Agree, having only 1 bot difficulty means there is either:
a- Problems with performance so they need to lower system strain
b-Problems with time to develop a good coop
c-No gamers/enthusiasts creating the pve mode
a) and b) is definitely present, I hope c) is not, we will see when a) and b) is hopefully solved if c) is a thing. From a pure gameplay perspective, 1 difficulty can only create extremely mediocre gameplay, as you can never have a difficulty both suited for new players and veterans in a fps in the same game session, ending up with a large portion of the community having a too easy or too hard time - This is of course obvious for any gaming enthusiast=)
EDIT: It would though be the best solution until they have time and optimization under control, so I would believe this is what is going on.
The obvious fix is to make less explosives available. This is no mystery, but it may seem the devs want it like this as the game mechanics are created like this. It’s a bit on the RNG side as there is no way to counter a He grenade from above or a c4 hidden, but communicating and predicting enemy tactics will at least make the game balanced, as there is no reason to repeatedly let the enemies do this without doing it back.
These damage ‘findings’ are programmed by the devs so it would be illogical to assume they are not aware.
Every player has statistics on their ttk for any gun, so it’s very easy for players to understand what the ttk is, debating what the preferred ttk would be for someone makes sense, but discussing what the ttk is should be obvious for anyone who can read statistics. You take the hit ratio of your gun example 0’2 multiplied with bullets shots , then you divide this number by the amount of kills and you then know bullets for each kills and thereby have unbiased numbers on ttk for your personal play style.
Hit ratio: 0.3
Bullets shot: 450
To find your personal ttk from this made up example the math is: (0.3 * 450) / 50 = 2.7
Meaning your average ttk is 2.7 bullets with this particular gun.
Hope this makes everyone understand what current TTK is for themselves if unaware=)
So weird this ain’t fixed. It’s so obviously game breaking. He Grenades are OP and combined with no safe spawn it breaks the game and this needs to be addressed.
Btw Frandito is a hero for his continuous effort to expose bugs like this, as it is in all our interest - Including him - To get it patched. In the meantime, I don’t understand how people can let him dominate that much. Use He grenades back, camp his spawn back, keep a couple of teammates to observe and protect the team spawn area and communicate - From his videos, enemies look like headless chickens just blindrushing:)
Frankly, scopes felt op when they don’t clutter the screen at all, I get less incentive to use iron sights. It’s supposed to be balanced right.
Iron sights: Harder to aim but less clutter
Scopes:Improved aim but more clutter
At least that’s how I think it should be and that Ins2 nailed it
When I equip a 2x, it feels like I have sniper capabilities to quite a far distance without the disadvantage of getting tunnel vision by using a higher zoomed scope. At the same time as you mention my capabilities of clearing a room goes down, and I would either need to practice hip-fire to a great extent or be careful when approaching cqb objectives. In a pvp firefight some objectives will be better suited with a 2x than other ones, and if I am last man standing or need to approach an objective with cqb, maybe I would need to take into account that I would need to resupply without a scope or outsmart enemies by positioning myself in a way that my 2x will not put me in great disadvantage - Maybe also using a well placed frag or prefire through some walls or at some corners - This challenge makes the experience more thrilling and gives me the awareness that by thinking about my tactics in new ways and practice difficult scenarios gives me room to improve because the game will limit some options by my choice of equipment - During time, I will have preferred loadouts that may vary between maps and is one of the reasons I like games that forces the player to practice their skills and make choices with consequences to viable strategies. This creates incentive for players to choose different loadouts based on maps, personal skill and the role you would like to fill in the specific game you are joining. Games trying to fill a niche will always have players who have not yet found preferred strategies in several situations until it clicks and you get that - Aha, if I did this or that the next time it would have worked out better. The prize paid will always be that it is possible to never find the best strategies for some people and feel like the game mechanics are not optimal - The reward of finding solutions to the challenges created by not making loadouts that works great in all scenarios is a great feature in my opinion.
The engine is just the pencil of the artist and there is proof the engine is not the problem. You can find games on ue4 handling this, most notably Fortnite - How would you explain the stable FPS in those games otherwise? I think NWI can make lots of improvements, I see no logic in why this is not the case. Changing engine is probably a challenge for NWI, understandably so, but blaming the engine limitations should be documented if you have any reason to make such a claim. I am rooting for NWI and hope they will achieve their goals, but I would not make up excuses without any explanation.
I don't see current pistol damage as being a problem at all, and never said it was. I compared pistols with bolt action rifles when the scope is flipped to the side. Features limiting the player is not regarded as a handicap by everyone, but an interesting challenge that makes the skill ceiling higher - More complexity and the need to think about approaches in new ways.
Here is a reply to you on the same arguments in offset iron sight:
@grumf said in Offset iron sights:
Wouldn't work. The problem isn't the price in supply points. The problem is that even if really expensive, it would just be too great not to use it. Sandstorm's vanilla unmodified weapons are already beasts and generally easy to control.
Can you imagine a vanilla M14/PKM/G3/Shotty with such an attachment ? Oh boy, would it rip and tear through everybody even from across the map...
Plus, it would encourage lone wolfing, which is quite sad.
Here is my thoughts on pistols:
M16A4 is essentially an OP pistol in single shot with a huge magazine if you look at it that way, very fun weapon to play with, my favourite (though I prefer burst mode). If you want pistols to be viable without making it less realistic, I have no idea how you can do that. Pistols are very weak in reality compared to rifles etc. so as long as there is armour in the game and you choose to shoot center mass they will never be anything more than a secondary if you want to use the most efficient weapon.
On the other hand, even with 3 mags available for your pistol you should be able to kill at least 3 enemies with good aim, after that you can resupply or swap weapon with a fallen enemy if you live long enough. Rinse and repeat.
In any game if your k:d ≥ 1, you are equal or better than the average player concerning gunplay
Here is two reposts as this have been discussed in several old threads:
FLIPABLE SCOPES 1/2
Hi, the reason for not giving all these options in games (for example cs:go or Insurgency2014), is because it makes the game less gear choice dependent. A sniper is very lethal in bigger open areas, and the trade off is that in close quarters they are forced to use a pistol. Game becomes less class-dependent and because of that also less team-oriented and more all-round when introducing 1x sight feature no matter your scope. So when you choose to be a sniper oriented player, you know that you will be most effective on your team when covering the open grounds and trying to avoid cqb if possible. This balances the classes, or everyone would use a long-range scope, because of no drawbacks.
Also remember that you can switch weapon with the enemies you kill, so if you want to change role mid-game, you can time it with a kill. It is of course a question of taste, but personally I wish the game was even more class dependent to increase (and force) different types of play-styles."
FLIPABLE SCOPES 2/2
Bolt-action is not very good in cqb, even iron sight, I agree with that - better than pistol though.
Not saying it eliminates classes, just changes the weight towards less class specifications. Points are numerous already, many players with an offensive playstyle like me don't use armor or extra ammo in most cases anyway, because speed is so important for me- unless push playing where a bunch of frags is key where I want 2 frags in most cases.
Just saying with a system where you can flip away the long range scope, the new meta might be many more players using long range scope to both rule the open field and cqb, cqb bolt-action iron sight is one thing, semi-automatic a different story. I would probably put all points towards a mk 14 EBR high magnification scope, no armor, no extra ammo, no whatever to get that loadout and rush flanks + obj being happy with that in all situations - A lot of others might as well and the classes then be less significant, if that happens.
Maybe that does not matter, it would probably be a fun experience anyways - Who am I to judge. If a lot of players want this feature and more people enjoy the game - Cool. It could maybe be tested for an extended amount of time, then changed back if the impact is badly received, or then limited to coop.