I was checking out the names of people recently and i came across this guy
How does one get a win/loss ratio of 12.8? Only play matches with a group? I think it is the highest I've run into.
Yeah he only plays with good people. He plays with one of the top clans and players in the game.I was checking out the names of people recently and i came across this guy
How does one get a win/loss ratio of 12.8? Only play matches with a group? I think it is the highest I've run into.
Kind of off-topic, but I want to play KZ2 again, and came across the KZ collection on amazon. And so I just discovered the original KZ got a HD remaster... So is the original any good?
now if only more Support's would drop spawn beacons life would be peachy.
It sucks I have to play a class I don't want to for over half the map because no other support players will give up their turrets/air drones. I don't mind using the pulver and getting a gazillion points but I find the Keyzer far more satisfying to use.
I hate the factory, penthouse, forest, slums, and most of all station the most garbage map in the game its too big. This is all thanks to the open weekend competition and spending about 3days consecutively and in total of game time on them repeatedly!
The prize you won? A shirt that says "I played The Station all weekend long and all I got was this lousy T-shirt."
Wow people hating my #1 MAP in KZSF The Station
Tsk tsk
And this is coming from the guy who despised the Metro in BF3
Lag is getting really, really bad.
Like guy runs around and kills 5 people then dies from my shots 10 seconds earlier lag.
WTF is this crap. Why do developers even let people with 1000ms pings connect to game servers?
Can we track and banish them to their own hell, allowing us to play?
I just got off of Classic; it was a roller rink. Had to stop playing.It seems worst over the past 2 or three nights. 24 player matches are lag fests with people skating all over the place. Classic seems to be ok.
It sucks I have to play a class I don't want to for over half the map because no other support players will give up their turrets/air drones. I don't mind using the pulver and getting a gazillion points but I find the Keyzer far more satisfying to use.
This is my biggest complaint about warzone and the reason why me and many others mostly play TDM. I have a few ideas that if implemented I think would make the MP near perfect.
1. Give the spawn beacon ability to the assault class. I can't stand to see half my team made up of support class and not one setting down spawn beacons. Support has too many abilities that are crucial for the teams success but everyone just uses turrents or air drones, a lot of the time they won't even bother to revive you. I understand not having the spawn beacon as a primary ability because otherwise it would be kind of a mess with beacons all over the map. I would like them to switch out assualts shield ability with the sprint ability that way you would be able to quickly sprint near the objective to set down a spawn beacon. Give support the stun ability since they can't melee with some weapons.
2. Spawn beacon point system. This would work by providing more points per spawn the closer the beacon is to the objective. Of course if you place it right on the objective it will likely get destroyed much quicker, this will force players to place spawns in a secure area that is close to the objective. I hate having to use spawns that are no where near the objective and even worse are the idiots who place spawns in the base just to get points.
3. Bring back Killzone 2 green zones. If you played KZ2 then I think you know what I'm talking about. Green zones are the green highlighted area around the objective on the map in which if you get a kill within that area you would receive extra points, I called them killzones (makes sense right?). I feel that a lot of people playing are new to the series and just don't know what's going on half the time. This will better indicate players where they need to be and also reward them for playing the objective. It is also the reason why I think that objectives in KZ2 felt like real battles. On TDM there is always high traffic areas on every map that can quickly become clusterfucks, by randomly higlighting areas on the map throughout the match would help spread out players and maybe alleviate some of the base raping.
What do you guys think? What are some changes you would like to see?
Wow people hating my #1 MAP in KZSF The Station
Tsk tsk
And this is coming from the guy who despised the Metro in BF3
Its a consistent source of frustration for me as well. I primarily play the Support class with Spawn Beacons. Weapon wise, I love the sickle and do just fine with it but it drives me batty to see no other folks in general games dropping spawn points while universally using the ones I drop. So much of the success/strategy in the game is based around positioning on the maps and holding ground, IMO and well that goes out of the window if I happen to die before the cool down on the beacon is up. It's great for my point total when everyone uses my beacons but it means dick when we constantly lose the match.I don't understand the braindead community. I just don't get it. How is it that I'm the only one placing spawns? I KNOW this has been repeated on this forum, but I want to just drive the point further.
Why is it that when I place a spawn point, practically every player spawns on that beacon? Are they all just that stubbornly waiting for someone else to do it? They clearly WANT and understand the advantage, but refuse to play the role themselves. It literally costs us rounds, and they know it.
Yup. Every time I plant a spawn beacon everyone spawns on it. They know what's going on, and they simply don't want to be the one that runs spawn beacon support.^ The fact that people universally spawn on beacons just makes me even more confused. The "new players don't understand the game" excuse is over and done with it. It literally just is a poor mentality, selfishness, or obsession with upgrading/trophies. It has to be it. Because for people to not want to do something to win the game is astonishing. I mean, they understand that they are getting pushed back to their spawn, but they don't do shit about it, but will use the beacons when already in place by the poor sucker who actually cares. Like sharks, they will gladly spawn on the one beacon placed, but don't give a shit to be the one to do it. Drives me crazy to think people would rather spawn all the way at the base, die, and repeat rather than DO something about it.
I really think that the Pulver is the only standard weapon of choice for the Support, and that the muzzle flash is what turns people away from the class. The rest of the weapons are too situational, and the Pulver too is too frustrating in comparison to the butter-smooth Assault weapons.
The sad thing is, I literally can't see how GG can promote spawning anymore. They did everything right, but the community is just bad more often than they should be.
Maybe they can give Support better weapons, but that's no guarantee at all, and only sounds like it would make the Support balance a mess (insane reviving + good lethal ability).
I'm going to try just telling teammates in pub games to put down beacons over mic. Sometimes that's literally all that teammates need.
I don't understand the braindead community. I just don't get it. How is it that I'm the only one placing spawns? I KNOW this has been repeated on this forum, but I want to just drive the point further.
Why is it that when I place a spawn point, practically every player spawns on that beacon? Are they all just that stubbornly waiting for someone else to do it? They clearly WANT and understand the advantage, but refuse to play the role themselves. It literally costs us rounds, and they know it.
So why don't they do it? Are they playing Support class, but simply using different abilities, for reasons like upgrading/trophies? Are they just into lone wolfing? Do they just want the unmatched lethality and ease of use that comes with playing Assault?
If people just hate the Support class in general, I can see why: the weapons really are a battle in themselves. That Pulver's muzzle is ridiculous, and makes shooting enemies a horridly confusing experience. I initially defended the Support's diminished anti-infantry role, and still stick by it. But I do imagine that people are so turned off with the weapons that they opt out of the class entirely.
Is it too much to request these changes:
-Reducing the muzzle flash, either through a patch, or introducing an attachment to do so?
-Giving the Support class the Breacher auto-shotgun?
-Giving the Support the Valk?
-Since the weapons are so gimmicky/experimental, who would like to see Support get the Boltgun/Flamethrower for DLC?
Maybe it's overkill, or would utterly change the balance of the lethality of the Support class (they should fundamentally be weaker to Assault), but I do find that the weapons may be a source of frustration that makes people ignore the class. And it's not the lethality/second tier rating to the Assault's weapons, but the muzzle that I feel turns people away: You can trust your ability to shoot, but the muzzle just is a gamble that you can't control in most situations.
Also, I know they buffed the LMG, but I wish it was as badass as the one in KZ2, and even KZ3. The LMG in Shadow Fall doesn't compare to that
The MP trophies are greatly to blame imho.
As I am a completionist I am often forced to play selfishly i.e. non support in order to advance my other skills, I know it's a dick move but I cannot help it... :-/
Mind you I always go for objectives no matter what!
I really hated the KZ2 multiplayer trophy. The only one I couldn't get because top 10% or whatever was just too much.
I honestly think they should just give the assault class the spawn beacon. It makes sense anyway since most of the time that's the class that's going to be in the front lines. It's a simple fix and would go a long way to fixing the situation. It was a poor decision to give one class turrets, air drones, supply box and spawn beacon.
Couldn't scout work well with spawns no? I mean that class is designed to go lone wolfing and get behind enemy lines. Plus this class means that scout has something worthwhile and actually useful to others
Couldn't scout work well with spawns no? I mean that class is designed to go lone wolfing and get behind enemy lines. Plus this class means that scout has something worthwhile and actually useful to others
Giving scout spawn beacons would effectively kill the problem of spawn trapping too, since they're the only class that can get out of the base in that situation consistently.
I kinda disagree with this. Supports just need to pull their heads out of their asses and plant more spawn beacons.
The teams that play smartly and use the beacons usually win. So that aspect works. People just need to want to win.
I think people are a little blind to the faults of KZ2 when they say this. Remember the boosting rocket firing assaults with 50% more health? Remember the server browser missing a lot of information, like saying custom weapons but having no way to actually see which weapons were disabled? Or that it's set for each mission to last 30 minutes but you can't find out until you're in the match. And only being able to disable a whole class' badges instead of just the primary or secondary one. The spawn grenades that couldn't be destroyed throwing you into a firefight facing the wrong way? That the basecamp turrets were destructible- killing you with the explosion in your spawn and allowing the enemy team to even move in and throw a spawn grenade in there. And the turrets being able to get headshots was infuriating.
I really hated the KZ2 multiplayer trophy. The only one I couldn't get because top 10% or whatever was just too much.
I agree. I think the problem is people are playing is random groups and those playing support have little connection with the group and don't see much personal benefit. Spawn beacons really help the team but offer almost not offensive ability to you unlike air/turrets which are more fun. Add in the insane amount of air drone kills you need for the trophy and how easy it i to max out the spawn beacon and it is clear why not many people use it.
How I'd fix spawn beacon:
1. Instead of 200 people spawning on your spawn beacon to reach ability level 11 make it 2000. Add a 0 after every level so it takes longer to unlock since right now you can go from level 1 to 11 in about 2 hours of playing.
2. Give the player a notification when the spawn beacon is about to expire in 60 seconds (put it in the same place/font as when you are the beacon carrier and need to return to the game zone). Often times I"ll drop a spawn, die, then use a turret and not know when my beacon expired until it is too late. If i had a 60 second warning I could do something foolish switch back to spawn and redeploy.
3. Make it so the beacon has a small explosion when the enemy team melees it. Right now there is no reason to actually disarm it when you can run by and melee. The extra 3-4 seconds it takes to disarm could make the difference in keeping it up and it still lets people suicide to take it would really quick if they need to (assault could also use stun blast ability).
4. If they want an even bigger change combine the supply box/spawn beacon ability so when you deploy a spawn beacon a supply box is also right next to it. No one use supply box anyway and maybe having it marked on the map and where people spawn would let people find them easier.
I don't think you need to play with support's guns as they are good enough but the beacon ability needs to entice more people to use it in random games.
The bigger problem will be making the beacon used in random games and still balanced in competitive ones.