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Schillis Video Corner ( including unreleased gems)
-Ger-Schilli replied to -Ger-Schilli's topic in Video & Pictures from the community
Enjoy -
I think equipment based matchmaking could be a solution here. We have classification in the game already but to less players to make fully working I think. The next problem would be that then experienced players with better equipment would matchmake with their new toon to get in those games. Once in the game they switch to their better equipped character. If this kind of matchmaking really comes at one point, then the game should prevent you from switching to your better equipped character.
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Next round of weapon balancing
-Ger-Schilli replied to Reto.Hades's topic in Action Game Feedback & Suggestions
People throwing around nice statistics facts and do excatly the same mistakes as the developers by not paying any attention to the weapon handling. It is just beyond my understanding how so many people still think the HMGs still handle like assault rifles. No penalty to getting the weapon ready when coming out of the spring, the amezing hipfire accurarcy which Imo is better than SMGs most of the times. HMGs are basicly ARs with 100 Round belt and bipod at this point. -
Please rework the Bloodscreen effect
-Ger-Schilli replied to -Ger-Schilli's topic in Action Game Feedback & Suggestions
Who ever thought it was a good idea to add this feature had definitly never played a FPS Game before in his life. Please fix it ! -
Next round of weapon balancing
-Ger-Schilli replied to Reto.Hades's topic in Action Game Feedback & Suggestions
actually quite easy, apply some realism, bipod only, NO ADS in standing or crouched, no hipfire. -
Solve the captured weapons dilemma now!
-Ger-Schilli replied to Raubkatzenbaby's topic in Action Game Feedback & Suggestions
nope nope nope nope nope nope SO MUCH nope. -
flamethrower is a terrible weapon and could use a buff
-Ger-Schilli replied to raptorjesus1st's topic in General
much to learn regarding outplaying you have -
flamethrower is a terrible weapon and could use a buff
-Ger-Schilli replied to raptorjesus1st's topic in General
And yet we still have a difference here as random headshots still effect the whole game and most of every possible scenarios, while your flamethrower concern most of the time apply in CQB. Most of the control points have an outside capzone and have some room to outplay flamethrowers. -
flamethrower is a terrible weapon and could use a buff
-Ger-Schilli replied to raptorjesus1st's topic in General
What a lot of you guys are missing is that the flamethrower is a CQB only weapon which can be only good in a certain amount of radius. You are basicly defendless until you get in the range, but once you do you should be rewarded for that. The map design of most HnG maps is just open fields + plus that random pleb headshots from automatics are still faster than any flamethrower can be CQB. And honestly if one manages to get into the point with a FT then it is his time to shine with it, so it actually feels rewarding to use it. Stuff like this is just BS: -
The attacker spawns are so bad it made me quit the stream and game
-Ger-Schilli replied to -Ger-Schilli's topic in Action Game Feedback & Suggestions
yep you're right, the problem is that once a point is neutralized the defender still keep their OP spawn while the attackers keep their shirty spawn + a less shity spawn. The less shirty spawn most the time connected with open fields. and all other farming opportunities for the defender. -
Schillis Video Corner ( including unreleased gems)
-Ger-Schilli replied to -Ger-Schilli's topic in Video & Pictures from the community
The newest episode of funny random moments: -
Next round of weapon balancing
-Ger-Schilli replied to Reto.Hades's topic in Action Game Feedback & Suggestions
Can you explain further ? Also I think all "Assault Rifles" need a nerf to their hip fire accuracy to get a gap between them and the SMGs. -
Next round of weapon balancing
-Ger-Schilli replied to Reto.Hades's topic in Action Game Feedback & Suggestions
I strongly disagree here, have been and seen it using that way, as well as the other HMGs. What I am really missing in this whole rebalance is that the weight of HMGs is not considered when balancing them. In my opinion they handle like assault rifles with 100 round belt and bipod. You can easly sprint into any building and start spraying from the hip with way to high accuracy. Imo the sprint out time ( the time it takes to get the weapon fire ready after coming out of a sprint) should be the highest of all weapons. I also could play the realism card like people did on the headshot multiplier and say remove ADS completly when it is being used from standing & crouched position. I can already foresee the answers to that. On the other hand it is kinda unlogical that the PPSH with max RPM of 960 can not OHK to head with bullets yet the MG42 still can with it's 1200 RPM. Imo lower the damage so that doesn't OHK to the head anymore. Seems to be much fairer balance to US and especially SU. -
Couple US Weapon Tips I've Found Helpful for Average Players
-Ger-Schilli replied to SJGunn's topic in US Army Talk
The m2 carbine kinda feels pay 2 compete atm. The repair costs are very high especially for the scope. It not even near the effectiveness of the AVS or STG mid to long range. -
The attacker spawns are so bad it made me quit the stream and game
-Ger-Schilli replied to -Ger-Schilli's topic in Action Game Feedback & Suggestions
Yea I get your point that idea is double edged sword, might be bit too OP when it comes to the Objectives. Now that you mentioned rushing, I've noticed that defenders DO NOT have the blocking timer as the attackers do once they cap a point. They can immediately go on to the next point without having to wait 20 to 30 seconds like the attackers have once they capped a point.