Maybe one day I'll be able to stick my name up there :hurg2:
Posts by jackophant
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Tapping/Bursting/Spraying all have their place in the game, the problem is that they've increased the random spread of the pattern which up close doesn't make too much difference, but reduces the range at which spraying is possible.
Spraying was imo, the holy grail of cs aim. If you could learn the spray pattern perfectly, you could fire off 30 rounds down Dust2 A long, and they'd all find their target. Now with the increased random element of the pattern this isn't possible at such distance. They could have increased recovery time between shots so that sprays were harder to do due to "more recoil", kind of like how long it takes the deagle to settle between shots.
They also decreased the accuracy of the first shot which makes those one tap AK entry shots less reliable and again increases the element of random in the weapon accuracy.
As is the way with competitive games, the more random something is, the less space for skill. Skill is the interesting thing to watch, not when a random bullet scores a headshot as you have no control over it, but noobs who don't have skill rely on RNG to close the gap between themselves and better players.
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Quote from 3Dnj
No, they have to be used as overlay, and 500 is a huge number.
Do decals even have a purpose anymore? (If ever?)
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@blackdog it has 8 rounds unfortunately.
Personally, if I were left with adding a revolver, I would've added a .50 cal one like the S&W500, which not only looks more impressive and revolvery, it could then also be based on some slightly alternate deagle balance.
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Quote from blackdog
Agree with the technical points, just want to point out that iIf it was a skin, it would be client side so people wouldn't see a Revolver if they have chosen the Deagle.
It could be either depending on how Valve would wish to implement it. Considering how every other skin renders for all clients, so you can see the bright blue camo of my long ass m4a1-s sticking out around a corner, I would imagine DDs implementation the more likely of the two.
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Quote from clankill3r
I just did a overwatch report on someone who abused it. Didn't know it was a exploit. I still think he deserves a VAC ban since he exploited it every round.
People should know better.
As for the revolver, I really don't get how valve does things. I mean, what if a 6 shot revolver would have been better? Kinda hard now to revert when you already sold skins for it.
Anyway, I think:
there should be no kill reward or a 100$ kill reward.make it inaccurate while running, but keep accuracy for shift walkingor, while running, auto decrease speed when you take a shotno 1 hit kill for lower torsomaybe lower damage for right mousebullet by bullet reload so a full reload takes really longor, one time speedloader reload, after that bullet by bullet reload
Good, I hope that guy gets banned for abusing.
Valve's approach so far seems to be make a weapon BETTER than anything else so everyone uses the new OP weapon and they get lots of usage data to best know how to tweak it to fit into the game. Sadly looking at the CZ and random botched gun mechanics, I can say with some confidence that they aren't using it right...
For the changes, I don't think your suggestions properly address the core of the problem. The base damage of the gun is far too high. I believe the base damage is the value of damage done to the chest at point blank range without armour, and everything else is calculated from location multipliers (eg. stomach = 1.25), damage fall off, and armour penetration.
IMO They should:
- Lower base damage and armour penetration to closer mimic the SSG08
- Right click implements "noscope" type accuracy (no reliable first hit accuracy)
- Increase reload time
- Increase movement penalty
- Marginally decrease damage falloff
I know it's a game, but this gun is firing .357 vs the Desert Eagle's gratuitous .50, so let's use that as a guideline balance for damage and penetration. When you fan the hammer of a revolver, you're shooting from the hip, why should you have any accuracy at all, make it like noscoping a hefty sniper rifle.
Leave the kill reward in contact, I don't think changing the money is the answer: when was the last time you thought "I want to buy this gun, but I'll get less money for kills" apart from maybe the P90 (I don't think anyone bats an eyelid when the AWP get's $100 a kill, if anyone even noticed). For the most part it's inconsequential.
Yeah...
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Quote from TheOnlyDoubleF
I had my first date with a girl from the dating app today. Weirdest ever.
[snip]
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Quote from Beck
Is it actually a 1-hit kill? I take it that's for headshots only? Though I did see on Reddit people weren't buying armour anymore. Surely it's not a 1-hit kill to the chest with armour?
The gun looks cool. But I'd rather them just fix the deagle.
It's a one hit kill through armour to the stomach at least. All the video clips I've seen people are dying in one or left on <10hp
Also... TF2 is seriously leaking:
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I think valve's counter strike team need a figurehead like icefrog for dota to push this game in the right direction. 3 days before a huge LAN, seriously, how the fuck did they think this would be ok?
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Can we please just appreciate they've nerfed pistol moving accuracy?
I was so sick and tired of being out gunned by a tec9 when someone is WASDering in front of me and I can't fucking hit them, or even mimic their movement to make it a fair fight.
But this new pistol looks retarded, however I want a fade one right now...
I can only fathom that valve release the guns as too powerful first, so they get usage stats and know how "best" to balance them. Surely they have enough resources to get this more or less right the first time?
What fucking niche is this gun meant to be filling anyway? The deagle had an impossibly high skill ceiling and now they've released a 1 hit kill cannon which has a minor wind up for the shot? So rather than fix the deagle they'll just bury it with a new noob cannon?
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@Tyker thanks for taking the time to provide this feedback, I really appreciate it.
The skybox and all lighting elements (light_environment, tonemap, etc) have been ripped straight out of ar_monastery. I realise it can be a bit bright sometimes but as soon as I start detailing, this won't be a problem.
The blockiness of the level is something I'm definitely trying to improve upon, and after some discussion I think I use paths too literally and need to blend these a bit to create areas.
A was a test, I've been messing around with the chokepoint and couldn't find an ideal solution so had to test to see what I'd achieved. Sorry to put you all through that
I've got a good idea of how to move past it though and I wasn't under any illusions as to how badly it could (and did) play.As you can see in the screenshots, those people are outside the map in warmup. There's no damage in the play test warmups so people don't die there. There is both a hurt trigger for fall damage and a bomb return trigger there too.
The jump isn't meant to be easy, if anything I'd make the first jump harder to be more akin to the self boost on inferno B site. At this point I'm not even sure it'll stay!
Again, thanks for the feedback
watch this space! -
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A program like GCFScape (part of Nem's Tools) may help you copy out the desired files from the game.
Depending on how you want to use it, you may need a photo editor to read it's file type.
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I've really not had any problems at all with FO4... I've got stuck in a terminal twice now in 30+ hours, and lost vision of my weapon a couple of times but that just requires toggling 3rd/1st person and it's back again.
Yeah, not perfect, but I had more issues with the horse on witcher 3, and how you can only really progress in the world by doing main story missions, going and exploring in withcer 3 led me to lots of things I couldn't kill and killing things / exploring gave you no xp to allow you to roam which is what i like to do.
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- Decompile
- Sand -> Snow
- Publish
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You could've left the vents as they were, and just made them unbreakable. The toxic crates you've put down can't be hidden behind any more.
Also, the fine mesh of the T entrance to upper site will create some horrible viewing angles, especially at a shallow angle with lower anisotropic filtering, so to some people it will appear solid.
In fact, a lot of the entrances you blocked up, you could've just closed the doors and applied an opaque glass. Would've had a bit more continuation to it.
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Rufus Sewell! I love this guy. Have to check this out, it looks very interesting. I've disregarded most TV ads as they don't really purvey anything meaningful about it.
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Quote from Sprony
Power Armor used to be an endgame item. Something legendary, epic and seemingly unobtainable. When you first encountered the Brotherhood of Steel in the original Fallout you were in awe. The quest line just to get a foot in the door was a huge undertaking and even then, you weren't there yet. When I finally acquired Power Armor, I felt Godlike, walking the Wasteland without a care in the world. Now you drown in them.
You make a good point, but I do like the new take on the mechanics of it, even if the fusion cores are a little tedious. While the training was a good idea, I like that the brotherhood haven't taken every piece of armour going and there's this whole chop shop thing at play. Although just handing it to you so early on with a minigun (which you then find no ammo for) was a little cheap. It was once definitely something to aspire to, and now as you can see, I have more than I know what to do with, and selling the plates isn't really practical. When I get a human companion I'll gear them up too.
They should have allowed you to upgrade the "output power" of the armour instead. to be able to jump, sprint, jetpack, stealth, or reflect damage you would need modules that would draw on that output power. Like building a computer, you can't have a billion GPUs drawing on a pissy little 200W PSU.
Ofc you could always upgrade the power supply to allow for more mods to be fitted at once, or improve the modules/servos to be more efficient.
And you can drown? I'd not found that problem, but then I quickly took up 1 point of the aquaboy perk which negates that anyway

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Quote from Vaya
- Name is pretty weird. I would think about renaming to one word. Even De_Misconduct sounds less clumsy
- Going off of the overview the walls seem pretty thin and there's lots of unnecessary space left in the player area. you should thicken up at least the external walls to stop every bullet going through the whole map. Removing space that's not needed also improves pathing and makes the map easier to learn for new players.
- Is the lighting a full compile?
I like the misconduct name. Trying to find a synonym or a single (preferably pronounceable) word make better names, the less syllables, the sweeter and more punchy it is imo.
Thin walls aren't necessarily a problem as you can run a block bullets texture through them, but it makes wall bangs inconsistent. There is no pathing here, just an open map with a series of doorways