Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Tekato

Pages: 1 ... 3 4 [5] 6 7 ... 20
61
I've been thinking about this and I think the best way to implement this difficulty setting is to have everyone vote for the match difficulty when the "let's go" message pops up. If there's a lv 1/rankless they will have priority over the selected difficulty so they won't get destroyed by 70+ mmr AI because of the higher levels. You should obviously scale the rewards based on what difficulty is selected and if an antagonist joins there should be a bonus even if they win or lose. It should be much easier to balance the Ai between these 4 difficulties instead of this huge spectrum in the current mmr system.

Just for the love of god make sure the rewards are worth it for the higher difficulties so people don't end up just voting for normal because it's the fastest/most efficient way of grinding. You want players to have a reason to go for the challenge. The difficulty should also stay the same if there's an antag or not since it's being picked by the raiders.

62
Gameplay Feedback / Faction points problem for the 50th time
 on: March 07, 2019, 01:13:42 AM 
I know its not that hard to increase the faction point rewards from missions so can you please increase it to something more reasonable. I just spent 160k trying to get a card and didn't get it (what a surprise didn't see that coming at all) this will take so many hours/days to farm all over again because of how little faction points you receive. It gets even more annoying when there's an antag that ruins your score/rewards which are already so low. I'm honestly becoming more toxic the more I play this game.

Please I don't want to spend another week farming faction points just to get nothing. And that's me being generous, most people don't have that kind of time to grind a game.

63
Gameplay Feedback / Re: sand punch soab pro
 on: March 05, 2019, 03:17:07 AM 
I killed a lot of old men on my quest for 100 MMR, but it's not as simple as everyone assumes. Antags get such garbage AI that if the mission gets far enough, it's a 4v1 fest with nothing to impede the raider's progress. The raider objective here is "walk to the end and wait" and if nothing stops them from walking to the end and waiting, they win. Pretty easy.

It's stupid easy to spawn camp 99% of characters on this mission and prevent them from killing the old man. There's about 3 or 4 OP setups that can nuke him in seconds, and only 1 of those (Harec) is viable against a team that is spawn-camping, and even that one isn't perfect.

Quote
"it got down voted by trolls because discord is cancer "
You mean it got downvoted because people there play as both raider and antag, and know the struggles of both. Knowing the meta is one thing, understand the reason behind WHY something is meta is another.
This is obviously an exploit and people will use those 3-4 op characters once they see how easy it is. Leaving it the way it currently is just because you're not getting ad support due to incompetent developers not knowing how to balance antag matches is just not a solution. Like I said my suggestion would still allow the antag to slow the raiders down and still force them to dump aleph on the protector once you drop his shield, which almost any character can do with just a couple shots.

Let's say if they fix the mmr and enemy Ai/spawning would you still think it's fair to be able to kill the protector so easily?

64
Make antag optional= game fixed.

65
Gameplay Feedback / Re: sand punch soab pro
 on: March 04, 2019, 01:27:55 PM 
I tried suggesting something similar on discord but it got down voted by trolls because discord is cancer so I left that shit. My suggestion was to make him immune to player dmg after his shield goes down, that way the antag still has a chance to slow the raiders down but not just straight up easily win by killing him.

66
Gameplay Feedback / Re: Melee Blocking [suggestion]
 on: March 03, 2019, 09:00:18 PM 
Yeah I don't think this is a good idea it's just going to encourage block spamming since it stops both strikes and grapples. Most antags don't really melee anyway unless they have a one punch card, usually they just one shot down you with their gun and finish you off.

67
As if the rewards weren't already bad enough, they get worst when there's an antagonist there to lower your score more even if you win. It's almost like the game is designed to give you as little rewards as possible the more effort you put into a match.

68
Gameplay Feedback / Valeria's new gun
 on: March 01, 2019, 04:00:17 PM 
I'm usually one of the first people to hate on mse but I have no complaints at all with this gun. You guys did an amazing job at balancing out the damage, not too strong or too weak just perfect as long as you use both the ability and weapon shots together. Now if you just use the shots or orb seperately it will seem inferior to her other guns but it's not and I feel like they truly tested this weapon. Thank you mse and I hope you put this much effort into balancing weapons in the future.

69
Seriously get it together this difficulty is cancer.. I'm already putting up with these annoying antags in pvp and now pve is also fucked. I have no more patience for this game anymore.

70
Gameplay Feedback / PvP damage
 on: February 13, 2019, 02:43:37 PM 
Are you guys planning on adjusting these damage numbers? Currently everyone and their moms uses one shot/punch builds, it's just dumb. There's almost no room for skilled gameplay when you just go down in one second or 2. You can't just keep using pve numbers for pvp it just doesnt work it will never be balanced.

71
Suggestions / Re: Buff the Shtorm. Give a delay on Tolchok's push.
 on: February 12, 2019, 05:08:15 PM 
I think this is a  good idea but it's probably not gonna happen.

72
Gameplay Feedback / Re: Will this game survive?
 on: February 09, 2019, 03:37:07 PM 
It survived for a year and didn't die out like people were silently and vocally hoping it would. I really don't enjoy seeing these threads... This is just knocking the game because higher profile games come out but plenty already have and those of us who love the game in the truest sense kept on playing.
I don't really want to see the game fail but they need to step it up. Last year there weren't that many good shooter games but this year there's 4-5 big titles coming back to back and spacelords already used the free to play card. It's not really looking good, they've had a year but the tutorials still suck and the new players I see them constantly rage quitting either because they don't know what's going on during the mission or they get completely stomped by antags. I personally try to play a few matches once in a while but when I see an antag I just drop the game for like a week.

@Pohthehd i'm not really a pvp guy so I haven't really touched apex but I see a lot of my friends move on to that game.

73
Gameplay Feedback / Will this game survive?
 on: February 09, 2019, 01:43:56 AM 
With anthem, the division 2, apex and borderlands 3 coming out soon will this game make it? Just curious how mercury steam plan on dealing with all these shooter games taking away a lot of their players.

74
Gameplay Feedback / Re: Life Support - Aneska's card
 on: February 07, 2019, 04:34:31 PM 
You guys make all these overpowered weapons and cards like bonus/killer ball for schneider, tolchock, ignis etc then you wanna talk about balance... Get out of here with that man.

75
Gameplay Feedback / Re: Life Support - Aneska's card
 on: February 07, 2019, 04:09:18 PM 

Hello Raiders,

When designing this card my idea was to try to give a new use to the Mech, use it as an "attacking" shield, that is, if you deploy the mech, go back a couple of steps and let the enemies get closer, centering the damage on the mech and you help your mech to kill enemies or shoot the mech to maintain its life without having to worry about yours for a few seconds. It is true that it is a risky move because you will lose the Mech very quickly, but for high difficulty levels where you can accumulate several enemies in a single zone can be a good way to eliminate more grouped enemies, and quickly collect the cells of energy to have the mech available again to launch. Anyway, I will keep your comments in mind and I will check the numbers on this letter.
There's no reason to run this card when you can just use prevail. Like you said the mech will just die in seconds anyway so you can keep re-activating prevail by collecting energy cells and just letting the mech die. Vial of epinephrine can also work better in that scenario. Just increase the range on life support to 15 meters and it should be fine. That way you can at least hide the mech somewhere so it won't die in 3 seconds and it will still heal you.

The idea is to support your mech shooting the enemies, not let it die... i think prevail is more for new users with this character, but as I said, I´m going to review the numbers, thanks for the feedback
That's a nice way of saying git gud but what difficulty are you guys testing this on? This strategy does sound good on paper but when you actually put it into action at higher mmrs it doesn't really work out. That's just my thoughts I guess.

Pages: 1 ... 3 4 [5] 6 7 ... 20