but it doesnt work for now - reported

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A couple issues with BRE as is currently: 

  1. Spawn timer is very low - not inherently a bad thing until combined with #2
  2. Squad spawning - I know I'm in the minority for not being a fan of squad spawning, but in this mode as is its definitely a problem combined with the low spawn time. It means that killing people doesn't actually mean anything if they have a squadmate still alive and they can immediately rejoin back where they already were, making the mode disproportionately favor a squad that is in voice chat and working together so that they can infinitely respawn without any punishment for dying. It is especially bad when one team has players organized in comms while the other is randoms and leads to a very frustrating experience that leaves almost no chance to fight back if you aren't on the team with the full squad.
  3. Spawn killing - already mentioned but there are many areas that you can have line of sight on the enemy spawns and repeatedly spawn kill them. This exists both on attacking and defending sides in different areas. 
  4. Bomb plant/defuse timers - The plant timer is very short and can be done while moving and even from behind cover or around corners. The defuse timer being twice as long doesn't seem right.

Possible fixes:

  •  1. +  2.  - Increasing the spawn timer would be the most simple way to address the issue but I think there might be a better fix. I'm personally a bigger fan of the idea of not having squad spawns, since the distance to travel between the attackers and defenders points they can spawn at isn't very far. Plus, I think the teamwork involved in making a full push together as a squad from the spawn is more engaging than spawning on eachother right back into the fray. A little downtime for travel I don't think is bad, and combined with wave spawns could actually help randoms work together a little more since they would have to put a little more thought into their movements and positioning rather than respawning on their teammates into a stalemate over and over without any progress. You'd probably have to increase the game time and bomb timers though when doing this. 
  •  3.  - Just move them lol, no line of sight to them and maybe give a couple different options for each point rather than it randomizing so you can avoid getting spawn trapped when defending for example. 
  •  4.  - Increase planting timer and lock movement. Because the defuse timer is so long you really only have around 30 seconds max to defuse the bomb, which at the very least feels deceiving since the last 6 seconds are dead. Maybe it freezes timer in the process of defusing or just decrease defuse timer? 

 

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Hello, i would like to know who's idea was  to change TTK to so insane amount, 3 bullets - dead, im not a veteran of the game, i have ~100h, i really enjoyed playing tho until 0.8 came in. Right now, i can't play this and i don't want to whine, about the game itself, because i think you guys are doing fine job with new content, but this "balance" of weapons, just made me stop playing. I never liked the game like CoD or Cs where is also quite brutal TTK, right now if there is shooting in a building, the winner is dude who will spot enemy 1st. small chance or dead luck to defend against enemy who already started aiming at you,  and that, generate another annoying thing - players who sits in the corner of capturing sector or nearby waiting until someone enter the room, last match i played was on Smoleńsk, capturing C1 - wtf after 4-5 attempt of entering on the 1st floor i said "fuck it" before patch it was more about flash bangs, smoke nades, some tactical way to break in, now its just like "there is a dude so i don't going in" ye, its more realistic i know, but is there an option to create a hardcore servers with that heavy TTK of  and the soft ones more arcade style like before 0.8 balance?
 

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The ANDERS armored vehicle is no longer available to choose from the personalization list, but if you left it in any slot, you can still order using your battle points within the map.

* Same thing for the TOR rifle that is no longer in the linsta of choice, but on some servers my character has already been killed by this weapon.

I wonder if it's just on my PC or was it general.

 

 

20191127230917_1.jpg

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Honestly, I dont like the new HUD at all. It may have more information but it is overloaded and too big. What was wrong with the old one? It was minimalistic and sleek, which fitted the type of game WW3 is.

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3 minutes ago, PartTimeAHole said:

Honestly, I dont like the new HUD at all. It may have more information but it is overloaded and too big. What was wrong with the old one? It was minimalistic and sleek, which fitted the type of game WW3 is.

Same here - old one was better imo. The only thing that should have been changed was strikes bar - it was not really informative and clearly visible sometimes

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23 hours ago, PartTimeAHole said:

Honestly, I dont like the new HUD at all. It may have more information but it is overloaded and too big. What was wrong with the old one? It was minimalistic and sleek, which fitted the type of game WW3 is.

 

23 hours ago, Atway said:

Same here - old one was better imo. The only thing that should have been changed was strikes bar - it was not really informative and clearly visible sometimes

Once we fix the HUD scaling, it will work much better for those that don't like the look, it is a bit too heavy for my taste as well, but when it's at 50% scale it works much better.

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Didn't play for a week and after returning to the WW3 first impressions are:

everything is so... colorful? Is it me or colors are now more "deep" in comparison with previous versions?

Everything feels... MUCH more smoother than it was earlier. The only time it was like this for me was in late 0.4 and early 0.5PTE. Game feels and runs smooth no matter how many players are around me and there is no rubber feeling in mouse handling? Is this the effect of the works on optimization? I hope it'll continue being like this.

All above were pros. Cons are:

somehow now I have much more problems with FPS drops when there are players around me. Tried Smolensk and, unfortunately, it was unplayable for me. Game was smooth, BUT, it was smooth 20 FPS when I was on C1 Smolensk and there were 10-15 players fighting for that CP even when I was alone in the room. When ADS it was 10 FPS even though there was 1 guy in front of me.

Or when I was playing Moscow TDM sometimes it was enough to have 1 guy in front of me to drop my FPS to 20-30. Dunno what to think.:( I'll wait and look.

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47 minutes ago, tynblpb said:

Is this the effect of the works on optimization? I hope it'll continue being like this.

It is, and we're still ways off of what we want to achieve. The FPS drops showed up out of nowhere and we're investigating.

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Right now WW3 is played by SUPPOSEDLY most devoted and thus hardcore community, right? Devoted campers, my ass...

We were leading 3884 ~2100...

20191209214418_1.thumb.jpg.52edc3cd0e1b1900e6556ee20641accf.jpg

Edited by tynblpb

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1 час назад, tynblpb сказал:

Right now WW3 is played by SUPPOSEDLY most devoted and thus hardcore community, right? Devoted campers, my ass...

We were leading 3884 ~2100...

Well, I see no point raging in game with 60 people online. I have Battlefield 5 for this.

One more analogy: a few days ago BF5 received huge balance patch. The main idea of this seems like: LET STUPID BASTARDS SURVIVE. Now BTK for some assault rifles are 13. 13 BTK, CARL!

Why I write it here? It's an example. how brainless TTK increasing turn game in a branch of useless sniper apes, tank jerkers and undying pilots (Heli Drone is nothing, compared to BF5 bombers).

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Everyone told DICE their proposed BTK/TTK changes were bad. They didn't listen. They did it anyway, and now they're pulling a "oh, I guess we'll look at your feedback and see if we need to make revisions."

That game is one tone-deaf blunder after another. DICE has become a corporate shell of its former self.

I'm ready for WW3 time again. I just wish the bigger servers were back. Though, I guess they wouldn't be that populated with current player counts. But hopefully with some marketing and new content we can get back there.

Edited by DoctorMcBatman
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Anyone knows why SH rounds have almost twice the dmg if we compare them with APFSDS shells vs Stations on Breakthrough?

I thought that vs kinda "armored" target high-penetrating shells should be more effective.

 

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