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2013-04-21, 04:24 PM | [Ignore Me] #1 | ||
Corporal
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After taking a break for them to sort out the many issues with PS2, we come back after a giant patch or 3!
(1) Anti Tank mines don't seem to detonate when you place them under a parked Sunderer any more - great bug that (2) NC vs TR & VS balance is still unaddressed - the NC guns basically suck ass vs anything in comparison on the other two factions. Engineers in particular are simply outgunned regardless of which carbine you use. (3) VR room is nice, but doesn't actually help in the end due to the balance issue above. (4) Cosmetic differences are nice. (5) Spawnkilling still an issue. So essentially the game is still broken. . . . |
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2013-04-21, 04:44 PM | [Ignore Me] #2 | |||||||
Master Sergeant
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Also lol @ your signature "TR and the VS are overpowered - the NC really need some love. Scythes are miles better than any ship, the Reaver has NO advantages over other aircraft, our tanks don't strafe about, our guns (stock and bought) can't hit for crap compared to VS/TR sniper miniguns with high accuracy and they even have to hack with their EZ mode guys!" Last edited by WSNeo; 2013-04-21 at 04:49 PM. |
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2013-04-21, 04:44 PM | [Ignore Me] #3 | |||
Second Lieutenant
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(2) i have no idea what you've smoked to say that NC guns are worse than any other faction. (4)did i already mention that you were being arrogant? (5) explain? |
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2013-04-21, 04:48 PM | [Ignore Me] #4 | ||
Major
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Tank mines aren't bugged, they were fixed. It was stupid that you could kill any vehicle by just making a suicide dash at it and throwing a few items.
The weapon balance is pretty good at the moment. Spawnkilling has never really been a huge issue in this game to be honest, since by the time you're being spawncamped the base is lost anyways. The problem is much more the fact that the tug of war mechanic typically comes into play after the defenders have already caved and are locked in the spawnroom, not before, so a lot of new people get confused and think they are still supposed to fight when they are just 3 guys in a spawnroom surrounded by an entire army. The game just gets a lot of stuff out of order when it comes to capping bases. The mechanics should be such that you need to take a base from the outside in, steadily decreasing the amount of space that you can't penetrate while the defenders are pushed further back. By the time they have only the spawn room left the base should simply flip and the fight should be done with. Last edited by Rothnang; 2013-04-21 at 04:52 PM. |
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2013-04-21, 04:53 PM | [Ignore Me] #6 | ||
Sergeant Major
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The reason NC guns were "worse" is the flinching mechanic favored high fire rate over damage. That has been fixed since.
AS for the rest of your post how exactly does any of that make the game "broken"? Spawn camping will happen no matter what the devs do. It IS harder to do without overwhelming numbers now but it is not something that can be "fixed". Also being slightly hindered in using mines as det packs (how they are NOT supose to be used) is hardly a valid complaint let alone an indication that the game is "broken". Please come back when you have some sort of real and informed complaint. |
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2013-04-21, 05:52 PM | [Ignore Me] #9 | ||
Colonel
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Even with flinching fixed, rate of fire and accuracy is king. This is why tr and vs weapons outmatch NC, people try to sayNC is fine based on the ttk numbers on paper. They also use the same to claim vs is worse because of on paper lesser shot damage -again,rate of fire and accuracy matter most.
Last edited by Stardouser; 2013-04-21 at 05:54 PM. |
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2013-04-21, 06:01 PM | [Ignore Me] #10 | |||
Major
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As a TR player I some times think all our faction specific guns sucks compare to the other two factions as well. Especially as many of the are buged and does not always register damage at all, like the striker that only do damage ever 2nd shot after the first reload. |
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2013-04-21, 06:04 PM | [Ignore Me] #11 | |||
Major
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TBH I would love to trade some of my TR specific weapons for you NC specific weapons. Last edited by Sunrock; 2013-04-21 at 06:06 PM. |
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2013-04-21, 06:20 PM | [Ignore Me] #14 | |||
Colonel
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Just take submachine guns for example - the NC's larger magazine variant, GD-10, is crap at both hipfire and aimed down sight, whereas the Hailstorm and Sirius are excellent at both. Sirius I'm not sure yet as I haven't tested in extensive combat, but the Hailstorm is good enough to function as an assault rifle for aimed down sight, except for it being a little weak per shot (compared to TR assault rifles, not comparing to other empire SMGs). Has anyone actually categorized "play styles" and made real arguments for the play style justification? I am asking for real, not suggesting that they have or have not. I will say that if your playstyle is to actually attack objectives, leading you to encounter close range fire a lot, then at close range the TR and VS weapons are definitely winning through rate of fire and lesser cone. |
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2013-04-21, 06:32 PM | [Ignore Me] #15 | ||
Master Sergeant
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Well, actually nc weapons are the most accurate. They have less random deviation and less horizontal recoil. They do have more vertical recoil, but if you just pull your mouse down, the vertical recoil doesn't really exist in any faction. At some point, yes, vs and tr weapons might be a little bit more accurate when going fully auto, but at that point target should be dead already. And full auto is very inaccurate anyway at longer range, so it shouldn't be used. I didn't check all the weapons though, just carbines since they are the weapons I have the most experience with.
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