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Messages - SniffaXxX

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Gameplay Feedback / Re: Armor & resistance leveling
 on: August 10, 2019, 02:31:32 AM 
I believe 50 is the max for those stats

Not gonna lie, I’m too lazy to read everything.

My personal stance on Shakura is you should have to be within a certain proximity of the Quantuam Projectile for it to activate its damage. This would encourage an active CQC playstyle rather than hiding around a corner with infinite ammo and no aleph signature.

Gameplay Feedback / Re: MoP / current state feedback
 on: August 09, 2019, 06:53:46 PM 
Hey! Thanks for taking the time to read and respond. After spending a little bit more time with the update I have something I’d like to add.

The Antsgonist coms are very cool and helpful! Even when playing against a raider group with low difficulty, just being able to throw three guys into someone’s face can really help out.

Although in extreme cases of low difficulty, you end up rarely having any grunts to command.
I don’t know how feesible it would be for you guys to implement this, but I would be cool to see a spawn timer for your goons to command :D

Gameplay Feedback / Re: Hans's rare gun "Warm"
 on: August 02, 2019, 06:41:41 PM 
I think they should add some higher damage for initial impact

Gameplay Feedback / MoP / current state feedback
 on: August 02, 2019, 04:19:46 PM 
Hey there! Just wanted to drop by and give my 2 Cents on a few things.

First off, the eclipse seasonal event is awesome. Really cool to see the red hue on some missions. And getting free cosmetics for monthly score is really cool. I can’t wait to see what the next event will be like. Im hanging on to my MP in hopes of event item flash offer ;)

I see a lot of people having a hard time getting blueprints in the game’s current state. I realize heavymetal is coming soon, but in the meantime I think if you brought back hourly refresh on the rewards it would help alleviate some player’s dismay.

When it comes to natural aleph deposits, I don’t mind the system, but I believe spawn rates may need to be tweaked per mission. For example I played a match on white noise yesterday. The first phase took a little longer than it used to, which is fine. But the second phase is when it got a little too hectic. The aleph spawns in the map require precision platforming jumps, that are really hard to do in the thick of the battle. And the spawn rates felt too slow that when the aleph appeared we had to ignore all the enemies and antagonist and make a mad dash for it, which ultimately led to our loss. I believe the spawn rates for aleph on that map need to be more frequent.

For the Schneider rework, I haven’t personally played with it yet. But on paper, it might be a good idea to give his pea shooter gun a little bit more power while the drone is not deployed.

Reactive shields on bosses. It’d be nice to have a visual representation on the boss’s health bar of how much reactive shield is on the boss. Like a blue bar that goes over the original bar.

Also, I’d really love to see Talent points as a monthly milestone reward. They’re typically harder to get than gold.

Last thing. It feels like mission difficulty is being over compensated while there is an antagonist again. It was good for a while, but I’ve had some insanely high differences lately. Maybe if you could program in a minimum difficulty and maximum difficulty when an antagonist is present to keep the game from balancing too far one way or another. Maybe between 35-70% or so.

Anyways thanks for reading and thanks for the hard work!

Gameplay Feedback / Re: The trolls need to be stopped
 on: July 12, 2019, 05:36:18 AM 
I don’t believe throwing matches to be acceptable for any reason. I’d recommend recording evidence and sending it to mercury steam via email.

Gameplay Feedback / Re: Question about the accumlated pot
 on: July 12, 2019, 05:34:15 AM 
It’s a little confusing, But I’ll do my best to explain from my understanding.
Everytime you play, any rewards you don’t win get added to the pot. For example: if your match has a maximum of 7000 gold and you only win 6000, the remaining 1000 goes to the pot. In addition to this, the pot also grows daily by a set amount regardless if you play or not.
I do not believe that rewards lost from the pot match go to the next pot.

I feel like the close range nerf that was applied to whip needs to be put on shakura

Gameplay Feedback / Please continue to buff underwhelming guns.
 on: July 07, 2019, 08:24:40 PM 
The last couple updates we got reworks to Earthing, Shtorm, and hatchet which is awesome! I hope to continue to see this going forward until we get to the point where you never feel like you wasted your resources building a gun. I believe Warm and Eager are still pretty underwhelming. Maybe take a swing at those next?

Gameplay Feedback / Re: Cortez Bros.
 on: July 06, 2019, 09:07:37 PM 
10% reduction might be a little much. I was thinking more like 5%

Suggestions / Re: Display that shows active cards with timers
 on: July 05, 2019, 03:19:57 PM 
Pretty sure we had this back in the Raiders days. We need it back!

Gameplay Feedback / Cortez Bros.
 on: July 05, 2019, 08:29:05 AM 
Being a man down is always gonna suck, but Cortez bros is a nice feature to help out with this. I am thankful for it.
Even though they rarely kill anything, it’s nice that they aren’t a liability for you lives and can take enemy Agro for a short time.
That being said, having a cortez bro on your team is a huge drawback for the fact that it’s one less person to complete objectives. It’s very hard for an undermanned squad to kill everything and complete objectives in higher difficulty matches.

Example: I just played a match ‘In Medias Res’ at 65% and the game gave me 3 cortez bros. I couldn’t make it to the second barrier with the encoder because there were just too many enemies for me to kill and then try to pick up the encoder.

I think since we can now start matches with Cortez in our team, maybe look into solutions to Help them carry their weight.
You could simply buff their attack or health, or maybe even decrease match difficulty by a flat % value for each Cortez present.

Gameplay Feedback / Feedback on Wound time.
 on: June 08, 2019, 07:30:49 PM 
Hello! The Wound time decrease from 5.5 to 2.5 seconds feels a little extreme for a couple reasons.
One reason being that you can sometimes get stuck in a sort of ‘purgatory’ because of the lower health when you stand up, if you can’t get into good cover you just end up getting shot down again instantly. In some rare cases
You go up and down up and down haha.

My biggest issue with this is it alienates a lot of weapons for pvp on both sides. A lot of weapons and characters such as hans or loaht are good for wounding from a distance and then finishing with a melee. With the decreased wound time you barely have enough time to close the gap. Kuzmann suffers from this greatly with his council move speed. It’s going to drive players to a long range finishing meta limiting what players will pick to things like Ignis, Last wish, or earthing.

Anyways, I don’t know if it should return to the full 5.5 seconds. But I think the time should be increased just a little bit. It kind of just feels bizarre in its current state.
Thanks for reading and have a nice day :D

Gameplay Feedback / Re: Valeria’s Whip and Shakura
 on: May 21, 2019, 05:39:49 AM 
The Whip to me felt like Konstantin's O.Tolchok E10 where its ability to "Push" trumps any nerf you can put on it. The Whip even when nerfed was cleaning house to a very why area.
At the ending of No Reservations you used to be able to lock down the Entire barge with the Whip, At the end of A Fistfull of sand you can also lock down the area to prevent any antag, elite or grunt from physically getting close (except doldren).

But in the Whips case I suppose they found a way

The thing is, shakura can do all of that. And more. Without any of the drawbacks.

Gameplay Feedback / Valeria’s Whip and Shakura
 on: May 20, 2019, 09:45:02 PM 
With the latest update (identity) we were brought a rework to The Whip
“  - Whip has been reworked: The quantum projectile won't react to Valeria's shots if she's not nearby.”
I personally believe that this effect should be applied to Shakura. Because as it is currently, a player can camp an area with Shakura without ever consuming ammo or even showing their aleph signature. This is insane for Antagonists in certain choke points, such as the first Bridge in Beasts lair. Or the second choke on Medias Res. It’s nearly impossible without the proper raiders. If a proximity activation were added to shakura, it would encourage a high risk/high reward CQC playstyle. Which the gun is very strong when fighting CQC. But being able to do that, and lock down a choke point feels like a little much. If this change were added, I think a color change on the projectile when your in range and out of range to activate the damage would be necessary.

I also believe that the Whip should have its proximity activation removed. Maybe with the trade off of faster ammo consumption or less max ammo. This way, the stationary ad clear playstyle will still exist. But without the strengths of ammo, aleph signature, and CQC.

If both these changes were implemented I think it would help balance out both of these guns and give them both a unique playstyle.

Thank you for reading, I’ll see you on the broken planet :D

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