SolidusDave
Member
oh man I could spend hours in cinema mode :lol
Wowbagger said:I'm liking lower health. Wish we got to try it out for more than a couple days, though.
msdstc said:Can I ask what you do like about it? What gameplay elements does it add? From my perspective it advocates camping, makes the sniper unstoppable, and artificially levels the playing field.
Dedication Through Light said:SolidusDave, you dont have any picture of when they assassinate by kicking the players back? Thats the first time Ive actually seen the front of when they straggle (or is it breaking their neck) for that killing.
No_Style said:For Plunder, it advocates teamwork. A single person with Treasure Bearer can no longer run the objective across the field while absorbing clips of ammo.
It also makes certain weapons actually viable. I've seen a person take out two or three people with the minigun thanks to the reduce health whereas before people can roll away without worry.
The reason I like it is that it places more emphasis on the player rather than the team in terms of firefights.msdstc said:Can I ask what you do like about it? What gameplay elements does it add? From my perspective it advocates camping, makes the sniper unstoppable, and artificially levels the playing field.
Greg said:The reason I like it is that it places more emphasis on the player rather than the team in terms of firefights.
In all of the games I played last night, not one time was a team that was in a group together ('clan') able to push their weight around like they normally do. With the old health system, there was nothing more frustrating than getting the jump on someone only for them to run to their teammates like a bitch for backup.
Maybe it's because I play solo and a lot of the people on GAF frequently group together, but it felt to even the playing field a bit in terms of giving the team not partied together a better chance... or at least gave certain individuals the chance to make their individual performance have a greater effect on the outcome.msdstc said:But that's what team work is about. Besides I disagree with this even still. If you're with a clan they can move in groups, dropping two to camp with Fals and have your other team mates fall behind cover once people come, while the Fals shred anyone who approaches.
It seems to me that most of the people upset by the change are people like yourself that like to run in groups and are used to winning.Jax said:plunder is more or less unplayably bad with the new health. Want to stop them? Camp somewhere with a fal and shoot at anyone who tries to grab the treasure. repeat. that or any of the now single kill weapons like pistole/sniper. There are now so many people who don't do plunder, they do kills. The balance between the weapon is completely ruined. What's the use of the shotguns now? The way the game works, you can now take someone with a shotgun out with 4 shots of the pistol so you can run and mash the button and survive.
Ruined our games on the weekend. My "clan" if you can call it, all gave up. The fact that we sort of went back to playing survival mode where it wasnt' borderline stupid is telling.
High possibility of death made all the worst by lag = throw the controller at the screen.
I went from loving MP to really not wanting to play it. It'd be back to the way it was before so I'll be back tonight.
Greg said:It seems to me that most of the people upset by the change are people like yourself that like to run in groups and are used to winning.
I honestly don't think they should keep the health lowered for plunder, but if they ever decided to keep the lowered health for that mode they could simply add an aura around the treasure that boosts your health by a certain percentage - that would both encourage teamwork around the treasure as well as decrease the effectiveness of camping the treasure for a quick kill.
Greg said:The reason I like it is that it places more emphasis on the player rather than the team in terms of firefights.
In all of the games I played last night, not one time was a team that was in a group together ('clan') able to push their weight around like they normally do. With the old health system, there was nothing more frustrating than getting the jump on someone only for them to run to their teammates like a bitch for backup.
Jax said:We don't run in groups. What has happened is that the number of people not going for the plunder treasure (which is the whole point of the game) has increased.
Now you finish a match and there are guys with 44--->50+ kills. No captures. They don't even bother to play the game right. I guess that's a strategy but when the treasure stays in the middle because everytime you pick it up, you get killed/grenaded. And then they get killed and grenaded. Loops and loops. Thats now the whole match. Really tedious. The fact that you cannot even use treaure bearer and run... breaks that mode. Run? 2 steps and you're dead. GAME BREAKING
Campers with snipers+Fals. Breaks the game and makes it really unfun.
That's what I'm saying - it still encourages team play, but it gives the other person the chance to take down someone from the group if they manage to get the jump.Jax said:If anything, the new damage makes what you just described much worst. We played death match and me and my mate ran together. Everytime we see someone, our tag team AK shots would kill them so fast its not funny.
The fact that boosters like treasure bearer are nullified. The fact that the spawn points are overloaded, the fact that camping is prevalent. That the cover+climbing system is now borked. You used to be able to climb/flee/go behind cover.
Yeah, the new health really works for this game.
It does not
Greg said:Maybe it's because I play solo and a lot of the people on GAF frequently group together, but it felt to even the playing field a bit in terms of giving the team not partied together a better chance... or at least gave certain individuals the chance to make their individual performance have a greater effect on the outcome.
And I'm referring to DM/Elim, not the objective-based games - that's why I suggested they keep the lowered health for elimination only and increase the number of rounds the game lasts.
Greg said:It seems to me that most of the people upset by the change are people like yourself that like to run in groups and are used to winning.
I honestly don't think they should keep the health lowered for plunder, but if they ever decided to keep the lowered health for that mode they could simply add an aura around the treasure that boosts your health by a certain percentage - that would both encourage teamwork around the treasure as well as decrease the effectiveness of camping the treasure for a quick kill.
Greg said:That's what I'm saying - it still encourages team play, but it gives the other person the chance to take down someone from the group if they manage to get the jump.
I'd be interested to see how people felt about the game if it has always been this way though... maybe it's because I've put about equal time into both the normal health and reduced health that I can see the possible benefits (as well as the negatives). Instead of people using cover to get out of a bad situation, the health change forces the cover system to be used to prevent yourself from getting into the situation in the first place.
And I don't play objective-based modes, so how would you feel if they did what I mentioned and gave the person with the treasure (or even an aura around the treasure) a health boost? And do you play elimination by chance? It seems people that play elimination are a different crowd compared to the objective-based games... just wondering if you would be against keeping the lowered health for that mode alone because it seems like the perfect fit.
I like this idea! Please do it, ND. Please.Irish said:Next weekend, ND should take out the boosters. Now, that would be kickass.
Greg said:That's what I'm saying - it still encourages team play, but it gives the other person the chance to take down someone from the group if they manage to get the jump.
I'd be interested to see how people felt about the game if it has always been this way though... maybe it's because I've put about equal time into both the normal health and reduced health that I can see the possible benefits (as well as the negatives). Instead of people using cover to get out of a bad situation, the health change forces the cover system to be used to prevent yourself from getting into the situation in the first place.
And I don't play objective-based modes, so how would you feel if they did what I mentioned and gave the person with the treasure (or even an aura around the treasure) a health boost? And do you play elimination by chance? It seems people that play elimination are a different crowd compared to the objective-based games... just wondering if you would be against keeping the lowered health for that mode alone because it seems like the perfect fit.
I don't quite follow... the more leveled the playing field the more your individual skills have the ability to come through. Obviously a skilled team working together should still get the win, and from my experience with the health change they still do, but I'm talking about the better player being able to win in a 1v1 fight instead of them scurrying off for more health/group protection.msdstc said:I hate that term leveling the playing field, why shouldn't the better team win? Why shouldn't the better player win? It's catering to the mainstream, much like COD does. Like I said before, gaming is competitive and maybe I do take it a bit too seriously, but I find that playing a game and getting better at it can be very rewarding. Having a level 5 guy sit across the map and place 2 Fal shots into me (particularly on the Fort) is not something I can really change with the game like this. Before I could recover and go at him 1v1 and the better player wins.
edit- by the way this goes both ways, I'm sure I've taken out a ton of players better than me with this update shooting them in the back and they despise it. Also I tend not to correlate level to skill, obviously ther'es a lot more to factor in, just using it as an example.
Oh, I take no offense to any of this... I enjoy the game, so I enjoy the discussion.msdstc said:Once again wrong. I'm not trying to be an asshole. Most of the time I play with one other person in a group. We once in a while will have each others back, but never run in groups, we both have a separate approach to the game.
I'll give you a rough estimate. Since the update, I average probably around a 4-1 KD ratio, The M4 and the fal are unstoppable. I have videos of 3 different games where I got a rampant medal. I don't camp, it's just my approach. I can safely say this update has not hurt me, in fact since the update I've probably doubled my wins, where a ton of times the better higher level team, lost. This is due to campers, and the playing field generally being leveled for anyone.
Then take your own advice and adapt your strategy to deal with the health change. Like I said, use the cover to prevent yourself from allowing someone to spawn behind you instead of using cover as a last resort before death.msdstc said:If you're the better player, you should be able to take them out regardless of the situation. If I have somebody spawn behind me and start shooting I'd like to be able to get to cover and regroup, not get shot for 2 seconds and go down. What it comes down to for me, is that this game was the most balanced game I'd played this gen since resistance before this update.(the grenades being a bit much) After the update it has become a camp/spam fest.
Greg said:I don't quite follow... the more leveled the playing field the more your individual skills have the ability to come through. Obviously a skilled team working together should still get the win, and from my experience with the health change they still do, but I'm talking about the better player being able to win in a 1v1 fight instead of them scurrying off for more health/group protection.
A lot of the people are playing the game like they have since the beta, and the health change doesn't allow that. If you have less health and you know how susceptible you are to certain attacks, then you have to adjust your strategy accordingly. I've said a bunch of times that it obviously needs individual tweaks for each mode (if they ever kept it), but the game isn't broken (once again, strictly speaking about DM/Elim)... you just have to play it differently than you're used to.
Oh, I take no offense to any of this... I enjoy the game, so I enjoy the discussion.
I feel that the lowered health definitely has its place in the game, just not in the objective-based games unless they feel like tweaking the game modes individually - that's why I want it to replace the current elimination.
Then take your own advice and adapt your strategy to deal with the health change. Like I said, use the cover to prevent yourself from allowing someone to spawn behind you instead of using cover as a last resort before death.
The one reason I feel it doesn't work is the random spawns (which is why it would be perfect for elimination), so you really have to keep a mental tally of where your teammates are in relation to the spawn points so that you know where the enemies should be spawning.
I think the FAL is too powerful with the lowered health. It works now perfectly in close-range combat just as the M4 or AK since you only need 2 quick bursts to kill an enemy. With its very high long-range accuracy, the FAL should never be a close-range weapon.Massa said:Loved the new health system, it actually made weapons like the FAL and pistols useful, and the shotgun was not nearly as overpowered.
I know they're not keeping the new setting but I hope they don't just go back to the old.
msdstc said:Can I ask what you do like about it? What gameplay elements does it add? From my perspective it advocates camping, makes the sniper unstoppable, and artificially levels the playing field.
BattleMonkey said:Compared to previously where rushing up to people with melee and shotguns was king. It basically just gave ranged weapons more use instead of the game suffering what happened to Gears of War 1 where all fights just broke into close combat cluster fucks.
The FAL was useful before provided it was in the right hands and the shotgun has become useless.Massa said:Loved the new health system, it actually made weapons like the FAL and pistols useful, and the shotgun was not nearly as overpowered.
The shotgun shouldn't be weaker because it's a shotgun. The autoaim does need to be toned down though.fortified_concept said:The logical solution to that is to make weapons like the shotgun more weak not to screw with the entire health system.
lastinline said:. With new maps, I would love to see a mix of both ones from Uncharted 2, and remakes from Uncharted. From the first Uncharted, I would like to see a map based off the area where you first find the. From Uncharted 2, maybe the rooftops of the buildings when you first have to go up against aGerman U-Boat. Maybe like for Co-Op Arena, if it could be done, like have 10 floors of thehelicopter, and each floor would be a round.Shangri-La Hotel
Chamber said:God dammit. You are virtually guaranteed one dumbass in every co-op game. I'm never going to beat survival mode.
Dedication Through Light said:Alrighty, so plunder gets annoying when a team is at 1-4 and they clearly take the treasure put it by their treasure chest and then just go out and starting racking up kills (or so they think.). For only 50$ a kill, there is just no benefit to doing this I feel and running out that clock. 20 minutes for a match is a long time and I just dont have that much time to waste to get cheap dollar amounts.
Chamber said:God dammit. You are virtually guaranteed one dumbass in every co-op game. I'm never going to beat survival mode.
Dedication Through Light said:Alrighty, so plunder gets annoying when a team is at 1-4 and they clearly take the treasure put it by their treasure chest and then just go out and starting racking up kills (or so they think.). For only 50$ a kill, there is just no benefit to doing this I feel and running out that clock. 20 minutes for a match is a long time and I just dont have that much time to waste to get cheap dollar amounts.