Maybe it's a good thing I couldn't join your game, wouldn't have been fun to be on the receiving end of that.
We could have kept that Helo in the air for forever!
That was a once in a lifetime performance for me anyways. I usually get blasted almost immediately or as soon as the enemy team decides to start equipping stingers. Curious what kind of balance is made to things like stingers...Assuming they work out the crashing within the next month or so.
I think an increased damage, but remove the mobility kill would work out pretty well. then a good team of pilot + engi would have a better chance of staying in the air.
That would only benefit scout choppers, though. Attack helis would still be up poo creek without a below radar paddle.
Basically what I'm saying is we need below radar back.
Maybe it's a good thing I couldn't join your game, wouldn't have been fun to be on the receiving end of that.
We could have kept that Helo in the air for forever!
That was a once in a lifetime performance for me anyways. I usually get blasted almost immediately or as soon as the enemy team decides to start equipping stingers. Curious what kind of balance is made to things like stingers...Assuming they work out the crashing within the next month or so.
I think an increased damage, but remove the mobility kill would work out pretty well. then a good team of pilot + engi would have a better chance of staying in the air.
That would only benefit scout choppers, though. Attack helis would still be up poo creek without a below radar paddle.
Basically what I'm saying is we need below radar back.
Below radar, a 23 percent speed and agility buff on the attack (12% on the littlebird and about 10% on the transport), Stingers/Iglas have a reduced chance (sub 20%) of mobility hits unless aided by a lock on from a PLD or Soflam (actually making those useful), and perhaps a ecm/flare cooldown buff.
Oh
And the removal of MAAs on half the maps, adding a MAA boundary that forces the AA out of spawns to regen ammo, Active radar should take a nerf and have a 0% chance to mobility hit, passive shouldn't be able to ignore flares, and the addition of a neutral vehicle boundary to stop people from driving an AA/arty back into spawn. Jets lose air radar by default and should be forced to give up a better perk to use, Stealth jets should either not show up on air radar or get a passive buff from a stealth coating attachment, stealth jet guns should see a buff, and the removal of Gyro from jets entirely.
Even with all of that a team of two engies could knock the ever loving shit out of a chopper, but the chopper would have a chance to drop low (into tank and dumbfire rocket range) and haul ass out of lock on range.
iRevert on
+1
ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
Better yet put an actual bullet drop on the primary weapon on the AA. It is a perfect bullet hose even at 1000+ meters. You can fire at infantry across Paracel easily that gun is so ridiculous.
didnt the MAA gun in bf3 do resuced damage to infantry? just do that again
honestly its damage against infantry, especially at range, is not unreasonable. I would prefer it had bullet drop or more bullet drop for the sake of air vehicles. As it stands the thing can sit in spawn with almost impunity and hammer a vehicle easily and accurately from across the map. It can take out the AC130 in five seconds of sustained fire. Just make the primary weapon a tad bit more challenging to use.
I hate active radar and i would bitch about it but I hate it until I'm the one using it so yeah.
I actually think choppers have it rough. However id like a missile that can hit planes. They can flare and be outside your range so fast it's like invincibility.
Is it just me or is the M1911 kind of lacking? It seems like it doesn't do enough damage to offset having such a small clip. I'd rather use something like the MP443 which may do less damage but at least I can afford to miss a shot or two and I can probably deal with more than two guys at a time if I get the drop on them.
I've developed a strategy for when facing two to four bad guys that don't know I'm there. I draw my hand gun and headshot the first and do my best to take the second with that clip then for any remaining I switch to my main weapon to finish them off. If there are more than four in the group I'll send in two minis first. This technique has been honed after hours of flanking enemies on Locker.
This never works against shiashi or tibbly, by the way.
0
0Replace4DisplaceThe best girls are ships and guns.Registered Userregular
Is it just me or is the M1911 kind of lacking? It seems like it doesn't do enough damage to offset having such a small magazine. I'd rather use something like the MP443 which may do less damage but at least I can afford to miss a shot or two and I can probably deal with more than two guys at a time if I get the drop on them.
Yeah the 1911 being 7+1 instead of 8+1 does hurt it quite a bit. Eight rounds is barely enough to deal with one person even with decent accuracy. If you go up against two then have fun.
So do i need to do something special to blow up battle dudes when I'm blowing up bathrooms? Or is that not an option for me since I'm using my phone and not a tablet?
I think the commander app is tablet-only.
Yeah, turns out Commander Mode is a size queen and won't play with my sub 7 inch screen. Oh well, guess no battle shits for me.
There is a dude on now called C4Solution who is pretty definitely not playing by the same rules as everyone else. Not sure if you can do anything about it.
DICE really needs to tweak the player spawn logic as it was not quite fair to spawn me and my semi-auto shotgun right behind a squad trying to cap a point on Locker.
Black lives matter.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Still waiting on Dan "Man of his Word" Ryckert to eat a hat
Psychotic OneThe Lord of No PantsParts UnknownRegistered Userregular
When it comes to the DMRs which is in general the best for rapid follow up shots. RHB seems to have wonky detection if I double tap. Love domination and the DMRs seem better for closer quarter combat.
There is some serious wonkyness going on with damage markers for when you're taking damage. It seriously after this patch feels like I'm playing on hardcore servers because by the time I get a damage indicator I'm dead.
Oh and if you're running SLI you are going to want to disable that unless you like texture flickering with this new patch.
In other news now that I have the spawn to spawn distance dialed in on Paracel I need to work on backing it up to where I can be prone shooting over the hill with the arc.
Well, I'm still trying to play CR on PS4, but it keeps prompting me to download the DLC even though I have and it is installed (I'm a Premium member). I've uninstalled the game and all content and re-installed it (DL 39 Gb uhg..). Still no good.
XBL: Scud FTW
PSN: ScudMuffin
0
That_GuyI don't wanna be that guyRegistered Userregular
There is a dude on now called C4Solution who is pretty definitely not playing by the same rules as everyone else. Not sure if you can do anything about it.
When it comes to the DMRs which is in general the best for rapid follow up shots. RHB seems to have wonky detection if I double tap. Love domination and the DMRs seem better for closer quarter combat.
DMR is actually really bad at close quarter combat. Mainly because of issues with spread and recoil if you fire too fast. So if you try to double tap too fast, the followup shot is probably gonna go wild. From what I can tell, this is the case with every DMR.
I personally am a big fan of the DMR's, even though they have lots of issues. But if you plan on doing lots of close quarter combats I would recommend pretty much everything else other than DMR's. If all you care about is looking stylish and annoying people with loud PSSHHH every time you take a shot (like me), look no further than DMR's.
There is some serious wonkyness going on with damage markers for when you're taking damage. It seriously after this patch feels like I'm playing on hardcore servers because by the time I get a damage indicator I'm dead.
Oh and if you're running SLI you are going to want to disable that unless you like texture flickering with this new patch.
In other news now that I have the spawn to spawn distance dialed in on Paracel I need to work on backing it up to where I can be prone shooting over the hill with the arc.
textures can flicker all they want if the game will stop stalling on a high end computer when another player comes on screen.
Patch notes:
Dec 16 PC Game Update Notes @shogun-Fix for a crash that would cause the game to stall, resulting in a sound loop. This should eliminate most of the problems relating to this.
-Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for “roadkilling” opponents.
-Fixed one of the issues related to the so-called “Netcode” (see below for details)
-Fix for player tags not always showing when needed to, resulting in players shooting team members.
-Fix for graphical flickering appearing on terrain.
-Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
-Fix for a Defuse bug where none of the teams would win a round by letting the timer run out.
-Fix for players getting stuck in the revive screen after being killed.
-Fix for players getting stuck in the kill camera after being revived.
-Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
-Made NVidia 331.82 or later driver versions mandatory for all players.
-Disabled DirectX 11.1 on NVidia cards that have outdated drivers.
-Fixed driver version not being properly detected on NVidia Optimus systems.
-Fixed a minor crash that could occur when bringing up the scoreboard.
-Fix for the issue where the game would get stuck in loading screen when players tried to join a Second Assault map without actually owning Second Assault.
“Netcode” improvement
We’ve addressed the so called “Kill trading”. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server.
That problem with battlelog looking all weird sucks! Have you tried resizing the chrome window to see if it adjusts itself? All I ever use is chrome and have never seen it do that. But if I resize the window sometimes it moves things around on battlelog.
Also, clip, magazine, I really try to listen to you guys on teamspeak when you get rolling on the gun talk but I guess it hasn't sunk in quite yet.
Patch notes:
Dec 16 PC Game Update Notes @shogun-Fix for a crash that would cause the game to stall, resulting in a sound loop. This should eliminate most of the problems relating to this.
-Fix for players getting stuck in the revive screen after being killed.
-Fix for players getting stuck in the kill camera after being revived.
“Netcode” improvement
We’ve addressed the so called “Kill trading”. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server.
Hopefully this means I can try to stick to the Dome instead of having to bail when the problem maps are next in the rotation.
Black lives matter.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Still waiting on Dan "Man of his Word" Ryckert to eat a hat
First I've seen where they've made certain drivers mandatory, even though they are worse than .65 for most folks. Next thing you'll see them making the x64 version mandatory. >,>
3DS Code - 5370-0463-9307
Wii U - 'Nocero'
XBox ID - therealmasume
PS4 ID - realmasume
There is a dude on now called C4Solution who is pretty definitely not playing by the same rules as everyone else. Not sure if you can do anything about it.
The dome is an official server, there are no rules on official servers other than what FairFight enforces. That is my understanding, at least.
Posts
That would only benefit scout choppers, though. Attack helis would still be up poo creek without a below radar paddle.
Basically what I'm saying is we need below radar back.
Below radar, a 23 percent speed and agility buff on the attack (12% on the littlebird and about 10% on the transport), Stingers/Iglas have a reduced chance (sub 20%) of mobility hits unless aided by a lock on from a PLD or Soflam (actually making those useful), and perhaps a ecm/flare cooldown buff.
Oh
And the removal of MAAs on half the maps, adding a MAA boundary that forces the AA out of spawns to regen ammo, Active radar should take a nerf and have a 0% chance to mobility hit, passive shouldn't be able to ignore flares, and the addition of a neutral vehicle boundary to stop people from driving an AA/arty back into spawn. Jets lose air radar by default and should be forced to give up a better perk to use, Stealth jets should either not show up on air radar or get a passive buff from a stealth coating attachment, stealth jet guns should see a buff, and the removal of Gyro from jets entirely.
Even with all of that a team of two engies could knock the ever loving shit out of a chopper, but the chopper would have a chance to drop low (into tank and dumbfire rocket range) and haul ass out of lock on range.
Shogun Streams Vidya
honestly its damage against infantry, especially at range, is not unreasonable. I would prefer it had bullet drop or more bullet drop for the sake of air vehicles. As it stands the thing can sit in spawn with almost impunity and hammer a vehicle easily and accurately from across the map. It can take out the AC130 in five seconds of sustained fire. Just make the primary weapon a tad bit more challenging to use.
I hate active radar and i would bitch about it but I hate it until I'm the one using it so yeah.
Shogun Streams Vidya
This never works against shiashi or tibbly, by the way.
Yeah the 1911 being 7+1 instead of 8+1 does hurt it quite a bit. Eight rounds is barely enough to deal with one person even with decent accuracy. If you go up against two then have fun.
Yeah, turns out Commander Mode is a size queen and won't play with my sub 7 inch screen. Oh well, guess no battle shits for me.
There is a dude on now called C4Solution who is pretty definitely not playing by the same rules as everyone else. Not sure if you can do anything about it.
But more importantly then saying I'm going to be kicked for chasing him out and killing him?
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Still waiting on Dan "Man of his Word" Ryckert to eat a hat
I just want the Rex
And Battlelog is still all fucky in Chrome (uninstalling/reinstalling the Battlelog plugin didnt help).
Man, all I hear about are game bugs and all of my issues are with Battlelog.
EDIT: For those curious, this is what Battlelog looks like when Im using Chrome:
http://i.minus.com/ibnpSWSHzoQ0Xx.png
Its sluggish in Opera but it is serviceable if you give some of the more complex pages time to fully load.
On the dome?
Magazine
I get my ass handed to me in CQB though. Just no stopping power or fire rate
you don't have any scripting or anything disabled in Chrome, do you?
I dont think so, I know I didnt change anything between it working with Chrome and now.
Im also getting weird/half/not loading images in the Steam client store page (works fine on Chrome though).
Ive tried updating flash and java but apparently those werent the issue, so very very odd.
Patch notes later in the day.
Oh and if you're running SLI you are going to want to disable that unless you like texture flickering with this new patch.
In other news now that I have the spawn to spawn distance dialed in on Paracel I need to work on backing it up to where I can be prone shooting over the hill with the arc.
PSN: ScudMuffin
That really doesn't tell me anything.
DMR is actually really bad at close quarter combat. Mainly because of issues with spread and recoil if you fire too fast. So if you try to double tap too fast, the followup shot is probably gonna go wild. From what I can tell, this is the case with every DMR.
I personally am a big fan of the DMR's, even though they have lots of issues. But if you plan on doing lots of close quarter combats I would recommend pretty much everything else other than DMR's. If all you care about is looking stylish and annoying people with loud PSSHHH every time you take a shot (like me), look no further than DMR's.
textures can flicker all they want if the game will stop stalling on a high end computer when another player comes on screen.
Dec 16 PC Game Update Notes
@shogun -Fix for a crash that would cause the game to stall, resulting in a sound loop. This should eliminate most of the problems relating to this.
-Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for “roadkilling” opponents.
-Fixed one of the issues related to the so-called “Netcode” (see below for details)
-Fix for player tags not always showing when needed to, resulting in players shooting team members.
-Fix for graphical flickering appearing on terrain.
-Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
-Fix for a Defuse bug where none of the teams would win a round by letting the timer run out.
-Fix for players getting stuck in the revive screen after being killed.
-Fix for players getting stuck in the kill camera after being revived.
-Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
-Made NVidia 331.82 or later driver versions mandatory for all players.
-Disabled DirectX 11.1 on NVidia cards that have outdated drivers.
-Fixed driver version not being properly detected on NVidia Optimus systems.
-Fixed a minor crash that could occur when bringing up the scoreboard.
-Fix for the issue where the game would get stuck in loading screen when players tried to join a Second Assault map without actually owning Second Assault.
“Netcode” improvement
We’ve addressed the so called “Kill trading”. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server.
Also, clip, magazine, I really try to listen to you guys on teamspeak when you get rolling on the gun talk but I guess it hasn't sunk in quite yet.
Hopefully this means I can try to stick to the Dome instead of having to bail when the problem maps are next in the rotation.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Still waiting on Dan "Man of his Word" Ryckert to eat a hat
Wii U - 'Nocero'
XBox ID - therealmasume
PS4 ID - realmasume
I drink too much Sleepytime tea.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
The dome is an official server, there are no rules on official servers other than what FairFight enforces. That is my understanding, at least.
Try cutting it with Whiskey and a NyQuil chaser.
pretty sure he was using the nyquil last night hahaha
Shogun Streams Vidya
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705