shumpu123

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Everything posted by shumpu123

  1. shumpu123

    Update 1.17.2 - Hero Controls Update

    Aye I was a bit hopeful looking at the prototype server since weapon handling seemed to be a lot better than before. I am thankful though that SMGs are a lot better, I can actually run and still use them which is great. Haven't dealt with rifles yet though, and yea I do like the implications that we don't have to spam vehicles as much anymore. Hm, not sure what happened then, because man the hitreg issues were really annoying the last 3 games I played.
  2. shumpu123

    Update 1.17.2 - Hero Controls Update

    Alright, there's something really wrong with this update. Number 1: Players glitching around like they got ants stinging them everywhere. This is just stupid and I think it's affecting hit detection too, not to mention it totally ruins immersion. It's happening stupid often. Number 2: Hit detection just feels wrong. Example: I'm using a bipoded M1919 firing at a stationary target. The guy doesn't die though he's not moving and I KNOW my shots are on point. I don't think a few weeks off of HnG turns me re-tarded all of a sudden... It happened again with a stationary MP40 guy. I won with the thompson, but it took significantly longer to kill as if the shots weren't registering. The same thing I've seen before on max RPM Carbine where it seems like some shots just never hit, except with every single gun now and a lot more often. And come on the MP40 is as stable a gun as we can get but I barely took damage from him too. This was really short range as well, where hipfire is laser accurate on SMGs, so somethings definitely bugged. Seems like the hit detection is screwed up somehow and it's just really off putting. I know no one ever cares when players go "oh im gonna leave the game" and I don't expect anyone to, but I'm seriously off put but this and and am probably not gonna play for a while. Reto, come on... this game isn't beta or alpha anymore. It's not just a publicity stunt when you "officially release the game," it means you have to ensure the quality of the updates too. Sure there's games where updates break things, but this is plain ridiculous (not to mention those buggy updates are patched real quick). Seriously, the rubberbanding player models, and the seemingly destroyed hit detection now, what's going on Reto?? Prototype server didn't seem to have these issues. There's just no excuse for this. Can't say "oh it's still beta" like we used to, and heck the game was less buggy back then than now. You didn't have FLYING ASSETS and SANDBAGS all over the map, you didn't have STONES ON THE RAILROADS or random glitches on the map. How is it even possible to mess up the map THAT BADLY?? I'm a developer, but not for games. I just can't wrap my head around how badly these things were able to be messed up (and I'm familiar with aspects of game design). This update is a -1 from me. Head bobbing never needed to be a thing (do I have to remind you of the visual effects and physical recoil when getting shot? Yea reto ditched that one real quick), hero controls and infinite sprinting alright, acceptable, but that just broke a lot more than it should have. And in my opinion, those weren't the things to devote precious time and resources (that reto doesn't seem to have much of) when there's so many broken things at the moment not including the maps. The whole thing reeks of poor quality assurance and lack of a proper structure.
  3. I think that skirmish capture times are the best. If I remember right that's what the times used to be like until whenever this was added. Unfortunately that means some maps will suffer but at that point it's poor map design. Anything but instacaps though, and Bibor you summarized that entire problem into a sentence that I'd probably write a paragraph ranting about lol.
  4. shumpu123

    UPDATED DEVELOPMENT OVERVIEW - FEB. 2020

    Why is the new assault map still on hold? I might have missed it, but what's troubling that map right now that prevents it from being released?
  5. shumpu123

    HELLCAT-main battle tank of america

    Agreed, everything's just a damage sponge now. Armor just doesn't matter anymore. I don't even think they're planning to fix it anytime soon, I forgot who found the quote but there don't seem to be any plans about this. In other words, working as intended lol
  6. shumpu123

    US teams have more german guns than US guns, wtf??

    Lol, the saddest part is that that's pretty much what we need. An M2 that performs more like an STG and less like a more realistic stick mag PPSh41
  7. shumpu123

    HELLCAT-main battle tank of america

    So the problems plaguing the panther and hellcat are literally because of armor 2.0. Tell me, how a hellcat can fire 7 shots into a panzer 1 and it's still not dead because some dunce is repairing it the whole time. 7 shots...it took the 8th to kill it, with hellcat APCR. If a panzer 1 is this broken with only one dude repairing it, then what does that say about a repair squad on a larger, more capable tank? It's essentially immortal isn't it? Every other time panzer 1 is usually two shot. How can a jagdpanther shoot a chaffee 4 times and actually still die to it frontally, while destroying pershings like nothing that very same match in a frontal 1v1? It's just better to use the cheaper tanks now because armor doesn't seem like it matters anymore if every tank is equally a bullet sponge despite hitting its fuel / ammo zones. Armor 2.0 really needs tweaking but I don't think they will. With panther you're only paying to get to the action faster and to have a faster shell velocity. With E8 you're paying for zoom. T34/85 at least it's reasonably priced to spawn but the 76 is a lot better choice to take now.
  8. shumpu123

    HEROES & GENERALS & ROCKS

    Seriously dude, seriously. So sick of these alt spawns with random nonsensical walls that force you to go all the way around. Factory for example, JUST OPEN THE DOOR why does it have to be closed? If we could spawn on the points again it'd be a lot less of a headache, but when these are the only spawns and we have to suffer them every single time it gets tiresome and annoying. WW2 atmosphere, oh boy we've been asking since 2015. There used to be banners and historical radio chatter but nope, not sure what happened to all that. Yep and spawns are awful and illogically placed (town B line... why do we have to spawn in the woods opposite OF AN OPEN FIELD IN FULL VIEW OF B3 to get to B2?? Every single tank and sniper and MG gunner there can camp that crossing) Objectives are too big (if they're going to be so big at LEAST CAP THE MAXIMUM TIME TO CAPTURE so it doesn't get capped in literal seconds. I'd rather see skirmish capture times for objectives, it seems a lot more balanced imo. Attacker base points should have this time too, it gets capped too fast and defenders shouldn't really be that far out there. They sure can go out here and cap, but it shouldn't be this easy for them. Old maps were just so much more superior They had a few cancerous elements like the same old 10 mile alt spawns on attacker base lines, those just needed some fixing and it was pretty good for the most part.
  9. shumpu123

    Feedback after a long break

    Of course I have... many, many, many times Like the US and SU ever get APCs that often. Maybe a good 40% of the battles I'm put in have APCs, and they're spammed and destroyed usually. And spawning on the points would benefit everyone, especially the attackers. And again, I've played GE in several wars now. The difference is just insane between the average GE match and average US, SU match. I don't see US and SU guys actively trying to spawncamp or attacking the objectives like GE usually does. You still get the battles where your team's up in the hills somewhere (this is GE) and the US or SU actually mount a good attack and it's GG on our objective defense, but I have yet to see mass spawncamping and outright denial of entry. Point spawning was a lot more balanced than whatever we have now. Games are a lot more defense sided in these builds than in 2015, 2016 even, but if your team is too busy doing anything but defending the objectives can be taken in literal seconds. I don't ever remember objectives being this quick to capture, they felt more like skirmish cap times. Not trying to make it more defense sided my dude, I'm trying to offer a solution that makes it more balanced for everyone. It's way too defense sided I agree, but at the same time the points are too quickly capped and they're too big. Not only that, but attackers just have it so hard now with the B4 C4 shift across river and these alt spawns in general. There needs to be a point where old B4 and old C4 used to be.
  10. shumpu123

    Seringe

    Aye, ammo kits are a nice suggestion. It would be quite helpful for MG gunners actually holding off a point for example
  11. shumpu123

    Feedback after a long break

    I heavily disagree, spawning on points should be allowed for every point no matter if it's an objective or not. Spawncamping is too easy to do right now. Not to mention, objective can get taken in a matter of seconds. It's stupid and just hurts the defense to have to run a mile every single time, facing snipers and whatnot while it's already neutralized by the time you even get there. If there's nothing happening, then sure just spawn on the point again. It is a more balanced system for everyone imo and everyone should be able to spawn on the uncontested points with the alt spawns as backup spawns. And what if you know there's an APC full of soldiers on the way to O2? Would it be more fair to be able to spawn in O2 and be ready to intercept, or have to spawn in the back woods and get spawncamped by snipers and MGs while the cap point is already neutralized by the 10 guys in there? Even if you somehow made it, you would still get there too late. They'd be in better positions by now, and that leads to more spawncamping if not outright capture of the objective. I also think that new cap points should be put on the other side of C4 and B4. Old C4 and old B4 need to be converted into new capture points because it's just essential for the flow of balance. Removing them made it exponentially more campy because now you have to make the 10 mile journey every single time to get to o1 or o2. If they made the 10 mile journey to take B5 or C5 for example, attackers now have a foothold and alt spawns would be pushed up to where they used to be.
  12. shumpu123

    I have quit 7 games in a row

    There's only so much one can do with the spawn mechanics in this game. I had an amazing match with m1919 last night just absolutely massacring the germans trying to get to o1. Problem is, we just couldn't hold out for too long and eventually they got APCs. We were pushed back to O2, but alas even that fell too. Assuming we have a god tier guy with the best game sense and raw skill in the game by far, and assuming he can make vets look like noobs, sure in many more cases than not he can single handedly take cap zones for himself. However, he can't win everytime, and the spawn mechanics don't help. It's hard for one guy to do anything when: 1. Cap zones are so big you might actually lose the point before you find and kill everyone 2. Objectives cap so retardedly fast now with a numbers advantage, there's nothing ANYONE can do about this if it's 3 v 10 and your team just won't listen or they're getting spawncamped to bits. Doesn't matter what kind of god you are if it's capped before you eviscerate the enemies. It is what it is. Does he stay and defend O2, knowing his team can't hold it? He sure can hold it, but what about O1? If he goes to O1, he knows he can take it, but there's a risk that O2 gets taken in the meantime. That and what can he do about APC waves? There's too much pressure on O2 to go find and kill the APC, he has to trust someone else to do it. If he leaves, it can quite literally be taken in a matter of seconds. See what I mean? The mechanics of the game aren't helping. I'd like for a cap on the time to capture an objective and for it to be more like how skirmish times are. It's ridiculous an objective can get capped so fast, even if it's 10v3 there should be a max cap on the speed it gets capped. I'd like the same for attacker base spawns (A1, B2, etc.).
  13. I'd much rather have those 6 months spent on reworking spawn system and weapon balance before cosmetic upgrades. I don't see why they cannot happen concurrently since the uniform update would be more of a model / texture thing vs the code intensive spawn rework and weapon rework, but who knows how reto distributes their workload. Might be the same few people doing everything, including the maps. If they had a dedicated map guy there would sure as heck be more than 3 maps in 5 years.
  14. Fatigue update is going to give it nearly 0 sway at least (at least judging from the prototype server) so it's more useable hopefully. The problem it's always had was the really stupid drunk sway. No, not even drunk sway, it's like a little kid trying to draw patterns with his firecracker. I don't know if they toned that down now but that's what it was in 2015. At least it will be accurate and much more useable, but I do think its RPM can use a buff to get to 700 or maybe even 800 max. The rest of its stats certainly hold it back anyways, and it's not like the MP34 isn't competitive. Grease gun, eh I haven't played that in years but it seems quite stable. Mp34 seems really nice though from what I've picked up. Haven't touched a PPD and if I did, I don't remember it.
  15. Eh, the AVS and DT are probably the two closest things the SU has to a proper counter to the MG13, the DT moreso than the AVS. It's just a fact that the MG13 is a heck of a lot more stable and viable in all cases compared to the AVS. I don't know if anyone knows polski but when he shows up with his max RPM modded MG13 it's a massacre and farm fest every time. I put max RPM on my AVS but I wasn't able to beat him that consistently even in short ranges, even though other times the AVS just stomps everything else, even STGs, spare for MG42 and MG13. It's just so stable and controllable... The MG13 just has no weaknesses. Others have said it better than I have, but it's got laser hipfire, faster time to kill compared to AVS, it's viable midrange with highly controllable recoil, has a bipod and can hit farther out really reliably, it's a wunderwaffe. I even bought the gun and max modded it myself, it's just so busted. Of course, the DT is basically the same, just a tad bit worse (just a tad bit, the difference seems quite minimal but until I buy one I won't know). I don't have the DT yet but from what I've picked up, it handles very similarly. I'd say the DT is the closest thing to a proper counter to the MG13, I'm just surprised more people aren't spamming it or max modding it for maximum lethality. I haven't met any soviet polskis thus far, but then again US vs SU is a thin frontline anyways.
  16. shumpu123

    HEROES & GENERALS & ROCKS

    Sorry, wait, mountain areas? I mean, when half the cap points are in said "mountainous areas" that doesn't excuse anything. Take a look at Mountain Town man, so many of the points have rocks all around the area. C line, rock infestation. And if you don't want tanks getting up the mountains rocks are not a solution, just make it steep enough that tanks just can't get up there but infantry vehicles can (or at least tracked vehicles can. Now there's a better use for kettenkrad, weasel, and halftracks). I also think bikes should be able to navigate terrain better, including hills.
  17. shumpu123

    Weapon balancing discussion

    See look, I don't think the current gun balance needs some radical wild changes that especially screw over STG and AVS. To sum up my previous wall of text, I only think that weapons need a slight adjustment like so: SMG: Faster time to ADS, fatigues much slower than other guns, and even with fatigue sway isn't that bad and is relatively easy to handle. Bullet carry capacity increased (thompson is 180 at 2 pouches) and damage buffs so headshots kill. Hipfire should be very accurate even on the move. SMG rambos at least make sense and are balanced out by the damage. US SMGs - lessen bullet drop, increase velocity so they do better at range. PPSh - improve handling so it has practically zero sway as well, except increase its effect on fatigue and fatigue has a more noticeable effect on PPSh sway. Give it back 1K RPM as well but make it very expensive to run. STG, AVS, M2: Keep ADS times noticeably slower than SMGs, maybe 2x. Fatigues slower than other guns, but fatigue does induce some sway on them. Still useable. Hipfire should be like AVS hipfire. Vertical kick should be increased slightly so you do have to fight the recoil a bit now, but I'm not asking for donkey kicks please. Just no more point fire kills. Max RPM should be around 550ish for STG and AVS along with their damage buffs. Handling should still be good at these RPMs. M2 can get a higher max RPM but the 4hk makes up for it. For M2, remove the horizontal randomness so it is more inline with AVS and STG, the lower RPM and damage should fix the rest of the issues. LMG (BAR, DP28, MG13): ADS times are at what the BAR currently is. Hipfire forces you to walk and you cannot turn very much. You need to be at low to 0 fatigue for accurate hipfire, and turning worsens the hipfire a lot. So it's great for hipfiring and walking in a forward line, adjusting crosshair slightly here and there so pushing doors works, but that's about it. Handling should be like what the BAR currently is like. So in other words, no fatigue is pretty stable, but fatigue noticeably worsens performance. So keeping fatigue low is crucial to use these guns. Johnson, FG42, Avtomat - a new class of gun: Very similar to how STG, AVS, and M2 perform. They're a short-midrange focused weapon that anyone, infantry and para alike, can buy. Handling is very similar to AVS. Lower total ammo capacity compared to STG, but its primary point of attraction is slightly faster RPM and being available to paras. Other Machine Guns (DT, MT, M1919, MG34, MG42): Hipfire really shouldn't be viable, maybe make it like M1919's hipfire which goes all over the place and is hard to control. Fatigues very quickly and ADS times are at about what M1919's currently is, potentially a tad bit slower. Practically unusable when even slightly fatigued so it's not a run and gun weapon at all. You want to use bipod at pretty much all times or you have to walk always if you want some sort of performance out of it otherwise. Buff rifles to get rid of all horizontal randomness: It's a weird thought, but what about letting BA rifles OHK HSG too at very close ranges? Missing obviously means certain doom, and it's harder than you think. I'd just like to see BA be more viable in capping. SA is pretty viable with skill, but BA even if you hit it doesn't guarantee anything because of HSG. And as much as I hate to say it, either improve scopes to 2.2x or give iron sight zoom on rifles. Scopes allowed SA rifles to tear up anything in the midrange because of their ranged advantage. That combined with the fact that seeing anything in this game is very difficult meant midrange dominant guns had a hard time (this was one of the few saving graces of the SU faction during Walker, when STG spam was everywhere and we never had an AVS or PPS to fight back with). I think 2.2x is a modest request, and it's not like randos aren't camping right now anyways. It's better than getting torn up by automatics at midrange again and again in this meta, so making rifles more competitive is a good thing. All we pretty much need now is buffing of certain weapon classes and adjustments to others, I think the proposed system is a bit extreme and would cause more outrage in the community than anything. I guess the new fatigue system throws a wrench in things but it's not too bad I guess to work around it.
  18. shumpu123

    Need more GE

    Well maybe they should think about the longer queue problem the next time they auto join the war as GE. There should be a message saying "this faction is overpopulated. This can mean you take much longer to find battles than usual. We recommend joining an underpopulated faction" or something like that. If people are going to keep joining overpopulated factions, they must understand the consequences of it. As a result, reto should make it 18v18 again or proper 20v20 and not have imbalances. I'm sure you'll have people whining about queue times but they have no basis for that if they were informed before joining GE that there will be queue problems.
  19. shumpu123

    I have quit 7 games in a row

    I see what you mean now, and yep it's a series of bad decisions on behalf of reto that culminated in the game we see now. Restrictions upon restrictions. Spawn 2.0, map redesign, ultra walk simulator, broken windows apparently (yet all they had to do was make the window bigger or something for roof access if it was deemed too costly to fix whatever went wrong with collision). All they had to do with the old spawn system was fix how far the attacker base spawns were (A1, B1, etc.), since they were just way too far from the point and were actually cancerous spawns. If they wanted the alt spawn system, they simply had to keep the ability to spawn on the point itself while letting us spawn on the alt spawns if it's contested. It's as simple as that, but look at what happened. Points are huge and objectives get capped way too quickly now. Skirmish points take longer to cap than objectives on assault maps... Objectives and attacker base points (A1, etc.) should take longer to cap and the same time to cap, and we should be allowed to spawn directly on uncontested points again. I'm just not sure why that feature was ever removed. And removing the only foothold attackers have on the main landmass, as if it wasn't already campy enough. Now it's just much harder for attackers, there's only hope by sneaking an APC across. This was always the case, but it was definitely not this hard to get across before because we had B4 or C4 to target and spawn as soon as it was uncontested.
  20. shumpu123

    Weapon balancing discussion

    Good ideas, but I do have some concerns. 1. AR RPM is too low imo. STG and AVS shouldn't be that low. That's basically a 3hk full auto SA rifle with worse range at that point. For me, I'd like weapons rebalancing to be like so. I'm open to discussion on the points, but that's roughly how I'd like the weapons to be For SMGs, I'd like them to handle like this (some of your suggestions are included): Very fast ADS time Excellent hipfire (you're just not meant to outdo SMGs in CQC) High ammo reserves (STG and AVS shouldn't be getting up that high in ammo count. STG is 300, AVS is 275 ish or something, but thompson is 180 with 2 pouches) Near 0 sway even when aiming down fatigued (to encourage running with this thing) You don't get fatigued while running nearly as quickly (response to the new fatigue system. SMGs weigh you down significantly less, so this is a plus point) Recoil is purely vertical, no horizontal components (they're meant to be quite controllable). Suffer from bullet drop or significant damage dropoff to inhibit their ranged performance (I like @Xanotos' suggestion here about the bullet drop) Meant to be CQC - Short range gun that can still hit into midrange So now, SMGs are meant to be the absolute best at CQC. Now here's my take on the assault rifle type guns (STG, AVS, M2): Noticeably slower ADS times than SMG, but I don't know about 3x as fast. 2x or even 2.5 times could be a better compromise, depends on the actual times though. Bad hipfire (AVS already has the right idea with hipfire), this thing isn't mean to be hipfired. But I don't think it should be worse than the AVS right now, I think AVS is a good model to base hipfire on for AR type guns. Moderate RPMs for STG and AVS, starting at around 500 and getting up to maybe 600 max. To reflect higher damage, increase base vertical recoil more but not to ridiculous amounts. I just think that AVS and STG seem like point and fire right now with their low recoil. I do think that with AR type rifles you need to fight the recoil just a bit and it will reward you greatly. Meant to be a short - midrange gun. Can still do well in CQC but you can't be aggressive with it like with SMGs. Would basically be how they are right now with a bit slower ADS time (again, depends on what they make SMG times) with about the same RPM and slightly increased vertical recoil. I think keeping current sway for AVS would work pretty well for all three guns when fatigued, perhaps a bit worse. They're still meant to be mobile but you're sacrificing fast handling for some range, and that is reflected when fatigued. Max ammo count should be reduced from 300 or 275, and these guns would fatigue you faster than SMGs would. That being said it's still meant to be quite portable so it's not that much worse than SMGs. MG13 - I disagree with the proposed changes. If it's going to be an LMG (it really shouldn't be an LMG, it was pretty heavy) and if it outperforms BAR and Johnson, that doesn't mean that horizontal recoil is the issue. The issue is its sway and ADS times as it handles more like an assault rifle does than a machine gun. This is what I think should be for LMGs: LMGs are BAR, DP28, and MG13. ADS times are a bit worse than STG, AVS, and M2, though not by much as they're meant to be more portable. I actually think BAR's ADS time is pretty balanced right now. If anything, just use BAR ADS times for the three as SMGs are going to get lightning fast ADS time and BAR's is still probably slower than the new AR times. I can get behind hipfire, but only with a noticeable firing delay (so it's your guy bracing before hipfiring) before you start the hipfire and only if it forces you to stand still. You can walk with it but hipfire becomes really bad when walking, you're pretty much stuck standing when hipfiring LMGs. This will help you provide covering fire for your squad and can let you push doorways for your squad for example. Crouching improves your hipfire but you cannot walk while crouched and hipfiring. You really need 0 fatigue for this though, otherwise your hipfire will suffer. So no running and gunning rambo style! I think that these three guns should essentially get BAR's current sway and handling. This seems pretty balanced to me for light machine guns, but they should have tighter conefire than the BAR currently does so they can hit farther out. With the new fatigue system, this means that while you're aiming, you're pretty stable, but if you run a bit it will deteriorate pretty quickly. I think this is the best possible case for the LMGs - give them the BAR's current sway + handling and keep that in mind with the new fatigue system. Special Weaponry (FG42, Johnson, Avtomat??) I want these things to handle similarly to how assault rifles will work (I don't like calling it assault rifle because that only applies to the STG, but I don't know of a better term). Handling is basically like what assault rifles will have, making these things practically airborne assault rifles. Johnson has a bipod so I guess lower its long range damage so it's not a literal airborne LMG but rather an assault rifle with a bipod. Then again everyone can buy a Johnson, but I want to think of it as inline with FG in the context of paras. So in other words, they'll handle similar to how STG, AVS, and M2 will handle in terms of ADS times and range, so they're optimized for short - medium. These are more like battle rifles than anything, but they need to be like the AR tier where they 3hk and have similar RPMs. Medium Machine Guns (MG34, DT29). Yes MG42 weighed similarly to what the MG34 did, but for balance purposes, I'm going to consider it a HMG. Definitely worse handling than the LMGs. Your aim down time is noticeably slower, and running with these gets you fatigued relatively quickly. When fatigued you cannot expect to shoot well. Your ADS times are significantly worse than LMGs but not impossibly so. You're just at a massive disadvantage compared to SMGs for example, so if you're in CQC - short range, you're better off in defensive positions using bipod. You can hipfire these as well, but there's harsh penalties for doing so. For one, the delay time is noticeably worse, and hipfiring it makes you fatigued at a pretty slow rate (might as well go prone and use bipod, hipfire is a worse case scenario). When hipfiring, you cannot even walk nor look around significantly enough to move your legs. So you can cover a doorway for example for your squad, but that's about it. You're quite vulnerable otherwise. You can crouch and hipfire as well for slightly better accuracy. Heavy Machine Guns (MG42, M1919, Maxim Tokarev) Much worse handling and it fatigues you pretty quickly. ADS times are worse than MMGs so you're just putting yourself at a greater disadvantage. However, these guns absolutely shine in defensive positions and there's nothing like their damage output. You can hipfire but you have a much longer delay period before actually firing. Same restrictions as the MMG, you can only stay still and can't look around too much while firing. But at this point, you might as well use a bipod for that laser accuracy for MMGs as well as HMGs. Pistols I guess the implication for pistols is that they turn into a laser point and fire gun. They don't fatigue you at all and even fatigued it's a very minor sway added on. However, doesn't mean that if you switch to pistol but have an M1919 in your loadout, you're going to turn into a marathon runner, no. The m1919 is still counted in your fatigue so you will tire fast. So TLDR: SMG - far superior handling compared to every other gun but pistol. Definite kings of CQC - Short range and can even hit into medium range. High ammo counts as well as excellent hipfire. Fatigue doesn't affect performance much so it's a great hyper aggressive weapon. AR tier and "Para Guns" (FG, Johnson, Avtomat) - Fatigue doesn't kill your weapon performance and you can still use it in cqc - short range, just not as aggressively as SMGs. SMGs are still king, but you have them beat medium range. LMG - Not obsolete in CQC - Short range. They handle sort of like how the BAR currently does, just with fatigue system in mind. Hipfire is restrictive but is pretty accurate, except you cannot run and gun with it and it has a firing delay before the hipfire starts (hold mouse button as usual, you just shoot an instance later). You need to be fatigue-free to hipfire though and you can only walk. Looking around hurts your hipfire as well. That being said, SMG and even ARs have the upper hand in aggressive play, so once again you're better off holding positions defensively. That being said, it's great at holding positions and defending at longer ranges. MMG - Pretty much outgunned in CQC - short range, you might as well only hold defensive positions with bipods. It's great for medium - long ranges as well. HMG - High damage output weapons. Horrible in CQC-Short range, and you can only hold defensively with bipods. It's devastating at medium - long ranges (I think M1919 and MT need damage buff to counter MG42's RPM), but puts you in an exposed position to everyone.
  21. shumpu123

    I have quit 7 games in a row

    @LuisCyphre Hey man, sometimes there really is nothing you individually can do. We were US vs SU and we only had B line. SU had C line locked down and the rivers locked down with snipers as well. B4 was getting assaulted by HE SU-100s (our own tanks weren't doing too well and eventually they got pulled from the battle). I could have gone and assaulted, but it's not like old B4 where you had a foothold on the main landmass. When you fail an assault, you start all the way back 10 miles from the point again and again. This is just bad map design and map changes along with squad 2.0, just makes it unnecessarily longer and harder. Anyways, the other issue was that we had no APCs nor vehicles of any sort, so it was swim or walk across the bridge. I'll admit I could have gone across the bridge myself (can't die every time right?) and helped assault o2, but the problem is only one or two of us would ever make it before dying to the 10 russians already on the point. I found it a bit too annoying to assault every time because by the time I get to O2, the russians would already be respawned and back in their old positions again. Finally, they kept assaulting B4 with squads of 3 russians and we kept losing it (I'm really not sure what most of the team was doing at the time, I saw 5 or so at C, there would be 2 or so at O2 trying, and the rest I'm just not sure) so I just resigned myself to defending the point (which went really well, they couldn't take it) but then you have the issue of your team actually making it to o2 and actually capping. 2 or 3 guys can't really clear out the entire point by themselves, there's just too many angles to watch for at once. There was only ever one or two guys at most defending anyways and they usually lost to the russian assaults at B4. At this point, it's just the map design (trust me, if it was old HnG and we finally took B4 where it used to be, that would allow the US to actually assault o2 properly instead of walking 10 miles every single time). Not every battle is winnable. If we had APCs we could definitely sneak one over eventually and the tide would have changed because they didn't mine the alternate crossing at B4. Nowadays I just find myself defending nearly 24/7 because I can't trust the team to hold the point so I can go help cap. Once in a while we get a great team that can do all that and / or we get more vets than usual and we're actually able to do stuff that match. Love those matches, and victories are even sweeter. But it is the US and those are pretty rare.
  22. shumpu123

    Quality of US players

    Oh really? Thank goodness, so at least their data collection is pretty good. At this point I guess they just need to play their own game more or have dedicated quality assurance testers for that purpose.
  23. shumpu123

    Quality of US players

    It just goes to show that reto doesn't exactly perform analysis on the statistics and just takes it at face value. Or at least, it just doesn't seem like it (HMM PPsh seems to be killing a lot, time to nerf it). It seems like "there's 15000 kills by weapon X and 20000 kills by weapon Y. This means that weapon Y is op, hit it with the nerf hammer" instead of what Ritterick mentioned where it's really more like 500 people use weapon X and 1000 people use weapon Y, weapon x is really the more effective gun with each person having 30 kills and weapon Y having 20 kills per player. Not only that, but average player performance is also an important aspect. If it turns out the average KDA of the players for weapon W or something turns out to be a lot higher, then it's a good indicator that good players are using the weapon a lot. Then it warrants an investigation where they playtest that weapon, look at its handling, play around for a bit and then if they find it's just blatantly better than the other guns then nerf it accordingly or buff the others, depending on their vision. What I'm saying is, instead of just looking at kills per gun, format and process the data so it's more like: Match -- Player ID -- Player KDA -- Weapon Kills in match -- Weapon playtime in match -- Average KDA of player -- Average distance of kills This gives you soooooo much stuff to play with and analyze. You can sort by match ID to see what maps the weapons are doing well on (that gives you an indicator of the range), what the average distance was for all the kills, and so on. Heck you can even go deeper with this and track the distance per kill and see what the most common distance was. Anyways I hope you get the point, making the data tracking more detailed will help you capture a much more detailed performance of the gun vs something stupid like looking only at overall kills. That tells you absolutely nothing. It could be a god tier gun and everyone's killing 100 people with it, it could be an OK gun that a lot of people use, etc.
  24. shumpu123

    Prototype test: Hero control tweaks

    Nice, I like the new controls and I love that the BAR is so much more stable now. I like infinite sprint as well. Good update imo, the guns feel pretty nice to use right now and the sway isn't atrocious. I was expecting the look aroudn sway to be worse but no it's actually pretty nice, at least on the BAR. All in all pretty good. But @Reto.Hades can you see about allowing us to spawn on the spawnpoints once again if it isn't being contested? It's just absolutely crucial for gameplay because right now it's quite imbalanced with the alt spawns and the super fast cap times and the giant cap zones. Spawning on the point goes a long way in helping defend on both attacker and defender side.
  25. shumpu123

    Feedback after a long break 2: Back in USSR

    Welcome back comrade, even if for a few hours. I came back january myself after stopping in 2017. As for why I'm still here? Who knows lol. There's way too many frustrating aspects of this game that direly need fixing. I agree very hard with the point about cap times being so sped up, it + the spawn 2.0 BS made it so much harder to play the action game because now you have regular 5 minute matches with the US in war mode. It's just busted man, cap times are too fast right now. Maybe cap it like in skirmish and reduce the size of cap zones, they're way too big right now. If they want a point they can fight for it, not just sit on the point and win through numbers. Were there ever 5 minute matches in 2015? 2016 pre spawn 2.0? Heck no, we had many opportunities to get to the point and try and stop it. I remember very clearly respawning several times to fight for the objective. Right now you can only respawn pretty much once before it's just capped. And yep, way too many rocks. They hinder vehicle movement a lot so it's that much harder to even get to the points if walking means it gets capped by the time you get there. But with all the rocks in the way, what can you do about it but be slowed down massively? Go on the road? That's asking to get shot and camped... If you want to limit tanks, just make the hills more steep or something instead of spamming rocks.