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Gameplay Feedback / Re: submission - no penalty ?
on: August 25, 2019, 05:42:46 PM
They're probably saying they'll judge by the (low) score you'll get without penalties. I don't surrender ever, so I may be wrong.
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CQC is pretty broken. trying to issue a from cover grapple is like getting hit hard from a stone brick wall at full throttle. antagonist or elite just comes punching me out of it and stun locks me into a unstoppable combo until I'm down to zero and whoosh! A finisher,
Maximum daily XP gain is no longer capped when you reach Tier 5.
Sometimes I start to log in, but then I think, "Ah...I changed my mind, I don't feel like dealing with bullshit and stress." as I remember the last time I played the game and horribly unfun it was with the massive mobs, high health and high damage in the 30% range.
Remnant is around the corner, and it's basically a horror like Spacelords but with dedicated PvE. I like the characters here better than that game so I'm hoping they can improve things here.
No this game is for the most elite hardcore players, get out of here with that. We need more punishment for failing missions, like if you lose a match it should take 20% of your saved up gold and throw it into the pot. If you lose the pot then you lose all that gold.
I would say they were going for something more along the lines of Overwatch than Warframe. I don't think your decision making process in which guns to use is meant to be based on macro stats. I believe they want you to choose a weapon based on it's abilities, and then adjust to that play style while finding a way to make it fit in tandem with the CQC melee system. H.I.V.E.'s starting weapon, for instance, makes it easy to ensure you are infecting specific enemies, but the RACEME offers a longer range for her life drain. The trade off being it is a bit harder to use, and has a lower clip capacity. Her PLAGUE rifle, on the other hand, can penetrate walls and also empty a full clip in close combat to ensure infection. If I use PLAGUE on Hanging By A Thread, for instance, I can infect an antag through the floor if he/she is on the second level, thereby assisting a team mate who may be in the middle of an encounter with them.
I don't meant to sound condescending, but again, I think Mercury Steam designed the weapons around their function first and foremost. Sure you can bring up certain stats like crit damage, damage done to players or AI enemies, but in general those percentages act more like indicators to me about how I can slightly modify a specific weapon's usefulness in certain situations.
I don't think this is meant to be a game about math, where my numbers beat your numbers, but unfortunately uneven matchmaking, where a purple tier 1 antag can go against much lower levels, can make it seem that way.
I agree I have been at between 34- 40 MMR and have been STUCK on the mission "The Mouse and Snake" for TWO WEEKS!!2 weeks? This is way too much.
yet the mission was far stronger than the same mission without antag.Don't think it's a bug. I noticed that missions without antag get super hard even if the MMR is less than 40.
bug ?
i'm not so sure of that serg.
from what i have seen, as raiders doesn't have to run around to kill elites, they tend to stay more packed than before imo.
well, they did in the majority of my games these days at least.
The secret mysteriousness is probably intentional to get people hooked. Instead of studying chart for 5 minutes to figure things out you have to try and play 5 rounds to try figure out what works.