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About bartalamey1

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    Master Sergeant

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    Soviet Union
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  1. bartalamey1

    PLSSS NERF ANTI TANK or buff tankers

    not the best attempt at making yourself a good tanker. but it's okay. for example acceleration is not speed. it's just a different characteristic. increasing acceleration can help you to dodge from AT-grendes and even rockets (if you don't know how, you are an extremely bad tanker ) also turret rotation speed doesn't give an advantage in far-range shooting, rather the opposite. middle-range and easier catching rambo's jeeps with the faster turret is a week side of my suggestion. yes. but. it affects gameplay much less then buffing the armour of the tank (that affects the tank-vs-tank battle and requires a bunch of the other changes) or nerfing AT-weapons (that affects the infantery-vs-apc and infantery-vs-aircraft battles). my suggestion is much softer and might give relatively larger effect with relatively less losses. the decision if up to Reto anyway.
  2. bartalamey1

    PLSSS NERF ANTI TANK or buff tankers

    as I think, tanks just should get impovement in acceleration speed and turret rotation speed. It will improve their ability to self-protection against rambos and will not brake tank-vs-tank balance or tank-vs-infantry-on-far-and-middle-range. for some reason I haven't been heared yet, didn't even not get an answer like "nope, we will not implement that"
  3. bartalamey1

    AVS36 (Fix asap,please)

    @Reto.Hades is the statistic through new players (guys who just recently got it) shows the same picture?
  4. bartalamey1

    Next round of balancing (november)

    @Reto.Hades I guess it can be needed a deeper look into performing AVS on short distance. I trust the statistics but it depennds how to interpret it. Hard to belive that AVS is so overpovered that it compete with guns with 30 rounds. Just because player with STG spends on reload 3 seconds every 30 shots, and player with AVS spends on reload 6 seconds every 30 shots. Maybe on long distance or in bushes it's no matter when player can reload in safety, but in close combat or on capture points it's hard to hide becouse you have 5 more enemies near by. I fully accept that on shooting range or in 1vs1 combat AVS shows equal or better results, just because 3-4 rounds needed to kill a player and AVS has as many as 15. But we rarely have 1vs1 cowboy duel by all the rules in HnG... sooo I guess it can be needed a deeper look into performing AVS on short distance. P.S. I know that assult rifle is not a weapon for close combat, and I think in that system all of them should show the same results on every distance/situation. Say no to "all ARs are equal, but in CQC some ARs are more equal than others" 😅
  5. bartalamey1

    Gun sounds

    this complicates things because the sounds heard from behind the barrel and from the front are quite different. videos in confirmation: my suggestions: make DT suond similar in tank as course machine gun and in hands of infantrymen make sound if knife much quieter! in a recent battle, for half an hour I heard the sounds of drawing and removing a knife, but I never saw a single player who did it, he was just running somewhere on the map, and I heard the sound of a blade. This is an old bug, maybe it's time to tackle it?
  6. why should Reto change the multiplier at all if they decreasing the hitbox size? it can be the solution without any other changes
  7. I can't imagine anyone who likes to play a headshotless game, but it is top-2 variant now. so weird. anyway I voted for x3.6 and ready to vote for x4, x10, x100 if it will be on the poll list somewhen. I suppose that if you got shot to the head, your brains should splash out, no matter what gut your enemy used. I've never heard about failed suicide just because that person used PPSh instead of PPS. but I have an option to suggest. it is the compromise. make one more hitbox on the helmet area and give to it any low multipler community will choose. but for the face and neck make it high.
  8. bartalamey1

    Next round of weapon rebalancing

    the fact that after the 1.18 SU Tier2 machinegun got worse then GE Tier1 machinegun (according to statistics) is worries me a little
  9. all guns should to kill with 1 headshot. the current situation when from all SMGs only MP40 can kill with 1 buttet to the head is really sick.
  10. bartalamey1

    Prototype test: Flamethrowers!

    they already had own bike: Ural M72
  11. bartalamey1

    Prototype test: Flamethrowers!

    Soviet Type of weapon should be "Flamethrower", not "Assault rifle" Also what I personally think or found: the flame in the igniter goes out too quickly; also too few fire per each "bullet"; it will be more fun if the flamethrowers set walls on fire (just as on old prototype with Molotovs instead of RPG-43); the screams of burning players are cool but too the same; add damage marker when you hit someone with fire; the scream comes from the point where the player received damage from fire but not where he actually is. either make the sound sound only on death, or make the source move with the character model; motocycles should open before jeeps (and not at the very end of the ribbon progress), because Assault Teams get bikes first, and only then jeeps; may be can be solved with adding bikes with sidecars for US and SU and regular bike for GE; bikes with a sidecar is on the 10 level of ribbon (as it is) and bikes without it is on the 3-5 level.
  12. bartalamey1

    State of the game

    @Reto.Hades I have read your post and and I can't help but notice that you are still comparing weapons in ideal test bench conditions (also in a vacuum). I think this is not very correct. comparing weapons from different classes is a good move. but in real gameplay it rarely happens that rivals meet "one on one". more often it happens that "one on several" or "several on several". and then a situation arises that in a typical two-story house a person with AVS (15 rounds) most probably will defeat a person with STG (30 rounds). but will not defeat two persons, because he will be killed by the second one during reloading. at the same time, a player with STG has more chances to come out alive against two players with AVSs, although his gun is weaker. the same can be applied to the comparison of the MP40 (30 rounds) with the PPSh (70 rounds), for example. that is, it is the environment in which the weapon is used that must be taken into account. in addition, you have to take into account the battle environments of using the gun and remember that the smaller the choice of weapons, the more each individual gun affects the performance of the entire team and even the faction. I beg you to bear this in mind. I just can't draw your attention to this. please write at least that you read this comment.
  13. bartalamey1

    Badge changes

    in ideal conditions when you have time to aim and don't have to strafe. you all discribe ideal conditions and it is your common mistake. there are almost never ideal conditions.
  14. bartalamey1

    Badge changes

    I'm glad that you did not abandon the idea and decided to make a buff instead of a nerf. 50-75-100 of course. and I'm glad that you remember about it. 15 rounds in magazine and long reload give you much more troubles to fight against superior opponent than an other guys with a ARs